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Multiple science areas


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Hi!

I must say that I dislike current research system that is implemented in KSP. Why? Becouse it doesn't matter how you get the science points (doing expiriments, writing EVA reports, etc) to be able to advance the techonology. What only matters is how much science points you get.

So I suggest spliting the whole science into multiple areas (examples below) where different expiriments or activities will generate different amount of science points for different areas. And finally for unlocking acces to certain parts you will require certain amount of research points gathered in certain science fields.

I also suggest including some expiriments which actually generate science points based on expiriment duration. I'm aware of SQUAD opinion about timed expiriments and how they could be spiled by time acceleration. But for some I think this is still suitable. Look for some examples below.

Now let me give you some exapmles of science fields along with their description and which expiriments should generate science points in theese fields:

1. Aerodynamics

Aerodynamics coveres the development of aerodynamical parts like wings, controll surfaces, nose cones, etc.

For generating science points in this area player must spend their time flying their crafts in planets atmosphere. There could be certain condition for science points in this area to be generating to avoid cheating like minimal speed, science points generation starts only after certain time, etc.

2. Thermodynamics

Thermodynamics is a field which covers development of parts which can survive and work under different temperature conditions (highlÄÂy heated parts during reentry, extreme cold of space, etc.)

To generate points in this area you need to expose your parts to extreme temperatures.

3. Land transportation

Land transportation area coveres things about creating land vehicles like rovers and their parts

To generate points in this area you need to use your land based units to travel great distances over land

4. Naval transportation

Naval transportation coveres development of naval vesels - if they get included in game eventualy

Similar as land transportation you need to travel gread distances over water to generate science points in this area.

5. Air propultion

Air propultion coveres development of atmospheric engines like prop engines and jet engines.

You generate points in this area over time by using the air propulsion.

6. Rocketry

Rocketry coveres development of rocket engines.

As in air propultion the more time you spend on using rocket engines more science points you earn.

7. Electronics

Electronics coveres everything from basic lights to electromotrs, to electricity generation

You earn science points in this are by using electronics devices over time

8. Computer science

Computer science coveres computer development and all systems that rely on it.

You earn points in this area by using computerized devices over time or preforming certain actions with computerized devices.

9. Robotry - if it gets implemented into game

Robotry coveres development of robotic arms, etc.

Initialy you earn points in this are by doing developments in electronics area but later with the usage of robotics components.

10. Comunication

Comunication coveres development of various comunication arays and data transfer.

You gain science points in this are by preforming various data transferes etc.

11. Science analasys

Science analasys coveres development of various scientific instruments

You gain science points in this area by preforming expiriments or observations with existing science instruments.

I'm sure we could include even more fields.

Anywhay spliting the current research into multiple fields will give reserch more greater depth and will actually require players to do specific expiriments to be able to progress in specific science fields.

And now a word about the expiriments (with tihs I mean things like expose goo to space, take temperature measurments, etc.):

I think that expirments should have to be repeated several times.

Each time you will get some science points in apropriate fields. The amount of gathered points should depend on where you preform such expiriments (enviroment afecting expiriment) and it should still be a bit random at the same time (you can get betwen Min-Max amount of science points per expiriment so you are actually simulating sucessfull or unsucsessfull expiriment).

Of course after some time when you learn everything that can be lerned from certain expiriment repeating it is no longer usefull asn it no longer generates any science points.

Now I understand that implementing something like this is far from easy but I think it would greatly improve the game in comparison to now.

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Yes! I like this idea!

I think there should be a science tree similar to the tech tree. This gives much more meaning to the science. In stead of going to Mun and do as much science on the way as possible, you would would go to Mun for a specific reason.

Also a science tree gives a very good overview of the science you have already done. Because right now, you have to remember for each science instrument on which location you have used it.

Another thing: Right now, for science it only matters WHERE you do it, but not at which speed, time of day (light or dark), what type of ship and what size this ship is. Also do you get points for special manoeuvers like staging, docking, landing, EVA-ing (and I don't mean just on the ladder for a second and then return to your capsule), etc.

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I agree that specific types of science would be a much better system. Generic science should probably remain in a limited fashion to unlock basic tech.

For when resources are added Geology, Mining, and Chemistry to better locate, extract, and refine stuff.

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