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If resources were to be implemented as the last stage before release of v1.0...


rodion_herrera

If resources was the last thing to be developed, would you still play KSP?  

  1. 1. If resources was the last thing to be developed, would you still play KSP?

    • Of course I'll still keep playing, but will be very disappointed with Squad's strategy/plan
      43
    • No, I will stop playing KSP because I feel like Squad is not prioritizing my gameplay style
      7
    • I'll still keep playing--I still enjoy KSP and Squad's plans and think I got what I paid for
      166


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I was thinking about Squad's numbering convention for the versions of KSP, and came up with this "prediction"...

0 - 0.19 = Physics stage. Make sure the physics work. Add parts slowly from 0.11-0.19, mainly for physics testing.

0.2x -0.29 = Slowly integrate the career mode, starting off with the science and tech tree.

0.3x - 0.49 = Keep developing career mode, by further enhancing the tech tree (i.e. different modes of challenge). More science instruments and methods of collection, etc.

0.5x - 0.79 = Add more biomes, possibly even more planets. Other minor tweaks, more parts etc. Also, redesign how mods work so that mods don't keep breaking the gameflow (i.e. saved games etc).

0.8x - 0.89 = Add currency/economy and more parts. i.e. there will be several "brands" of the SAME engine, with different prices, but also varying degrees of reliability.

0.9x - 0.99 = since now there's a fully-functioning economy, then the last step is to add in the resource gathering, processing and use. In this stage, the development of space stations and surface bases (for processing resources) should also be enhanced in-game (not mods).

So as you can see, in my musings, it seems to make sense to put in resource collection as the last stage of development.

So my question is, if you feel like you are the sort of player who is demanding for the resource gathering mode for career to be implemented ASAP (i.e. the next few releases), and you found out it won't be implemented until say, 0.93, will you still be playing KSP?

Edited by rodion_herrera
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Why stop there? We need a Kerbal Oort cloud, nearby star systems, FTLD, asteroids (including Jool Trojans) along with multi vehicle simultaneous control and multi player. If what you suggest above takes 2-3 years, then yeah, I will still play for 10 more as the implement my suggestions.

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Why stop there? We need a Kerbal Oort cloud, nearby star systems, FTLD, asteroids (including Jool Trojans) along with multi vehicle simultaneous control and multi player. If what you suggest above takes 2-3 years, then yeah, I will still play for 10 more as the implement my suggestions.

I didn't propose that it stop there--remember, the "endpoint" of this prediction is version 1.0, which means, there's lots of room for say, stellar travel etc, in KSP v1.2 or KSP v2.0 yes?

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Evidence is already in place that the resource system may well be making an emergence at some point in the not-too-horribly-distant future (just read the flavor text for samples in almost any Mun biome). Also, the version numbers are not sequential in that fashion. We could just as easily see the 1.00 release after 0.99 as we could after 0.23. Neither is particularly likely, and to that point, it's ostensibly possible it will go up to 0.100 or beyond.

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Also, the version numbers are not sequential in that fashion. We could just as easily see the 1.00 release after 0.99 as we could after 0.23.

I merely used that as a template to gauge user satisfaction, particularly among those who are getting tired of waiting for the resources portion of the game. It wasn't meant to illustrate that that is indeed how Squad will come about their plan of getting to v1.0.

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0.3x - 0.49 = Keep developing career mode, by further enhancing the tech tree (i.e. different modes of challenge). More science instruments and methods of collection, etc.

I think the big advent of .3-.49 is going to be the resource intergration. not that is a must see for me, but the progression I see lends me to think it is next. i think the money aspect will enter somewhere between .25-.35. I see a definate push towards charging money for parts... and I have to say it scares me a little. i can't even balance a checkbook

Alacrity

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It isn't a decimal point.

It's a version number. 1.0 happens when ever they decide they are done... Or at least done enough to call it 1.0.

1.0 is not the next update after .99 ... that's .100 They could keep right on counting up if they wanted to .9999999999999. or they could release 1.0 right after .37 as an example.

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I fully expect the KSP to still be in alpha this time next year. And no I do not really care about the resource gathering as such.

I am far more interested in other areas of the game like:

- improved aerodynamics ( make fairings and nose cones useful), reentry heat

- Working economy (pay for fuel and rockets, get government grants/private contracts etc etc)

- fully implemented tweakables ( choose type of fuel for your fuel tanks, deltaV displays, solid booster plugs...)

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My own take is as follows, incidentally:

The resource system is currently sitting at somewhere around the 66 to 75% completion mark already, sitting in the wings waiting to be completed. It was first slated for 0.19 release, but at the time it was clear that certain key features were just not there yet which would make resources a sensible addition yet. They're quite clearly meant to be a benefit for career mode, which wasn't even up to implementation yet. So the system was shelved temporarily, and plans were put into place for how sandbox would be wrapped up over the next few revisions. We hit that point with 0.21, and have entered the next phase: career mode development. 0.22 was the start of this process, and 0.23 will be a continuation. Likely what we will see next are: the addition of biomes to most or all of the other bodies, followed by the addition of some form of economic model, followed by the addition of resources, and once all of THAT is in place, then the implementation of missions for career mode will begin. Said missions will focus on the acquisition of resources and science to further the development of Kerbalkind.

Again, this is just my take based on what has happened so far, and I could be way off on this. But the evidence seems to suggest that it's at least a likely path for things to go.

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It isn't a decimal point.

It's a version number. 1.0 happens when ever they decide they are done... Or at least done enough to call it 1.0.

1.0 is not the next update after .99 ... that's .100 They could keep right on counting up if they wanted to .9999999999999. or they could release 1.0 right after .37 as an example.

Okay then, for your satisfaction...

Stage I = Physics stage. Make sure the physics work. Add parts slowly from 0.11-0.19, mainly for physics testing.

Stage II (where we are now) = Slowly integrate the career mode, starting off with the science and tech tree.

Stage III = Keep developing career mode, by further enhancing the tech tree (i.e. different modes of challenge). More science instruments and methods of collection, etc.

Stage IV = Add more biomes, possibly even more planets. Other minor tweaks, more parts etc. Also, redesign how mods work so that mods don't keep breaking the gameflow (i.e. saved games etc).

Stage V = Add currency/economy and more parts. i.e. there will be several "brands" of the SAME engine, with different prices, but also varying degrees of reliability.

Last stage (prior to release) = since now there's a fully-functioning economy, then the last step is to add in the resource gathering, processing and use. In this stage, the development of space stations and surface bases (for processing resources) should also be enhanced in-game (not mods).

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I'm so goddam tired of career mode. I want more stuff to do and ways to do it, not hoops to jump through in order to do the things. Every update since 0.19 I've just played for an hour or two, then stopped because there really isn't that much more to do...

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The devs have said the current focus is career mode, I don't expect currency to be in some stage V, I'll honestly be surprise if the starts of an economy isn't in .23 that's the next big part of career mode, and career mode is what they are working on right now.

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Does it logically make more sense to develop the resource gathering before layering the economy on top? Just like we're finding out how quickly you can max-out the tech tree, wouldn't you first want to make sure that the resource gathering aspect is well balanced before implementing money? Adjusting the monetary side seems simpler to me than adjusting the types and distribution of resources, you just change the price of things then let all us testers loose to see how we cope.

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Okay then, for your satisfaction...

Stage I = Physics stage. Make sure the physics work. Add parts slowly from 0.11-0.19, mainly for physics testing.

Stage II (where we are now) = Slowly integrate the career mode, starting off with the science and tech tree.

Stage III = Keep developing career mode, by further enhancing the tech tree (i.e. different modes of challenge). More science instruments and methods of collection, etc.

Stage IV = Add more biomes, possibly even more planets. Other minor tweaks, more parts etc. Also, redesign how mods work so that mods don't keep breaking the gameflow (i.e. saved games etc).

Stage V = Add currency/economy and more parts. i.e. there will be several "brands" of the SAME engine, with different prices, but also varying degrees of reliability.

Last stage (prior to release) = since now there's a fully-functioning economy, then the last step is to add in the resource gathering, processing and use. In this stage, the development of space stations and surface bases (for processing resources) should also be enhanced in-game (not mods).

Even if these stages of yours were to be finished within a single update that would mean a KSP release around spring 2015.

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I basically expect KSP to still be in Alpha at this time next year as well. At their current release cadence, even if a few of the next releases are a little easier (tech tree and research was a damned complicated/big release).

I'd imagine they'll still see a 6-8wk release cadence with some outliers one way or another.

I'd bet my left nut (please don't make me give it up HarvestR!) that the next release is going to be adding in the actual economy/money to career mode, along with probably some part balancing and tech tree/research tweaks/balancing.

After that, damnedifiknow. Probably still a focus on career. I'd expect either working re-entry heat and/or life support probably aren't too far away as both sandbox and career enhancements.

I'd also expect to see a bit more focus on making space stations and dirt side bases (parts and reasons to exist).

I think resource mining and utilization are several releases off. I don't think they are "right before Beta release", but I do think they are going to end up being several releases away. I think economy is the next big thing as it'll add a huge amount to career mode.

Then I think they'll focus on more career mode polishing with some things that carry over to sandbox. Then I think it might be resources as that potentially adds a huge amount to sandbox and some to career if implemented there as well (possibly suplementing economy).

I do think in the next release or the next 1-3 releases we'll see those biomes get add to all the planets and possibly having them cosmetically updated as well (ala the Mun and Kerbin). However, I don't think that'll be the focus of any of the releases, I think it'll just be add-on features.

I could be wrong though, .23 could be all about balancing the tech tree, tweaking research/science and "filling in" the planets. Though if they are going to do that, adding in what they are think are the final planets and configurations would be nice in a way. Or we could have a version .22.1 that maybe fixes any outstanding bugs in .22 and maybe fills in some of the planets for all I know.

Will we find out today? Who knows, but I am very eagerly looking forward to the Kerbal Report.

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I won't be surprised if SQUAD announces they are going to add basic resources in 0.23. I think it would be logical to first add foundations of career mode elements: science, resources, economy, crew training etc. When everything is in place, then progress of work on career will be more organic. There will be time to tweak and polish everything as it grows. What OP is proposing - resources as a last thing to be added when everything else is more or less in place, equals to welding a huge container of stuff to already built ship.

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Even if these stages of yours were to be finished within a single update that would mean a KSP release around spring 2015.

Actually, another goal of this thread was perhaps to tease out a discussion on what one would predict to be a likely release date of v1.00, and what such a predicted date would mean to the different kinds of KSP players. I mean, say, if a person who perhaps just recently purchased KSP found out that say, it won't really be finished until 2015, would he feel he got what he paid for?

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I'd also expect to see a bit more focus on making space stations and dirt side bases (parts and reasons to exist).

The prerequisite of this, is that a resource system is in place, and that these stations would be the base of resource processing operations. After all, what is the logic of having bases in far off worlds, or orbital stations, if the sole purpose is just to build them there?

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I'm happy to continue playing, even if resources are late coming. There is plenty to keep me busy right now, and playing slowly and deliberately, I hope to stretch out the enjoyment and limit the tedium that could develop. With any luck a new update will be ushered in before I hit that stage, then I start start over :D

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Okay then, for your satisfaction...

Stage I = Physics stage. Make sure the physics work. Add parts slowly from 0.11-0.19, mainly for physics testing.

Stage II (where we are now) = Slowly integrate the career mode, starting off with the science and tech tree.

Stage III = Keep developing career mode, by further enhancing the tech tree (i.e. different modes of challenge). More science instruments and methods of collection, etc.

Stage IV = Add more biomes, possibly even more planets. Other minor tweaks, more parts etc. Also, redesign how mods work so that mods don't keep breaking the gameflow (i.e. saved games etc).

Stage V = Add currency/economy and more parts. i.e. there will be several "brands" of the SAME engine, with different prices, but also varying degrees of reliability.

Last stage (prior to release) = since now there's a fully-functioning economy, then the last step is to add in the resource gathering, processing and use. In this stage, the development of space stations and surface bases (for processing resources) should also be enhanced in-game (not mods).

I think your stages are still messed up. HarvestR mentioned being close to a working economy with the .22 release, but he thought it wouldn't make the cut. So it sounds like it is likely to be in the next release as the main focus. Which puts it much earlier. Also a lot of your other things, like filling in the Biomes and stuff, all though I am sure a resonable amount of work, doesn't sound like anything that would even rise to a full release, let alone possibly several releases.

For the later stage stuff, SQUAD has mentioned that reliability will NOT be occuring in the game. No worries that a part or engine might randomly fail. Wouldn't that suck if there could be random part failures and you just lost a mission after 3 hours of real world time? I'd be pretty annoyed. Bad enough if I screwed something up, I don't need random stuff breaking in game as a feature.

Going back though, I do think the next 2-3 releases are going to be very career focused. After that it is just too up in the air. As HarvestR explained around .19, they are in asymptote mode. As features get expanded, adding meaninful game play value for that feature requires increasing amounts of work. I think until Career is to a point where it takes a lot more work to expand it just a small amount, I think they may refocus on sandbox...or focus on things that expand both of them roughly equally (like resources).

I do think career mode is going to take a few more release to get it to where they are happy though.

Research/science is big/huge and I love it. However, I think there is going to be a lot more than simply giving you money and a budget to finishing off career mode and the possible cross over a resources in to career mode (I hope there will be a mission system at some point among other things).

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Actually, another goal of this thread was perhaps to tease out a discussion on what one would predict to be a likely release date of v1.00, and what such a predicted date would mean to the different kinds of KSP players. I mean, say, if a person who perhaps just recently purchased KSP found out that say, it won't really be finished until 2015, would he feel he got what he paid for?

As some one who has already sunk 104 hours into her coppy of KSP, and payed 22usd...

Yea, I definatly feel like I have got my monies worth out of it, it is second only to skyrim and fallout new vegas in play time...

Come to think of it, I notice a trend in the 3 games I mod most I play most. ._.;

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