sal_vager 30 Aug, 2014 @ 10:59am
The 0.25 Plan
http://forum.kerbalspaceprogram.com/content/302-The-0-25-Plan

https://i.imgur.com/uBDZY3Z.jpg

Originally posted by Maxmaps:
Hey guys. It’s time we show you our grand plan for update 0.25.

Now, we want to make something crystal clear before we carry on. This is a plan, and to borrow a quote from military history; No plan survives contact with the enemy. The enemy here aren't mongol hordes, chichimeca raiders or Ghandi’s nuclear missiles (Civ 5 bitterness aside). The enemy are bugs. The enemy are features ending up not as cool or fun as they were on paper. Or art assets more complex than drafted or code conflicts. Thus, we have to adapt. Maybe a feature is cut, or a new one pops up. Or the plan for something goes into a radically different direction.

I’ll give you a small example. The game mechanics planned for the Admin Facility in were originally far simpler (somewhat similar to the Market from Age of Empires) and not very interesting overall. We redesigned them into a proper gameplay-enhancing set of mechanics that we are confident will be much more interesting than what we had before, which wasn’t much more than a UI to convert one currency into another. The bottom line is, things change, so please don’t take this list as is and understand that our ideas are likely to continue evolving. This list here has merely our current goals at the time of this post.

So, without further ado, here’s the (current) plan:

Administration Building
A new facility at KSC which will allow you to choose from a set of Strategies to boost certain areas of your space program, usually at the expense of some other area. Start an Unpaid Internship Program to increase your Science gains at the cost of Reputation, or take up an Open Source Technologies Initiative to boost your Reputation gains at the cost of decreased Science rewards. All these combinations will be possible using Strategies, along with many more. Also, Strategies are fully mod-enabled and new ones can be added very easily. Just keep in mind, however, you can only take up a limited amount of strategies at a time, so choose wisely.

New effects
We’ve done a huge overhaul on particle and sound fx. We’ve got much better-looking and better-sounding explosions and rocket effects coming.

Spaceplane Part Overhaul
We are adding several new parts, along with the integration of fan-favorite mod Spaceplane Plus.

Accessibility improvements
More markers on your navball and a pointer to where your node is?A way to transfer Kerbals without them leaving their craft? A button to push your thrust all the way to 100%? We’re adding all that.

Kerbal Experience
Recovering Kerbals will now reward your reputation based on where they’ve been (and what they’ve done there), and their accomplishments will be stored in persistent ‘career’ logs for each crewmember.

Difficulty panel
We’re setting up a much needed Difficulty Options panel, to allow you to set up the game to your liking. Does reverting flights make everything too easy? Try disabling that to see what playing with no room for error feels like. Are you constantly broke without cash to continue? Give yourself some extra boost off the start by increasing your starting Funds. The list of tweakable options goes on, but you get the idea.

Classified
You’ll have to wait for this one a bit longer. If we had our way, we would tell no one about it and just let you guys discover it through gameplay with hilarious results.

So there you have it. That’s our grand plan for 0.25. We are doing our best to bring all this to you, and hope you will be understanding if it changes a little on the way.

https://i.imgur.com/8onJaH9.jpg
Showing 1-15 of 150 comments
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Supra Oatser 30 Aug, 2014 @ 12:24pm 
New Explosion Effects? Glorious!
JarJarStar 30 Aug, 2014 @ 12:25pm 
Cant wait! really excited for the new spaceplane stuff.
Person Man McDude Guy 30 Aug, 2014 @ 3:49pm 
please please please pretty PLLEEEEEEEASE add cargo bays to the stock game. These were needed for a looooong time. Also a way to assign crew members to external command seats (or whatever they're called) would be nice. Sorry if Im asking too much, but if you were to implement only one of those, cargo doors, please.
Last edited by Person Man McDude Guy; 30 Aug, 2014 @ 3:49pm
Vedvart1 30 Aug, 2014 @ 5:23pm 
The Administration building sounds very interesting; I can't wait, keep the stuff coming!
Inquisitor Warth (Vested) 30 Aug, 2014 @ 7:30pm 
Classified... Why do I sense new easter eggs?


Originally posted by Dokkter Oktoberfest:
please please please pretty PLLEEEEEEEASE add cargo bays to the stock game. These were needed for a looooong time. Also a way to assign crew members to external command seats (or whatever they're called) would be nice. Sorry if Im asking too much, but if you were to implement only one of those, cargo doors, please.

The newly integrated Spaceplanes Plus mod has cargo bays that can fit 1.25m parts. You'll still have to use conventional rockets for larger payloads, however.
Person Man McDude Guy 30 Aug, 2014 @ 7:34pm 
Originally posted by VestedGamr:
The newly integrated Spaceplanes Plus mod has cargo bays that can fit 1.25m parts. You'll still have to use conventional rockets for larger payloads, however.
I understand, but I'm hoping for other cargo bay doors like Mk 3 and Mk1, etc
Inquisitor Warth (Vested) 30 Aug, 2014 @ 8:16pm 
Originally posted by Dokkter Oktoberfest:
Originally posted by VestedGamr:
The newly integrated Spaceplanes Plus mod has cargo bays that can fit 1.25m parts. You'll still have to use conventional rockets for larger payloads, however.
I understand, but I'm hoping for other cargo bay doors like Mk 3 and Mk1, etc

I don't really see a use for an MK1 Cargo Bay, since only the smallest satelites would be able to fit in there. Perhaps it could be used to hide science equipment, but that's pretty much it. An MK3 cargo bay wouldn't be big enough to carry 2.5m parts.
Person Man McDude Guy 30 Aug, 2014 @ 8:40pm 
Originally posted by VestedGamr:
I don't really see a use for an MK1 Cargo Bay, since only the smallest satelites would be able to fit in there. Perhaps it could be used to hide science equipment, but that's pretty much it. An MK3 cargo bay wouldn't be big enough to carry 2.5m parts.

well, what about a new piece set? or maybe cargo bays that can only be used with adapters?
ΜӘĸąИỊk 31 Aug, 2014 @ 1:03am 
Originally posted by Dokkter Oktoberfest:
Originally posted by VestedGamr:
The newly integrated Spaceplanes Plus mod has cargo bays that can fit 1.25m parts. You'll still have to use conventional rockets for larger payloads, however.
I understand, but I'm hoping for other cargo bay doors like Mk 3 and Mk1, etc

i think thats getting fixed aswel
jjinks0709 31 Aug, 2014 @ 8:05am 
add a workshop so people can download other peoples planes and ships
Rene 31 Aug, 2014 @ 9:18am 
Originally posted by jjinks0709:
add a workshop so people can download other peoples planes and ships

That's not going to happen, ever. If you want to know why, use the search function of this forum.
KingOfUnicorn 31 Aug, 2014 @ 12:03pm 
It would be great to have an option to plan a journey before the launch of your craft, that when you're flying you see the turns and burn-times you've planned out.
Person Man McDude Guy 31 Aug, 2014 @ 2:30pm 
What about female kerbals? I've been waiting for those for a while now.
The Potato 31 Aug, 2014 @ 5:53pm 
Originally posted by Jebediah Kerman:
What about female kerbals? I've been waiting for those for a while now.
This has been confirmed on the forums this post is quoting

I can't wait to find out what "classified" is...

All aboard the .25 hype train!
The Doctor 31 Aug, 2014 @ 9:54pm 
You sir have made my year.
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Date Posted: 30 Aug, 2014 @ 10:59am
Posts: 158