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Will 0.90 have space center building like in the original xcom or the Xenonauts?


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Would be awesome to be able to select a space center location at the start of the game. And be able to add more buildings, like you start with a VAB, Launchpad, Basic Tracking Station only tracking things on kerbin, R&D and Mission Control. You have to build the rest. For Example, to unlock strategies, build the administration building. To unlock spaceplanes, build the Hangar. And etc. Also with multiple space centers, and multiple building per space center. For example. With one VAB, you can only build one craft at once, also, add a craft building mechanic, where you have to build rockets/planes before you can launch, and it will take some time, week or a month at the start of the career mode. Each VAB adding 20% to building speed, and the ability to be able to build one more craft at once, with a amount of max 3 VAB's or SPH's at one KSC, so having more KSC's with each being specialised at one thing would be beneficial. Let us place the buildings wherever we want. Also, add benefits to having multiple R&D's at once and like that. Like a larger research speed (also add a progress bar to research) when paired together. What do you think?

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I, for one, think starting with a very basic VAB/launchpad and slowly having to moving on from there is a great idea. Being able to upgrade your current buildings and even build brand new bases would be awesome.

I'm fairly certain (ie, I'm guessing) that the building upgrade bit will come in 0.90, just not sure how fleshed out it'll be. Definitely looking forward to that though!

Also wouldn't mind seeing Kerbal Construction Time as part of Stock. Yes, people can just time-accelerate, BUT, that makes mission planning for launch windows and contracts so much more strategic. All of a sudden it's possible to miss a deadline. Combine it with some basic life-support, and all of a sudden it's not so easy to launch rescue missions.

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There's a pretty big hint that upgradable buildings in 0.90 will mean you, er, have to upgrade them for bigger/later missions. On the other hand I doubt you'll be able to select where KSC is actually built.

If you want more bases right now look at http://forum.kerbalspaceprogram.com/threads/82785-0-25-Kerbin-Side-v0-37-We-re-Gonna-Need-a-Bigger-Boat

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I think different buildings in the R&D complex ought to unlock different research paths (e.g. a wind tunnel facility for aerodynamic parts). And I think a constructable observatory facility would be great for the discovery mechanic we apparently have to wait for before we get new planets.

Edited by PwnedDuck
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Some ideas I have:

Launchpad upgrades: higher MTOW (maximum take of weight) of the rockets

VAB/hangar upgrades: higher part count per rocket/plane

Tracking system upgrades: higher amount of (non debris) trackables (so more flights at once).

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My concern is the building tiers wont add anything to the game beyond one more hurdle to buy your way through to get to the end-game sandbox mode. I'm not sure how you'd make progressively larger buildings more engaging and less of a paywall, though, it's typically just an element used to further pace development progression. Like locked zones in action-adventure games.

edit: I guess my other concern is the new building models will also not adhere to the previous model standardization like the admin building. It's kind of a slap-job when compared to the other KSP buildings.

Edited by Franklin
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My concern is the building tiers wont add anything to the game beyond one more hurdle to buy your way through to get to the end-game sandbox mode. I'm not sure how you'd make progressively larger buildings more engaging and less of a paywall, though, it's typically just an element used to further pace development progression. Like locked zones in action-adventure games.

Ever heard that the road is more important than the goal?

Tiered buildings would enable your complete "system" to progressively get more complex and bigger. It gives a sense of fullfilment, that you accomplished something - I used my simple rocket of 10 parts to get in orbit, now I have enough knowledge to build a rocket to visit anything. Currently I'm bored with kerbin: first thing I did was make an efficient rocket to get to eve and back, easy mode and I feel like there are no sensible challenges left. - AFTER THE FIRST FEW MISSIONS. Everything is just so easy... It also feels stupid to do anything but the most difficult mission asap.

Here's another idea: you don't buy tiers with money but you spent your reputation points - spending it on the mission center would give you better missions then.

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I'm not saying progress pacing isn't important in a campaign mode, and graduating tiers of access are the boilerplate solution for that (see: the tech tree, the contract/reputation system), it's nothing new or unique. Makes perfect sense, and I'm not griping that it's happening.

I'm just concerned it's not gonna provide much content value beyond the launch hype spike.

- - - Updated - - -

And while I'm down with a progressive developmental system, maybe let's explain why the entire planet is empty and lifeless while we explain that we gotta start from the bottom with our space agency efforts.

As if us having a fully-outfitted spaceflight complex for no explicable reason is more important to correct in terms of a progressive career than us being the only building and source of life found on the entire planet.

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Well I see this also as an opportunity for mods/tools to hook up into: you could then start adding "bases" you can develop at other places (plantes/moons/maybe even in space?).. If KSP became more a space PROGRAM and hence you have to manage all tasks (I would also like some factor that actually punishes me for just timeskipping doing 1 mission at a time - or rewards me for doing multiple missions at once).

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Alright, so here's my best guess at what building tiers would look like...

We would start out with an amateur program

We would develop into a booming company

We would eventually get to the current KSC

Upgrades would need some reputation (maybe?), but mostly funds

"Custom upgrades" would take over after the last tier, they would just allow you to improve the building's function, etc.

They would cost more and more as you go on

[TABLE=class: grid, width: 1500, align: left]

[TR]

[TD][/TD]

[TD]Tier 1 - Amateurs[/TD]

[TD]Tier 2 - Rising Up

[/TD]

[TD]Tier 3 - Monopoly?

[/TD]

[TD]Afterwards...[/TD]

[/TR]

[TR]

[TD]VAB

[/TD]

[TD]A large vertical garage.

Does not allow rockets over a certain height

Possibly a limit based on part count or cost?[/TD]

[TD]Something closer to the current VAB, but not quite.

Allows larger rockets, etc.[/TD]

[TD]What we have now.[/TD]

[TD]Custom upgrades to add height[/TD]

[/TR]

[TR]

[TD]Launchpad

[/TD]

[TD]A slab of concrete with fuel tanks nearby.

Explodes if rocket is over a certain weight?[/TD]

[TD]Added blast shields and water tower, but still not much.

Allows heavier rockets, etc.[/TD]

[TD]What we have now.[/TD]

[TD]Custom upgrades to add weight[/TD]

[/TR]

[TR]

[TD]SPH

[/TD]

[TD]A horizontal garage, smaller than VAB.

Again, limits on size and possibly part-count or cost[/TD]

[TD]Something closer to the current SPH, but not quite.

Allows larger planes, etc.[/TD]

[TD]What we have now.[/TD]

[TD]Custom upgrades to add length[/TD]

[/TR]

[TR]

[TD]Runway

[/TD]

[TD]A dirt runway.

Explodes if plane is over a certain weight?[/TD]

[TD]A concrete runway, but with no markings

Allows heavier planes, etc. (copy pasting ftw)[/TD]

[TD]What we have now.

[/TD]

[TD]Custom upgrades to add weight[/TD]

[/TR]

[TR]

[TD]Astronaut Complex

[/TD]

[TD]A flashy-looking building with a flag.

Less applicants per day? Limited space for astronauts?[/TD]

[TD]A more professional-looking building.

More applicants per day and more astronaut space[/TD]

[TD]What we have now.

[/TD]

[TD]Custom upgrades to add astronaut space

Maybe Kerbal Training will implement into this[/TD]

[/TR]

[TR]

[TD]R&D

[/TD]

[TD]A small group of factory-like buildings.

Costs more science and funds to unlock stuff.[/TD]

[TD]Slightly more advanced buildings, visible science stuff.

Costs less science and funds to unlock parts[/TD]

[TD]What we have now.

[/TD]

[TD]Custom upgrades to reduce science costs[/TD]

[/TR]

[TR]

[TD]Mission Control

[/TD]

[TD]A building with offices.

Contracts come around less often and reward less[/TD]

[TD]Larger, and more windows on the front.

More contracts and better rewards[/TD]

[TD]What we have now.[/TD]

[TD]Custom upgrades to bring in more contracts[/TD]

[/TR]

[TR]

[TD]Tracking Station

[/TD]

[TD]A shack with a radio tower.

Honestly not sure. Maybe less asteroids?[/TD]

[TD]A building with a satellite dish.

Again, honestly not sure... hmm...[/TD]

[TD]What we have now.[/TD]

[TD]I dunno[/TD]

[/TR]

[TR]

[TD]Admin Building

[/TD]

[TD]A little house with a sewer (heehee) next to it.

Less strategies available at once.[/TD]

[TD]A more professional-looking building.

More and better strategies available at once.[/TD]

[TD]What we have now.[/TD]

[TD]Custom upgrades to add more strategy slots[/TD]

[/TR]

[/TABLE]

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It would great the building progression promoted a sense of realism, not complete realism but at least an idea of the challengers a real program would face and what upgrades would expand the scope of the program.

So take Tracking Station may not goes as far as line of sight on radio transmissions but could effect reliable transmission ranges both one-way and two-way. So that you need two-way for Kerbaled Missions and one-way for probes. First tier would start at two-way around kerbal one-way from the Mun. Second tier extends two-way to edge of Kerbin SOI and one-way to get a probe to Duna if well timed.

I think the restrictions placed should be as much a clue to what to do next as they are a challenge on getting there.

Agree there should be encouragement of multi-tasking but not Sim City style whole city reduced to rumble because you just left stuff to run.

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I see the first admin building as a modified outhouse. Some of those early budgets sure would be tough to 'stomach'.

@Darnok I didnt think the part and cost limits were a bad idea, but after some thinking I actually agree. Available funds would already limit those things so why add such a useless limitation? Weight, height, and width are better limits.

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