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Lady Athena's "Star Wars" Mod


LadyAthena

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Note: This is a place holder for a mod I fully plan too execute and make, however I'm waiting for the deployment of contracts, currency, etc. to see how that all will work and play out too insure that my mod will fit snuggly with the stock game.

Note 2: Now that 64 bit is coming to .24 along with contracts, etc. etc. After a few weeks of playing .24, I will be actively starting on this mod Just a heads up!

Lady Athena's Kerbal Star Wars Mod

Note: Please note even though it says "Star Wars" I don't necessarily mean weapons will be in the mod, nor do I mean the stuff will look like Star Wars ships. (Though they could if you wanted them too). I simply mean a very very futuristic style of additional stuff..

The Main Mod

Futuristic Science

How my mod will work is this.. I want the tech tree of my mod to be about double the size of the stock kerbal tech tree. My Tech Tree will also come AFTER the Kerbals stock (which means the tech tree will be 3x the size it is now all together).

How it'll work.

The Contracts

The Mod starts and ends with the Contracts. Once you complete the full tech tree in Kerbal, you will begin to have the chance of taking on special Contracts. The main point of these contracts is for "Futuristic Science" points.

You will still get currency from these Contracts, but not as much. This means you have to balance out the normal contracts and the special Futuristic ones which will net you a new form of currency "Future Points".

The Contracts can range from all types of things, but they will be difficult to accomplish at first and take quite a long time to accomplish. For instance a contract could be:

Contract Example: "Extensive Laser Research In Lower Gravity Environments."

You must land two science Labs fully staffed on x planet, and have it running consistently for x amount of years, and then bring the special report you'll recieve back to Kerbal. If you beam it back, you'll recieve half of the reward, if you successfully bring it back with a Kerbal, you'll receive the full reward.

Contract Example: "Extensive Research of the effects of continued radiation in a high intensity environment"

Have a probe orbit between the sun and the nearest planet, with the Science Lab doors open for 2 kerbal years. Beaming back the Report will generate Future Science depending on the strength of the tele-com used. If you are able to bring the report all the way back to kerbal, you will recieve 3x the Future Points.

The Tech Tree

The Tech Tree after the stock Kerbal one, would require "Future Science Points" AND normal science points too unlock. I may break up the Tech Tree to focus on specific equipment and Tech, and have specific Contracts giving Specific Tech points towards it. So a Contact could give "Future Booster Science Tech" points, and any tech on the Tech Tree that requires that type of Science Tech can be used to unlock it. This would allow you too focus more on what you'd want as well. (Though I may not do the specific Tech unless it seems to be a big thing people want).

The Progression would be slow with leaps and bounds like it is in Kerbal, and real life as well. There may be stand points where your waiting for that tech contracts to finish, but then you may get a big boost of tech and unlock 2-3 things at once. Regardless it will take a long time to fully unlock everything.

The Tech Itself

This is what it all comes down too.

The Tech will progress as I said above, evenly. There will be no huge leaps in ability, but it will feel as though you're truly breaking through the Ice and into that Futuristic Era.

The Tech will consist of everything which is already in the game + things that other mods add (with permission from them of course).

A the start you'll only unlock a little better engines, slightly better/bigger thrusters, and ship components. Slightly bigger/better Command Modules, etc. etc. etc. However, once everything is unlocked much, much......MUCH farther down the line, you'll end up being able to build huge Star Ships, similar to the Star Wars Star Destroyers(hence the mod name).

You will eventually be able to build massive futuristic ships that are able too take off horizontally like a Star Destroyer, enter the atmosphere, and then engage the main engines and shoot off.

You will also be able to unlock large amounts of new modules for planetary bases, and space stations, so you can truly make it something like a futuristic era would be.

I had an idea too also incorporate "Alien" like technology. Simply one of the theories behind flying discs, is that they use our planets electric, and magnetic fields to travel. Basically the planet itself powers the ship with its natural elements that the ship taps into. This could be a whole different branch on the Tech Tree, and at first you would unlock prototype parts that can barely get to the edge of space, then you'd slowly unlock parts that could go into orbit, but wouldn't draw on enough power to keep going. At this stage you'd need a "mother ship" to transport it between planets, before un docking it and exploring that planet.

You would eventually get to the point where the flying disk could go anywhere in the solar system by itself, but not out of the solar system ever. If/when people or the devs add more solar systems to explore, this could add a really fun spin.

Now imagine all that awesome tech in between? I plan for a lot of progression, and a lot of new modules and enhanced additions.

The Over All Goal

The Over All Goal is simple. To simulate, and make it feel as though your research, and hard work in the science field is really pushing the little Kerbals into a futuristic era of space flight. With the combination of "Future Tech" High grade, advanced, and futuristic feel of new Contracts, and the slow but steady flow of more powerful components, and new components as you push the boundary into the new tech tree opening the game up to you and your imagination combing it all together.

This mod would also enhance many mods already out there, such as the mods which add food/resources required for kerbals. With this mod, being able too build larger transport ships, would allow for larger bases to be created. With faster and more powerful engines, would also save the trip.

The mod which allows you to essentially build in space or planets, allowing for a much larger ship to be built, etc.

New Solar System(s)

Thanks to a helpful tip I was told about the PlanetFactory, essentially letting you create your own solar systems, etc. Here

I now plan too also create a new Solar System (or 2) too compliment my mod. What fun would being able to go out of the Solar System if you couldn't actually go anywhere?

Probes? What are those?

Probes in Kerbal right now are just about useless unless you're doing a role-playing style play to the campaign. I also plan and aim to add probe core modules, and more mechanics to probes. My over all goal is to make it, while coupled with other mods which also enhance probes, to feel much more realistic.

I'll add new scientific equipment that will work or be enhanced when used with a probe. When sent too the planet, it will feed back data, such as the gravitational pull of the planet or moon. If the probe goes into the upper atmosphere (if there is any), It will also give you details of the terrain type, and if there is an atmosphere or not. (if you have the right equipment on it).

This is something which is done before sending a rocket, as the data you collect you will be able to go back too and look at, allowing you to have a better understanding of the situation your kerbals will be getting themselves into, and how powerful the different parts of your ship will need to be to make it safely back to kerbal.

When/If the devs add weather effects and wind, it will also generate a report on the weather conditions (if any).

This will give probes a realistic, and valuable commodity to your space faring fleet, other than just a fancy looking hunk of kerbal metal floating around in orbit.

Feed Back

Even though I fully plan on creating this mod, and I fully plan to execute it after the Contracts are released, etc. I am looking for any feedback regarding possible contracts, missions, components, parts, modules, etc. etc. etc. etc.

Any Idea's, help, assistance, or support is more than welcome, as as you can tell, I probably bit off way more than I can chew, and won't be able to do it all alone forever.

Please let me know what you guys think about the mod, and any thoughts/Questions you may have.

Edited by LadyAthena
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78 views and no comments D:

Hmm, I wouldn't be too concerned just yet, milady, give us a bit to let it sink in. :)

It sounds like you've got a very comprehensive plan. It doesn't look like there's much 'meat on the bone' for sandbox players like myself, though. But I'm sure there will be a lot of people interested once you have some specific content available. It actually sounds a lot like a (sort of) continuation or extension of KSPI (KSP Interstellar), insofar as having a lot of interconnected things that need to be researched and/or utilized in a specific way to make everything work. Which I'm sure will just THRILL the folks who love that kind of micromanagement-style gameplay, lol. I'm just not one of them, which is why I just plundered KSPI for the futuristic looking parts and (heavily) edited the configs to make them work without the need for all of the (to me) extraneous stuff like custom resources, etc.

Anyway, good luck. I'll keep an eye out for any futuristic/sci-fi style parts that I can use. :) Looking forward to seeing how this develops.

Later! :D

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Hmm, I wouldn't be too concerned just yet, milady, give us a bit to let it sink in. :)

It sounds like you've got a very comprehensive plan. It doesn't look like there's much 'meat on the bone' for sandbox players like myself, though. But I'm sure there will be a lot of people interested once you have some specific content available. It actually sounds a lot like a (sort of) continuation or extension of KSPI (KSP Interstellar), insofar as having a lot of interconnected things that need to be researched and/or utilized in a specific way to make everything work. Which I'm sure will just THRILL the folks who love that kind of micromanagement-style gameplay, lol. I'm just not one of them, which is why I just plundered KSPI for the futuristic looking parts and (heavily) edited the configs to make them work without the need for all of the (to me) extraneous stuff like custom resources, etc.

Anyway, good luck. I'll keep an eye out for any futuristic/sci-fi style parts that I can use. :) Looking forward to seeing how this develops.

Later! :D

It is focused on the campaign, but that doesn't mean all the parts won't be readily available in the sand-box mode :)

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I like what your doing here, and I think it will work better after .24 (When contracts are implemented in Stock) I wish you the best of luck and I look forward to the development.

Thank you ^.^

If this works I will definitley get this...

...But the main thing I want is Star Trek stuff, Sci-fi not Fantasy.

That's what I'm going for. Star Wars/ Star Trek style futuristic tech (Eventually) of course you'll have to work for it!

This sounds pretty good! I hope you are also planning on making the planets like a different solar system with PlanetFactory. :)

I'm not entirely sure what your saying :3. If your asking about different solar systems, I hope someone adds new ones as that would enhance this mod all the more being able to travel between them.

If your talking about the ability to build Factories on planets, that may be an addition to the mod. There is already a mod which does that, and I may work together with that modder to see if we can implement it into this one.

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I'm not entirely sure what your saying :3. If your asking about different solar systems, I hope someone adds new ones as that would enhance this mod all the more being able to travel between them.

If your talking about the ability to build Factories on planets, that may be an addition to the mod. There is already a mod which does that, and I may work together with that modder to see if we can implement it into this one.

Oh you don't know about that mod? Heres the link, you can make your own planets, stars, and moons. :)

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Oh...my.....god.....

I didn't know about this mod..... Yes, I will be using it now XD, Thank you for showing me this!

Yea in that particular case the other stars are technically orbiting Kerbol due to engine limitations. But Kepler's laws, they orbit REALLY slowly.

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Yea in that particular case the other stars are technically orbiting Kerbol due to engine limitations. But Kepler's laws, they orbit REALLY slowly.

Regardless, if it allows to make new solar systems away from the original that you can fly too..... <3

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Okay, someone making the Deathstar using Planetfactory.....I would waste so much time just designing a craft to do a trench run! Or a docking bay.....oh the possibilities.. "Stay on target" *sounds of a middle aged man giggling like a school girl can be heard in the distance*

Edited by GeoPhizzix
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Okay, someone making the Deathstar using Planetfactory.....I would waste so much time just designing a craft to do a trench run! Or a docking bay.....oh the possibilities.. "Stay on target" *sounds of a middle aged man giggling like a school girl can be heard in the distance*

Now that's a thought...

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