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Mission Card Game [Need ideas]


CreeperShift

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Hey there :)

Recently my friends and I had a really great idea. We are 6 real life friends all playing KSP and thought we could create some kind of "mission challenge".

We were planning to create small cards, with individual missions on them, shuffle them all and every week we would pull a card from the deck and attempt the mission. Whoever finishes the mission first during the week, wins.

We have a small scoreboard setup as well where we track scores.

It's mainly to have a bit of fun & challenge in KSP.

Now our issue is, that we cannot come up with even close to enough missions to make it worth our while.

Obviously we have the standard, land on X, transport X, create X. However we are looking for some unique, crazy and probably hard, weird or just plain stupid missions that we can shuffle into the deck aswell.

If you can come up with any, it would be awesome if you could post them. Who knows I might even compile a big list and put those cards online if you want.

Thanks :)

(ps. Sorry if this is the wrong section, I didn't know where else this would fit)

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Hmm...

Idea.

Construct a spaceplane capable of transporting a lander to LKO - and then have that lander payload fly to the Mun, plant a flag, and return home.

But - when you return home, re-dock to the spaceplane and descend with that.

Mission Plan:

1. Launch spaceplane with payload.

2. Undock payload in LKO, transfer to the Mun.

3. Land on the Mun, plant a flag, return to LKO.

4. Re-dock to the spaceplane.

5. Descend to Kerbin with the spaceplane.

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Land a manned lander on Minmus, then EVA a kerbal. Get that Kerbal to fly into an orbit around Minmus using nothing but the jet pack. With the remaining Kerbals in the lander, launch it and go pick up the orbiting Kerbal :)

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Make a small station, refuel it and go to duna, send 2 rovers and 2 probes with it, land 1 rover & 1 probe on duna, the other two on ike, i did this with my friends too! We enjoyed it a lot! Specially when you set near each other, and launch together! However, we hand something called ' beautifuls ' which is the most gorgeous looking station/ rover / probe, who ever loses makes his kerbals that were on the mission die.. Sad.. :(!

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Is this monopoly like? I suggest two card piles, named "PARTS BIN" and "FLIGHT ANOMALY". Parts bin would have cards such as, "Moar boosters!", "Add more struts", and "I'm pretty sure we need an antenna on this thing." Flight anomaly would have such things as "What was that sound?", "Should the window be on fire like that?", and "I'm pretty sure we shouldn't have lost 70% of our mass all at once like that."

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Is this monopoly like? I suggest two card piles, named "PARTS BIN" and "FLIGHT ANOMALY". Parts bin would have cards such as, "Moar boosters!", "Add more struts", and "I'm pretty sure we need an antenna on this thing." Flight anomaly would have such things as "What was that sound?", "Should the window be on fire like that?", and "I'm pretty sure we shouldn't have lost 70% of our mass all at once like that."

:DDDDD

I think that would be awesome, but I doubt I can come up with anything usable that way ;)

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Along the lines of what Whackjob is suggesting, I'm also thinking of having separate decks (except three this time).

The first one would be a "Target" deck, with one or more cards (hopefully all equal in number for each) that tell you where you're going (the Mun, Minmus, Duna, etc.).

The second deck would be your "Vehicle" deck, which tells you what sort of craft to build (keeping it simple, to generic things like "Satellite / Probe," "Station," "Ground Base," etc.)

The third deck would be a "Restrictions" deck, to make things interesting with rules like "Must not use nuclear engines," "Must return to Kerbin (or LKO) to complete mission," or even telling players to set up certain "complications" in flight (like disabling an engine to simulate it "failing," etc.).

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Maybe a fourth "Disaster" deck That you draw once you craft is in space. Something like "Landing leg diagnostics have determined the gaffa tape has fallen off. You will have to land without legs...legless!"

"your docking port has malfunctioned, you may no longer dock with other objects"

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I've made a KSP card game in my own time, you can do EVA activitys, dock, bulid spacestations, build ships (with 6 types of engines and 4 fuel tanks of 2 different sizes), you have to have enough electric charge, thrust and deltaV to go anywhere, and enough TWR to land on diffrent bodys with different gravity.

it's almost KSP, just with out realistic orbital mechanics.

But my concept is alot different to yours, they're better in their own ways

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I'm pretty sure there's a mission generator that generates a target, vehicle, and restriction for you out there. Look around in the forums or search "KSP mission generator" or something.

Here's a few crazy ideas:

  • "Land" on Jool with exploding, your vessel must then survive for 10 more seconds, and doesn't have to be manned
  • Make a RCS lander for Gilly or Minimus, and then return to Kerbin. (Interplanetary ship does not have to be RCS powered)
  • Build something with only probe sized parts
  • Perform the Wernher von Braun Mission to Mars (Duna). Basically send a fleet to vessels to Duna. Land a winged ship on the North Pole, drive to the equator, and land the other ships there. Then, after 1 year, return to Kerbin (Will be VERY VERY hard)
    [h=4][/h]

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Along the lines of what Whackjob is suggesting, I'm also thinking of having separate decks (except three this time).

The first one would be a "Target" deck, with one or more cards (hopefully all equal in number for each) that tell you where you're going (the Mun, Minmus, Duna, etc.).

The second deck would be your "Vehicle" deck, which tells you what sort of craft to build (keeping it simple, to generic things like "Satellite / Probe," "Station," "Ground Base," etc.)

The third deck would be a "Restrictions" deck, to make things interesting with rules like "Must not use nuclear engines," "Must return to Kerbin (or LKO) to complete mission," or even telling players to set up certain "complications" in flight (like disabling an engine to simulate it "failing," etc.).

Hmm, I thought about doing it that way, however this makes almost all the missions the same. Fly to X using X while having X restriction. Having a big list of missions that aren't all the same would probably be more interesting :) They could still be separated into more than one deck with restrictions and destination.

Maybe something like this:

Mission deck: Contains mission cards which also specifies how many resource decks there should be drawn

"Resource deck":

Location deck,

Restriction deck,

Parts deck,

vehicle deck,

disaster deck,

budget deck (if the prices would be fixed)

etc

So we would draw the mission card "Build a craft capable of landing on and returning from X, leaving behind a X on the surface. -Draw 1 location card, 1 vehicle card, 1 restriction card and 2 disaster cards.

Then if we had some unique mission we could still draw additional things from one of the decks.

Maybe a fourth "Disaster" deck That you draw once you craft is in space. Something like "Landing leg diagnostics have determined the gaffa tape has fallen off. You will have to land without legs...legless!"

"your docking port has malfunctioned, you may no longer dock with other objects"

I actually really like the idea of disasters. Maybe there should not always be a disaster but having half or a quarter of the disaster cards have potential disasters would make it interesting.

I've made a KSP card game in my own time, you can do EVA activitys, dock, bulid spacestations, build ships (with 6 types of engines and 4 fuel tanks of 2 different sizes), you have to have enough electric charge, thrust and deltaV to go anywhere, and enough TWR to land on diffrent bodys with different gravity.

it's almost KSP, just with out realistic orbital mechanics.

But my concept is alot different to yours, they're better in their own ways

Yeah the main difference is that everything will still take place ingame. We'll just draw a card every week and race the mission.

I'm pretty sure there's a mission generator that generates a target, vehicle, and restriction for you out there. Look around in the forums or search "KSP mission generator" or something.

Here's a few crazy ideas:

  • "Land" on Jool with exploding, your vessel must then survive for 10 more seconds, and doesn't have to be manned
  • Make a RCS lander for Gilly or Minimus, and then return to Kerbin. (Interplanetary ship does not have to be RCS powered)
  • Build something with only probe sized parts
  • Perform the Wernher von Braun Mission to Mars (Duna). Basically send a fleet to vessels to Duna. Land a winged ship on the North Pole, drive to the equator, and land the other ships there. Then, after 1 year, return to Kerbin (Will be VERY VERY hard)
    [h=4][/h]

Yeah but the mission generator has pretty much exactly the flaws we are trying to avoid. While the missions won't be scripted and totally random, they will always follow the same pattern and be really repeating, leaving no space for really crazy and unique missions.

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