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What would be awesome for carreer mode next?


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I'm wondering what you guys think would be awesome for a new next thing for carreer mode?

I think it'd be cool that you can make rovers and have a robotic arm and they grab rocks and examine them and take surface samples and do the same.

I also think it'd be cool to be able to setup a different smaller base of operations (a different and smaller KSC) to earn more science because it would be scanning things and learning things for you.

Also lastly I'd love orbital construction.

What would you like to see in carreer mode next?

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Crew training and management. And of course specialisations for Kerbals, that actually have an influence on crew performance. Some people probably would complain that KSP is not an role-playing game - but if game is heading in "Space program simulation" direction, then crew should be one of the most important elements of such simulation.

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Well, we know what's coming next, but after that I'd like a better aerodynamic model, reentry effects that aren't purely graphical, another gas planet with moons, and the rest of the planet biomes.

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I would personally love more points of interest. Significant structures and caves on bodies; ones we can explore in-depth. Perhaps an extraordinary (massive) alien ship that's been crash landed on Eve or the like. It goes without saying that I'd be more than willing to wait for the core game play to be finished first.

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yes, something of real interest to go to on planets and moons would indeed be wonderful.

simulating kerbals as little people too, not just life support but some measure of comfort vs disharmony. just flying around with them being basically cute green dead weight bores me

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Well, we know what's coming next, but after that I'd like a better aerodynamic model, reentry effects that aren't purely graphical, another gas planet with moons, and the rest of the planet biomes.

If all of these came in .24 i would purchase a 2nd copy.

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Crew training and management. And of course specialisations for Kerbals, that actually have an influence on crew performance. Some people probably would complain that KSP is not an role-playing game - but if game is heading in "Space program simulation" direction, then crew should be one of the most important elements of such simulation.

I was going to say contracts, but I actually like this idea more. I would also like to give kerbals a ´promotion´ And change their suit colour to say... Blue or somthing. For example in my save I have a kerbal called gilfren, he was hired to standing for the big three when they were on an eve mission, I would like to make him stand out more, it shouldn't be too difficult, just add an extra line for each kerbal in the persistence.sfs. I would also like a kerbal attachment system way of moving parts around that can only be done by 'engineer kerbals' and science could only be refined in the lab by 'scientist kerbals' and piloting could be done by all, but a non-pilot must be trained (at the cost of science or somthing) in order to fly the ship.

This would only be implemented in career mode but would be optional in sandbox. Another thing the engineer kerbals could do, after more training is fix solar panels. I imagine a whole mini tech tree for each kerbal. It would be sort of like this.

Kerbal

Pilot I. Scientist I. Engineer I

Rocket pilot II. Scientist II. Engineer II

Plane pilot II

After each level unlocks more abilities, such as having a scientist ΙΙ on your ship will provide a 40% boost to the mobile labs processing, a engineer II would be able to fix more objects (such as solar panels and landing legs) and be able to move small parts. And the difference between a rocket pilot II and a space plane pilot II is a rocket pilot II allows access to multiple manoeuvre nodes, where as a pilot I only allows 1 manoeuvre node, and a space plane pilot II allows access to more science in the atmosphere (such as the goo and materials bay becoming realtive to biome whilst flying).

Kerbals would start off with traits much like the stupidly and bravery traits we have now which will determine how much science would be needed to train them, so a really stupid kerbal would require x3 as much science to train than a 'intelligent' kerbal, but the kerbal might be really brave so he could be trained as a pilot really cheaply. You wouldn't be able to train them once you reach the third level (rocket pilot II, scientist II or engineer II or space plane pilot II) because they would already be specialised in said area and it would make it unrealistic (I know it's just a game but considering the entire system I just made up, it would be a shame if you could just make a super kerbal, as it would ruin the whole purpose of a role-playing game).

And allowing non-standard Latin characters in the titles of ships with out them glitching out (by non Latin characters I mean things like ùшþрýÿδÅÎâ€ÃŽÂ¾ ect)

EDIT: this takes the record for my longest post

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I'd be much more interested in seeing core functionality added to the game to give information (eg; KER, MJ, VOID, KAC, docking alignment) and purpose (SCANSat, RT2, Kethane) rather than anything specific for career mode. Nothing that is done with career will stop us being able to do things 'our way' in sandbox, of course, but by definition career will always be 'one way' to set objectives and structure missons. At the moment it's "get science so you can get parts", which is just a difficult way of getting to sandbox. 0.23.5 is a big improvement over even 0.23 and I'm looking forward to seeing what the team does with career, and the rest of the game, but don't need to "score points" to give me a sense of achievement. Note that a lot of what is being asked for can also already be done using mods (which should be an easy way for Squad to add them to core).

The 'game changing' functionality of FAR, DREC, LS etc. would be good but I wouldn't vote for them as a priority, just because they do change the way people have to do things, rather than what people can do. Similarly all the - excellent - graphics/audio mods make KSP much more immersive but they aren't really 'core' functionality; nice to have but not essential.

Anyway, speculation and wish-lists are pretty pointless. Let's all just enjoy whatever it is the devs decide to give us :-)

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Speaking of career mode, anyone have any idea when the next major update (2.4?) hits? I'm very anxious to play it! :)

Sorry for the off topic question but starting a thread seemed ridiculous to me.

that thread would have been locked imeadiatly, so good idea. updates are usually* 3-4 months apart

*sometimes

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I want more to do with Kerbals themselves. I'd like each Kerbal to have a record of where he's been and what he's done. When i'm playing, I like to try to vary who gets to do what. I don't like Jeb always being the first person to land on a body, etc. It'd be nice if there was actually a record of all that. Skills and specialties would be neat too.

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Well, I think Contracts and Money in the next update is pretty awesome.

After that, the next awesome actual Career mode feature that I would like to see? Probably some kind of World Quest narrative. A story arc that threads it's way through contracts and other activities. A 2001 Space Odyssey themed story, involving artifacts and such.

To me that would be the cherry on top that completes the game and makes it whole.

... won't happen though.

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I want more to do with Kerbals themselves. I'd like each Kerbal to have a record of where he's been and what he's done. When i'm playing, I like to try to vary who gets to do what. I don't like Jeb always being the first person to land on a body, etc. It'd be nice if there was actually a record of all that. Skills and specialties would be neat too.

When it's working well, the Final Frontier mod does exactly that.

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