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Mining


Silver Eagle

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Yea that's correct Red, honestly the best way to get "mining" into the game is the same as multiplayer, create a mod that demonstrates that your perticular version of resource collection expands the gameplay of the game in a way that the devs find appealing.

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Yea that's correct Red, honestly the best way to get "mining" into the game is the same as multiplayer, create a mod that demonstrates that your perticular version of resource collection expands the gameplay of the game in a way that the devs find appealing.

If only I could code and do models/textures... Though honestly, I'm not sure a simpler resource mod would be all that attractive; if anything players seem to want more complex resource mods.

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They could just pick 2 places where it is possible, like Duna and Pol, instead of having mapping sattalites and random pockets scattered on the surfaces like the Kethane mod.

Nasa is actually planning a rover that will go to Mars and extract oxygen from carbon dioxide to prove the idea of making breathable air and fuel. Maybe they can work with them again like the Asteroid Redirect update.

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Mining would be great if it was actually useful, and not just to gather as much of something as possible just for the sake of having it. Granted, some of the rare stuff (like emeralds in Minecraft which are present as scarcely distributed 1 block deposits underground) would be pure prestige and that's ok.

Kethane is useful for making fuel. Mining combined with creating an orbital smelter/factory to make stuff like new fuel tanks, that would be interesting.

Concept of waste could be introduced, as something you should dump or vent.

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I'm kinda split on this issue. On one hand it would add some cool stuff to do and add reasons to go to various places, assuming that there planet specific resources. One could imagine it tying into career mode, what with going to a place to aquire a specific resource that can be cashed in for lots of money back on Kerbin. On the other hand, in regards to making fuel and stuff, it just doesn't seem necessary for any of the planets we currently have. If Squad implemented a some more planets that required way more delta-v to get to then I'd be all for it, but as it stands nobody needs to make their own fuel in order to go anywhere in the Kerbol system.

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In fact i've gone BACK to sandbox play just to avoid the science mechanic. I know some really enjoy it, and that's cool, but damn its boring.

Exactly the same for me. I really wanted to play career mode until the end but it got so repetitive and boring that I just got back to building space stations and bases in sandbox mode.

Science is just tedious (to be honest real world science is tedious, but this is a game). Each science mission should be directed and unique instead of having to do the same thing over and over. It could be done by giving a lot of different science instrument and more methods of gathering science - e.g. gathering dust samples a la Stardust, smashing probes into asteroids, performing long-term experiments in zero-G, solar corona observations, the possibilities are almost endless. There should be a mechanic to encourage you to use new parts and go to new places, perhaps with diminishing returns for missions that are too similar to previous ones. Also, I feel like science and contracts are two unrelated mechanics that just got glued together. I think it could be improved by integrating them better. For example, contracts that state "we want to go to Duna but first we need these parts to be developed", then when you're done with that, "OK, now let's go to Duna and here's a list of science objectives". You would have a real sense of having to accomplish a mission instead of the "let's go plant yet another flag" that we currently have.

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The question the OP presented "what happened to the resources system that was planned for 0.19" has been answered a few times. This thread is not about how to implement such a system and what it might look like. Frankly, I think that ship has sailed. Thread closed.

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