Jump to content

What 0.25 Difficulty Settings will you use?


JedTech

What 0.25 Difficulty Settings will you use?  

56 members have voted

  1. 1. What 0.25 Difficulty Settings will you use?

    • Easy
      2
    • Normal
      4
    • Moderate
      6
    • Hard
      16
    • Hard with Quick Load
      12
    • Custom/Other (tell us in the comments)
      16


Recommended Posts

Science grind is more of what I'm concerned about. I found the stock contract system alleviates it somewhat (and makes the "science" grind a bit more like engineering V&V and testing), but not entirely. It starts to feel a bit "been there, done that, didn't get a t-shirt" after a few run throughs.

I try different strategies to alleviate that but even my all-biomes-lander with integrated lab for Minmus was still kind of boring. I don't think leaving the science rewards at 100% would be "shameful" in the least.

Link to comment
Share on other sites

I try different strategies to alleviate that but even my all-biomes-lander with integrated lab for Minmus was still kind of boring. I don't think leaving the science rewards at 100% would be "shameful" in the least.

I personally love the thrill of earning science and unlocking my tech tree. I am always disappointed to see the tech tree unlock so fast. I think its fun to try to accomplish more with the limited parts that you have available. It is significant to note that I use the ScienceAlert mod. This makes science gathering much easier and faster for me (which is probably one of the reasons I need to lower my science rewards).

Link to comment
Share on other sites

I personally love the thrill of earning science and unlocking my tech tree. I am always disappointed to see the tech tree unlock so fast. I think its fun to try to accomplish more with the limited parts that you have available. It is significant to note that I use the ScienceAlert mod. This makes science gathering much easier and faster for me (which is probably one of the reasons I need to lower my science rewards).

I actually started using that and Crew Manifest to take some of the drudgery out, did a really pleasant circumnavigation of Kerbin with KAX electric props and those two mods, sucked up all the rest of the science in my career save. That's part of the reason why I'll try 50% science gain and see what happens.

Rq0WKZn.jpg

Kerbin sure is pretty; too bad it's so tiny...

Link to comment
Share on other sites

I actually started using that and Crew Manifest to take some of the drudgery out, did a really pleasant circumnavigation of Kerbin with KAX electric props and those two mods, sucked up all the rest of the science in my career save.

Kerbin sure is pretty; too bad it's so tiny...

Hmm... how does Crew Manifest take drudgery out of science collection?

Link to comment
Share on other sites

I'm just gonna use hard mode, but have all rewards on 40%, and all penalties on 300%. I'll play with FAR too, and use TACLS with OKS/MKS so long as their updated... I also have my engine nerf chart, to make those OP engines a bit less useful!

Edit: Come to think about it, MKS modules and EPL equipment is incredibly expensive, so if money collection for such things becomes too grindy, I'll bump up the money rewards. I like doing low tech missions so 40% science should be great, but I might add 50-100 science to start to get past those annoying first stages, then skip Kerbin and the Mun like usual. Also, Fine Print is gonna be a must for me!

Edited by Random Tank
More thoughts
Link to comment
Share on other sites

Allow Revert Flights: off

Allow Quick Load: off

Missing Crews Respawn: off

Auto-Hire Crewmembers before Flight: off

No Entry Purchase Required on Research: on

Indestructible Facilities: off

Allow Stock Vessels: on

Starting Funds: same as normal

Starting Science: 0

Starting Reputation: 0

Science Rewards: 100%

Funds Rewards: 100%

Reputation Rewards: 100%

Funds Penalties: 100%

Reputation Penalties: 150%

kinda like this

Link to comment
Share on other sites

I don't know what the defaults are, but I'm thinking normal - keep all the figures at the baseline the developers intended - but with quickloading and reverting disabled, and of course destructible buildings.

Link to comment
Share on other sites

Custom:

10% rewards, 1000% penalties, 0 starting resources,

Quickloading will be allowed for bugs only

I'll also be installing DRE, FAR, TAC life support, Remotetech, etc.

I'm also going to use mods to make the game a little more difficult, probably a very similar set. Very important for me is to use KIDS, since it allows to counteract the lowering of dV requirements for reaching orbit caused by FAR... Regarding rewards/penalties, I think the game is probably unplayable with such extreme values. I'll probably go for the hard settings, and might only decrease science gain a little more, maybe to 30%. I'm just fed up with maxing out the tech tree without going beyond Minmus...

Link to comment
Share on other sites

Custom:

10% rewards, 1000% penalties, 0 starting resources,

Quickloading will be allowed for bugs only

I'll also be installing DRE, FAR, TAC life support, Remotetech, etc.

Holy bankruptcy Batman!

I think I'll be going with hard mode and quickload for bugs, might change some stats though.

Link to comment
Share on other sites

Quickload is mandatory. This game is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too buggy to play without it.

I don't even know why the heck is it an option with all the problems KSP got. But well, so be it - if someone likes to torture himself....

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...