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Kerbal origins - rethinking/redesign the whole story of kerbalkind and KSC


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Kerbals come from a far away starsystem with a huge ship,crashlanded on Kerbin.

-no need towns/cities on Kerbin,lightening the already full game engine

-redesign the KSC:a damaged crashlanded really big ship with hangars (for build crafts)

-Kerbals using the mothership stuffs/fuel to build ships to explore the surrounding planets

-we have a good reason to mine fuel and ores:of course the crashed mothership have a limited parts and fuel

-Kerbals dont come from the nothing,they sleeping in cryos on the mothership if we need new crew we awake some guys

-End game content:Kerbals finally go to home planet (maybe with some jumpdrive,end game cinematc etc..)

Just think of it Harv,its easy for Unity and easy for the players and in my opinion this is a great scifi story.

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No thanks. While Sci-Fi stories of the 'we came from elsewhere'/'marooned people' types are often cool, it would distract from the main thing of the game- developing a space program, and exploring space.

Plus, it gives the game an ending. KSP could be a more open game, where you continually refine and improve, and set up more things. Real life space exploration isn't going to end.

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I'm not really fond of the Homeworld-esque marooned people angle, either - the singleminded pursuit of "levelling up" technology to "go home" takes away from the wonder, excitement and serendipity that comes with KSP original story about a modern civilization taking its first step toward the stars.

Also, since when was KSP science fiction?

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Squad is already headed in the opposite direction, with barns & stuff. I really doubt they would choose this.

Especially the contract-related stuff that suggests that Kerbals already have a sustained civilization:

  • Reputation - Why would anyone care about the success of your missions?
  • Contracts - How would contractors exist at all?

Edited by Tery215
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