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Hardcore gamemode and development of career mode


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Greetings.

I'd like to share my suggestions with you about how career mode could be improved and about how it could be made incredibly difficult, as a new, hardcore-gamemode.

1.: Development of career mode ( what'd be changed in it )

-Add credits and costs:

I know how courrent items have costs, what have no effect to the game, but you know, they could be added. Could be used to pay for followings. Could be earned by doing science or additional tasks.

-Optimise costs:

some costs are not matching with the item's value (Example: that tiny Cubic Octagonal Strut costs 650, and the big Mudular Girder Segment costs 100), and there are a lots of other mistakes including that all ofthe new rocketdyne fueltanks have the same 2600 cost.

-Add abled recovery for rocket parts/boosters

You wanna build a rocket, you buy the parts you'd like to use (and the little number shows at 'available parts' how much is avalable and ready to use, you go buy some if you need more).

Loading/Launching a rocket wich requies parts that are not available will result a warning messeage. and if you add parachutes for example to the boosters the game'll continue using the physics on them after decouplement, makeing them abled to land. And if they have landed, they'll appear as debris in the tracking station, and by recovering them, they'll be available at building. Recovering may need a cost too, the higher ground distance the part travelled, the higher this cost could be to result an advantage for SSTO desgins.

-Add fuel costs

It is noticable that fuel tanks have very high costs, maybe because they are pre-filled. I think they'd be empty (resulting lower cost) and paying for fuel should be done separately. This is good because if you use your rocket and you can recover its parts for building a new rocket/loading one you could just reload the fuel needed, instead of replaceing empty tanks with filled ones. An understandable example: Rocket 'A' is launched, you recover its parts after the misssion, you load it to transport for example the secont modul of a station, and because all parts are available ( because of the recovering) you just have to pay for the fuel, and you can launch. This helps spaceplanes again.

-The more passengers, the more science

We all know that doing the same experiment/report for the 60th time won't give much science. But repeating 5-6 times after the first time the experiment's done gives you the same science value. Maybe this is because collating the results is important in science to minimalize mistakes. Why couldn't this be done with kerbals? The more passengers you have, the more science you get for a crew report or doing an EVA-report could be repeated a few times.

-Remake the MPL-LG-2 Mobile processing lab

As I courrently undersanded the working of this device is that recovery gives you 10-20% bonus science after proccessing the samples in the lab. What the describing says is that proccesing the samples gives you the same science value as recovery. Or/and you can reset a science device after transmitting the results to do the experiment again. Of course this is not how this thing works. Another way how it could work is that it produces science on orbit/on different planets, wich makes no sense. One great way how it could be done is that experiments are desgined after reaching a new achivement and science is made after these experiments are transported to the lab and lots of electricity is available,under a long time. This science could be transmitted or recovered. These experiments could be transported to the lab in containers like the SC. 9001 Science Jr, acting as a fuel for the orbital-science-generator. This'd give a great chance for small/tiny desgins to serve the stations. The described ways could mean more types of labs. As in real life, maybe some scientic divices could be operated from a lab, like telescopes, radiation-measurers, ect.

-Additional tasks

Smaller desgins are not really haveing any purpose. You could be hired for some money to orbit small, pre-made non-editable satellites, if your offer is good enough.

2.:Hardcore mode:cool:

-The mentioned career-mode features

-No saving/loading and no reverting flight

-Bad impressions at failure

A compensation or what should be payed for the relatives of lost kerbals, and the more failure you make the less additional tasks you will recive.

-rival space program

Conquering the galaxy is easy really if you are doing it only. There could be some other space programs competing with you, just like how it was in real life. They'd be on other places, have launches, and you'd recive feedback from their successes or incoming launches. Also, who wouldn't like to use tiny probes or separaton-projectiles launched from aircrafts to sabotage enemy launches? They'd make intentional mistakes like frogetting to add parachutes, electricity-generation, ect. to give them failures. Also, they may recive additional tasks instead of you if you made several mistakes or they just have a better offer. And of course a surface sample or a flag is not as valuable if it is not the first. Competeing with them may requies to reach an achivement from one mission, making no saving even more dangerous. And of course an early failure may mean an irrecovable disadvantage. This is hardcore mode.

-heatshields needed

I know that they said they don't want re-entry heat, If I want that just get the mod, but why couldn't it be in a hardcore-mode? Just because you'd may recover everithyng easily by adding parachutes. The need of heavy heatshields may increase the value of a recoverable vehicle, creating a need for shuttles and ssto planes. Or a smart heatshielded rocket would help a LOT in the race for offering the best offer for orbiting satellites.

-Cabin fever

Isn't spending years in a Mk.1 command pod a bit too simple solution at hardcore mode? The human record of flying alone witouth getting mad/sick was only five days. the same could be with hardcore mode kerbals. Of course a mün or minmus exploration is easily possible with this limit, but no further journeys, like duna. The more of them is in the ship, the longer time they could survive. For exmple, a lot more time in a Mk.2 command pod because they can talk with each other. A PPD-10 Hitchhiker Storage Container and the PPD-12 Coupola Modul are the best long-term cabins with equipmentsm like board games and snacks. Addding them to a station producing science from experiments on orbit will result longer time a crew can work effectively. And replacing the crew could be done with the same mission as you reload the experiments as orbital-science generator fuel. Also, the Mk.2 and Mk.3 pits could have beds at a lower-floor, making them abled to keep kerbals healthy longer.

Sorry for incidental language mistakes.

Edited by CaptainTurbomuffin
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you must be new here.

budgets/costs will be here with .24, and thats releasing within a week or so*

recovery for economic benefit is theoretically also coming with that.

also contracts are coming so that might cover your ""additional tasks" point

hardcore modes have been discussed ad naseum and most of your ideas are on the what not to suggest list. also there is a current thread running about no saving on page 2 of suggestions and development.

your idea for a rival space program has been denied, there will be no sabotages or random failures in stock.

*maybe

edit:hope i dont come off as too rough.

Edited by r4pt0r
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you must be new here.

budgets/costs will be here with .24, and thats releasing within a week or so*

recovery for economic benefit is theoretically also coming with that.

also contracts are coming so that might cover your ""additional tasks" point

hardcore modes have been discussed ad naseum and most of your ideas are on the what not to suggest list. also there is a current thread running about no saving on page 2 of suggestions and development.

your idea for a rival space program has been denied, there will be no sabotages or random failures in stock.

*maybe

edit:hope i dont come off as too rough.

Than sorry, I didn't know that, and if the new patch's out in a week, you made me a very happy man. Sabotageing will be done in multiplayer. I know what's on the not to suggest list, I remember that I have mentioned that only for a hardcore mode. They do not want many of those things in their game,and many people want that. There's a mod of those things for them. I can combine the mod with the new career mode an it'll be my hardcore mode ^^.

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-Add credits and costs:

I know how courrent items have costs, what have no effect to the game, but you know, they could be added. Could be used to pay for followings. Could be earned by doing science or additional tasks.

.

it would be good to the planet and what was then the economy. Which gradually gives money for the development of space. If successful launches of spacecraft - allocate more money for which you can buy more equipment))

But if the ship falls or even what it might be a disaster, given less money)

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