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Space station research generation


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I've recently taken some time to build some cool space station modules, but now that they are in space they are kind of pointless, apart from looking nice.

A simple suggestion to make them more useful would be to generate research points. It occurs to me that there are always ongoing experiments on the ISS so why not model our own stations on this and have a small ongoing research reward from them, maybe 1 point per kerbal per day, or something similar. A station would have to have specific parts on it to make it act as a station, maybe a lab module, or a new station specific part.

This could also be extended to include money when implemented.

The only issues I could see with this are that it could be used to spam research and currency if someone leaves it running at full speed for a day (this could be countered by a limit per station or per planet orbited), another issue could be that the parts needed are obtained too late in the game to make stations worthwhile.

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As far as I understood, there will be two more "currencies" in the game. Reputation and Money. I read somewhere, that those three currencies will be interchangeable. So maybe space station will generate reputation and/or money what then will result in the possibillity of "buying" science points. But that is pure guessing. We will see.

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My proposal for this is that stations shouldn't be for science due to the obstacles (warping, inbalances, etc) but rather money/rep points.

For example, completely randomly (after making a station) you get a message that a VIP wants to go to a certain space station and if you accept, you get a VIP in the roster. Then, you bring a VIP up to the space station. After, say, a week of real life time (actual time, not play time), the VIP wants to return to Kerbin, and if you do succeed at bringing the VIP home, you get a money and rep bonus.

A station would be classified as a vessel with at least:

20 docking ports

10 Hitchhiker cans

10 Gigantor solar panels

10 docked vessels

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As far as I understood, there will be two more "currencies" in the game. Reputation and Money. I read somewhere, that those three currencies will be interchangeable. So maybe space station will generate reputation and/or money what then will result in the possibillity of "buying" science points. But that is pure guessing. We will see.

So as long as you keep throwing money at right people, your reputation is high? Now where did I already see that? :P

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The only issues I could see with this are that it could be used to spam research and currency if someone leaves it running at full speed for a day (this could be countered by a limit per station or per planet orbited), another issue could be that the parts needed are obtained too late in the game to make stations worthwhile.

I know "spamming" is a common concern in KSP since we control such a wide range of timewarps but I think there may be ways around this problem.

First, in KSP there's not much prestige to be had from completing the tech tree - there's way more prestige in posting a cool ship or design, doing a neat landing, performing some other physical feat. And it's not impressive to build a ship with end of the tech tree parts because... Sandbox mode. If you want to complete the tech tree by timewarping a ship for a million years, good on you - you might as well play sandbox; there are already folks who complete the tech tree with two epic voyages around the solar system.

EDIT: also, if it becomes possible to start "spamming" science like you're worried about, people are going to start saying "I completed the tech tree in 10 Kerbal Days" or something similar.

Second, as career mode develops more there may be other factors that limit the utility of just timewarp spamming science. Maybe you lose reputation if you don't launch anything for a certain amount of time. Maybe it cost money to maintain a space station. Maybe missions pop up after certain periods of game time that you need to respond to. I don't know how it'll work, but there seems to me to be plenty of latitude in potential features to balance the game that timewarp spamming won't be as much of a problem as we think.

Not trying to be contrary, just optimistic! :)

A station would be classified as a vessel with at least:

20 docking ports

10 Hitchhiker cans

10 Gigantor solar panels

10 docked vessels

That's quite a space station! There may be part requirements but I imagine they'll be more progressive than that list. Your first space station might just require a hitchhiker and docking port but maybe the VIP's will get uppity as time goes by and not care to stay anywhere with less than 3 hitchikers for their next trip. Or maybe you'll get more reputation the more hitchhikers on the VIP's station. But I'm skeptical that such ambitious and absolute requirements will suite the game.

Edited by nholzric
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My proposal for this is that stations shouldn't be for science due to the obstacles (warping, inbalances, etc) but rather money/rep points.

For example, completely randomly (after making a station) you get a message that a VIP wants to go to a certain space station and if you accept, you get a VIP in the roster. Then, you bring a VIP up to the space station. After, say, a week of real life time (actual time, not play time), the VIP wants to return to Kerbin, and if you do succeed at bringing the VIP home, you get a money and rep bonus.

A station would be classified as a vessel with at least:

20 docking ports

10 Hitchhiker cans

10 Gigantor solar panels

10 docked vessels

Well this could easily be adapted for research as well as currency & reputation, but i see our point. Whatever the case i think stations should do something!

I also considered that a certain size vessel should be classed as a station but not really sure I like that limitation. My current station has only 6 gigantor panels but lots of smaller ones, so I'd feel a bit put out if i missed out puerly because of 2 solar panels. Maybe station specific parts like docking hubs (say 1 or two only) or a specific station core part created for the task.

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one way to tsp the time warp spamming is to have the ongoing experiment take up a 'labsuplies' resource, so you would need to restock it very once in a while.

I like this idea! It would not only prevent spamming but add an extra requirement for resupplying, making it more realistic.

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