I think I define the phases of the career mode in the following way:Įarly career mode: You build rockets from the 1.25-meter parts, and your only capsule is the Mk1 Command Pod. Granted, none of this is 'necessary' to further (and probably quicker) progress through the tech tree but it adds options and fun for people that like that kind of thing whilst making no difference at all to those folks who just want to burn through the tech tree as fast as possible. At which point you can do a lot of cool stuff with the Mk1 command pod, including basic space stations and Gemini or Apollo style missions. Maybe move the 1-man lander can back to Tier 4 as well as a sort of Hitchhiker Jr. That way you get a docking port to go with each capsule size. I would move Clamp-o-Tron Jrs back to Tier 4 (General Construction) and leave the others where they are. Tier 6 for your first docking ports, is not early in career mode. However, this would probably make the tech tree / science system too complicated if the science you do actually has to plausibly match up to the technologies you unlock. are nice but they don't help you solve the problems of living, working and building stuff in space. Regolith samples, temperature readings etc. I guess ideally, you would need to do some on-orbit science to unlock some of the tech tree. Scotius makes a valid point about having long duration science missions later on, to give you science points to exchange for rep or cash but I can see that being hard to balance and possibly not worth it early in a career. Not quite sure how to deal with the second point though. Without wishing to open up the whole 'KSP vs realistic history argument' again, I also note that docking was an early priority for human space programs and the early space stations were mostly just a module of some kind with a docking port on one end Heck you could even have two levels of docking port - a basic one that you unlock early, to let you stick modules together and a more advanced one (coming in at about the point that they do right now) to let you transfer crew without sending them on EVA. I don't mind building a linear space station to start with and then being able to build a more complicated one later but at the moment, you can't really build any sort of station until you're a good long way down the tech tree. It would certainly help if docking ports were unlocked a lot earlier. Totally agree with both points, especially the first. A station with a science module is only good when Kerbin is impracitcal to reach. Kerbin offers no incentive since you can return any experiment by deorbiting. Second, with science as it is, you want your station close to where you do science. Waiting until the very end of the tree for the six way node doesn't work. Set up communications networks to communicate between your spacecraft and Kerbal Space Center.To make a station around Kerbin worth it early in career mode, there's a few issues that need to be solved.įirst, the most basic parts needed for a station need to unlock much earlier.Use satellites to scan terrain and find biomes and other anomalies.Dock spacecraft together to construct space stations, massive starships, and surface bases on new planets. ![]() Send your Kerbal crew outside their ships for “extra-vehicular” activities.Discover a whole star system with unique moons and planets, exploring detailed terrain at a vast scale. ![]()
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