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Career mode and Sandbox not exclusively separate


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So it struck me that the concept of 'revert flight' is akin to resetting a training simulation. With the addition of Kerbals being permanently lost, Career mode could be the realm of permadeath, while Sandbox would be your flight sims, where the Kerbalnauts can gain mission experience.

Missions in Career mode would be multifaceted with goals and gain access to research and new parts. The next Sandbox round would incorporate the new parts and let you being a new series of flight simulations. Missions would start with sending a satellite or two to a target, gathering data for manned missions. Manned missions pave the way for bases. Then, SCIENCE!

It could even been broken into a series of mini-games. Develop a launch platform and place X mass in Y orbit. Develop a habitation module, ground test in mountains/desert/tundra. Design a rover, test at rover facility outside KSP. Design lander, simulated based on current data only. Construct a flight plan.

All the while, the Kerbalnauts selected for the mission would gain skill experience and flight experience. A small increase to engine isp, a longer lasting batter, increase life support, improved instrumentation, quicker reaction time could be a few minor perks.

Patches, ranks and assignments would be an awesome addition towards personalizing the Kerbalaut Corp as well!

JS

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Designer, missions would be a full implemented, from Liftoff to Landing according to the mission profile. Before you embark on the mission, you go through a series of craft designing stages that focus on specific aspects, such as launch, habitation and IP travel. They would all come together at a final stage in preparation for the actual mission, much like the Space Shuttle use to do at the actual VAB at Kennedy Space Center. Parts would be shipped in, astronauts included, to be finally packaged and assembled into once piece for launch.

Armchair, no, not at all. I'm totally fine with a fully stocked, free to do whatever your heart desires Sandbox mode. If you need/want/must have all the gadgets and whirlygigs from Day 1, go for it, it's your space program.

What I'm suggesting is a model for a Flight Logistics and Planning mode nestled inside of Career mode. KSP is about creating a space program and I think some people would relish at the chance to build one from the ground up, so they can look back at their first Stayputnik or Kerpollo missions and feel they have truly built a space program to rival the stars. Going through mission development is a very fun process, think of the JPL guys that said "Golly, let's just use rockets to land the damn thing and lower it on a rope!" (KSP even comes with a stock skycrane/rover!)

Mission profiles have an astronomical number of possibilities and some might find it helpful to be guided through what is needed to launch a probe to orbit the Mun versus land a probe on the Mun. Having a series of in-game simulations (simulationception?) could help the non-hardcore, fly-by-the-seat-of-your-pants space cowboys some players think they are.

JS

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As far as the testing in low gravity, MAYBE a Neutral Buoyancy Lab could be designed somehow... Although, I think a much more Kerbal approach would be to have dudes hanging on wires next to a mock up station.

Or they could do what HBO did when filming From the Earth to the Moon; tie balloons to the astronauts to cancel out fractions of their weight.

-- Steve

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