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Extinction (Game mode suggestion)


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I had an interesting idea today I wanted to share with you all. I'm not sure if it would be better as a Mod or as a future part of the Stock game, so I'll let the mods move this as they see fit.

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The worst has happened. An extinctor-class asteroid has struck Kerbin, mauling it beyond recognition and scattering toxic compounds into the atmosphere such that Kerbin can no longer support life. But in Kerbin's dying moments, it managed to launch one final rocket carrying it's brightest engineers and bravest pilots. This is where you come in. You begin your journey as the last starship, adrift among the debris that was once Kerbin. You must hunt for fuel, ore, and science to advance your colony until you can eventually carry crew to a distant star with the next habitable planet, where your colony can begin the Kerbal race anew. This is the end, but it is also the beginning. You have only 10 pilots in your colony, so guide them well, as you won't be getting any more.

So, what do you think? Any questions?

(BTW, if any modder reading this is interested in making it real, feel free, though I'd appreciate "having my name in the credits" so to speak ;))

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I think it's a good concept, but also one that's been done before and would be better as part of a completely different game, or maybe a "sequel" to KSP.

I like the idea too, but I think it could be a entirely new game in its own right, maybe a spin-off where not only do you have to guide the refugees but also managed them and the new planet once you arrive. Could become a new strategy game.

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I like the idea too, but I think it could be a entirely new game in its own right, maybe a spin-off where not only do you have to guide the refugees but also managed them and the new planet once you arrive. Could become a new strategy game.

Well, I don't know. I was thinking the game pretty much ends when you reach the new planet. This mod/game mode would pretty much just change Kerbin and remove the KSC, making you start the game in the tracking station instead. Most of the elements already exist across current mods, such as Karbonite and Extraplanetary Launch Pads.

Perhaps the most direct way of making this would be a mod-package that sets you up with those two mods, a planet way out in the distance, and somehow disables KSC, making you get to the tracking station and science page through the pause menu.

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I like the idea of a mod that would do that, but with Unity's current physics processing and the way KSP currently has to handle graphics, it would require far too much RAM and be far too laggy to be playable. Perhaps in the future it'd be doable, but not right now.

(Also I think using B9 mega parts for a space station would look suh-weet!)

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Interstellar means SF which means mod. Change it to "set up a desperate last-ditch colony on Laythe" and it might work in stock.

Oh no no, I'm not talking "current" stock, I meant WAAAY out someday when Squad adds a lot of stuff that is only in mods, like mining fuel, then they may want to add a gamemode like this. The more I'm thinking about it this sounds more like a mod package with Karbonite, EPL, interstellar travel, and a new plugin that basically gives you a starter ship and removes the KSC.

Would removing the KSC even be doable for a modder? Or is it too entrenched in the game's code?

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I like the idea too, but I think it could be a entirely new game in its own right, maybe a spin-off where not only do you have to guide the refugees but also managed them and the new planet once you arrive. Could become a new strategy game.
I had an interesting idea today I wanted to share with you all. I'm not sure if it would be better as a Mod or as a future part of the Stock game, so I'll let the mods move this as they see fit.

Description:

The worst has happened. An extinctor-class asteroid has struck Kerbin, mauling it beyond recognition and scattering toxic compounds into the atmosphere such that Kerbin can no longer support life. But in Kerbin's dying moments, it managed to launch one final rocket carrying it's brightest engineers and bravest pilots. This is where you come in. You begin your journey as the last starship, adrift among the debris that was once Kerbin. You must hunt for fuel, ore, and science to advance your colony until you can eventually carry crew to a distant star with the next habitable planet, where your colony can begin the Kerbal race anew. This is the end, but it is also the beginning. You have only 10 pilots in your colony, so guide them well, as you won't be getting any more.

So, what do you think? Any questions?

(BTW, if any modder reading this is interested in making it real, feel free, though I'd appreciate "having my name in the credits" so to speak ;))

Home world?

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