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I've "finished" 0.24


Foxster

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finished_zps92a39ca9.jpg

I have a base on every planet and moon from which I can plant a flag. I have a station around every planet and moon and can do some science there. All the contracts are now repeats or randomly generated stuff I don't feel like doing, like testing a KR-2L on Laythe.

So I guess that's pretty much it for the new stuff of 0.24 then?

Edited by Foxster
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I like the contract system a lot, but playing right through it? I dont see fun there. Contracts are some spices added to your regular KSP adventures.

F.e. when you want a mapping satellite around Duna, look for contracts around Duna, so you can get something besides the science and the map.

I like to lead a space agency, construct, test, explore, proof... and i like doing it more, with some opportunity and reward in for me and my future plans.

Dont be a slave of game mechanics. This isnt Diablo.

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I am just waiting for mods like BTSM that focus on re-tailoring the entire experience multiplying game time/satisfaction ten fold.

I don't fault squad, satisfying gaming is tough to supply/create and they are better to work on entry level content to inspire kids.

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Yep, that's what you get with a tech-tree that you unlock as you progress: an 'end game'.

What are you going to do next?

That's why I think that, long term, this sort of thing needs to be implemented.

http://cdn02.tmcdn.org/sites/default/files/styles/inline_stopgap/public/08hdJyj_4.png?itok=7bGS5T0w

It means we would be able to create a detailed infrastructure. The problem is that it would be so difficult to balance well, so I can see why the devs don't seem so keen.

I think that a more detailed budget system would help, which meant that you couldn't just time accelerate to any transfer window as your space program would be losing money from inactivity. I also think contracts for exploring new planets/moons should be time restricted to the next available transfer window.

The 0.24 update is great, but the game still has a lot of potential for development.

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I've always wanted to come up with a different style of building a rocket. not truly succeeded though. Would be cool to have something other than onion or asparagus style. Right now I'm designing things that launch multiple ships into orbit or to a planet where they split up and go there separate ways to do their missions. Like sending 3 mun landers, so each do their own landing and go home.

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I remember back before career mode where you just did things to do them... Seems like no one wants to set their own goals now that SQUAD added some to the game. Shame, really.

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I remember back before career mode where you just did things to do them... Seems like no one wants to set their own goals now that SQUAD added some to the game. Shame, really.

Kids, today. They got no imagination. ;-)

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That's my point regex - if it's sandbox, you do it because you want to do it. When it's career "the game" becomes completing it ... and then what?

It is a problem that every game developer faces - campaign vs open play. On the one hand they want people to be able to do whatever they like but on the other they have to provide some 'framework' for those that need something to hold on to; which means the aims are finite.

Personally, I'd prefer a far more limited 'campaign' where people were actually required to design vehicles for sensible objectives, starting with light unmanned instead of heavy manned, and then 'let loose' into sandbox mode, but clearly that isn't the way Squad want it. :-) Good luck to KSP however it develops, we all want to see it succeed :-)

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That's why I think that, long term, this sort of thing needs to be implemented.

http://cdn02.tmcdn.org/sites/default/files/styles/inline_stopgap/public/08hdJyj_4.png?itok=7bGS5T0w

OOOOOOoooooh, taunting the thread-lock kraken!

Srsly, though, even in career mode, the game really is just a sandbox without a "win" condition beyond goals you've set for yourself. Career mode just adds some hurdles to the game.

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That's my point regex - if it's sandbox, you do it because you want to do it. When it's career "the game" becomes completing it ... and then what?

Do what you want to do, it's pretty much a sandbox game at the point OP has reached. :)

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OOOOOOoooooh, taunting the thread-lock kraken!

Srsly, though, even in career mode, the game really is just a sandbox without a "win" condition beyond goals you've set for yourself. Career mode just adds some hurdles to the game.

My bad...

I think there are a lot of options still open. It is a sandbox game after all. The problem lies in the fact that finishing the tech tree basically means that you are back playing sandbox mode. In my opinion, career mode should offer more of a challenge than just restricting the parts available, which is effectively what we have now. The addition of finance is a bonus, but there needs to be an alternative source of income other than contracts or else you're left performing repetitive tasks to continue playing after the tech tree is finished.

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I remember back before career mode where you just did things to do them... Seems like no one wants to set their own goals now that SQUAD added some to the game. Shame, really.

Actually I almost quit right before 0.22 came out because I didn't want to just endlessly create useless things and send them places with nothing on them, to do nothing there. Science and contracts is actually why I'm still playing, over a year after getting the game.

To the OP, restart with mods that cut your science to 1/3 and specifically cut Mun and Minmus science to about 1/10 or so to make up for the extra biomes. Add another to increase part costs (4 times looks pretty good though I've not tried it yet), vow only to quickload after game crashes, and then for good measure use Deadly ReEntry and FAR (or NEAR) with KIDS.

And if you still unlock everything in a weekend, cut everything even further and try again. Make a meta-game out of it :)

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Actually I almost quit right before 0.22 came out because I didn't want to just endlessly create useless things and send them places with nothing on them, to do nothing there. Science and contracts is actually why I'm still playing, over a year after getting the game.

To the OP, restart with mods that cut your science to 1/3 and specifically cut Mun and Minmus science to about 1/10 or so to make up for the extra biomes. Add another to increase part costs (4 times looks pretty good though I've not tried it yet), vow only to quickload after game crashes, and then for good measure use Deadly ReEntry and FAR (or NEAR) with KIDS.

And if you still unlock everything in a weekend, cut everything even further and try again. Make a meta-game out of it :)

Or you could setup MKS and try to manage a full base on another world all the while worrying if your Kerbals will die or not because of running out of one vital thing or another. At least that is what I am planning for when I fill up the tech tree this time around, and yes this is in career mode with rep and contracts.

One thing I have noticed with a lot of games in the last 10 years is a trend to get to the end as fast as possible, is there any real enjoyment in doing this? I have never understood this gameplay mentality, to me you should enjoy the content of the game rather than speed run through it just to be done with the game. It isn't even in sandbox games either; MMORPG, FPS, and even Story games are subject to this style of game play.

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One thing I have noticed with a lot of games in the last 10 years is a trend to get to the end as fast as possible, is there any real enjoyment in doing this? I have never understood this gameplay mentality, to me you should enjoy the content of the game rather than speed run through it just to be done with the game. It isn't even in sandbox games either; MMORPG, FPS, and even Story games are subject to this style of game play.

Agreed. When playing GTA-style games I frequently don't continue the story until I've done all the side missions (and sometimes found all the hidden objects) available. And in KSP, the most fun I had was when I forced myself to unlock only one tech node per successful mission. Reveling in the limitations instead of striving to overcome them as quickly as possible.

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I also finished up with 0.24's offerings to date, in that I now have a landed and orbital probe around every body in the system (well, except for a lander on Jool, for obvious reasons). Funnily enough, it left me with almost the exact same funds, rep, and extra science as the original poster.

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You haven't finished KSP until you've colonized a planet with at least 1000 Kerbals.

Once they're terraformed, they'll dump settlers on there with nothing but blankets and hatchets and maybe a herd. Some of them make it, some of them...

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