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That an the fact I'm sure they're still in the process of balancing things.
You kind of do contracts anyways, since you need the unlocks. And stuff like "land on this moon a few times and on that one a few times" is kind of needed to progress to better tech.
Just taking the contracts for the stuff you do anyways totally negates the need to look at the account balance.
Far into the double digit billions, while still building rockets that cost less than 5mil to get everything done.
Just seems a little too extreme to just be a "work in progress" kinda thing. I mean finetuning, sure. But this is like 100times more than it needs to be. Thats not fine tuning, but rather feels like someone forgot to add the comma at the correct places.
They will be adding more an more (you can actually see the "too do" list of contracts they plan on writing in the contract files) but until then that money is probably meant for those endeavors. Once they add contracts that cover more of what you can do in game they very well may adjust the massive payouts for those first contracts.
There's plenty to play with and learn that doesn't require math or even all that much experience. Do enough of it and you start to notice some things work much better than intuition and your buddies suspected. I think they're trying to get people in that territory.
Your moon-orbit mission costs are about 50× cheaper than the intro-contract payouts, so you've mastered at least one more level of rocket engineering and orbital dynamics than the game requires of you. With even more experience you can get at least 40× better than *that*. I don't think the game should pay only $200K for a luna orbit mission.
Ive also been using it to help me complete the steam awards as a side mission.
Since the game doesnt seem to have an End Game concept yet except being a trillionaire.
Still feels like crazy amounts tho.
Not yet sure how to spend all these billions, apart from building a way too big station on the far ends of the system, without having a reason for it.
Guess I expected the game to be further along and that is my issue here.
Since people seem to kind of agree it is an early beta still and most stuff is missing still... at least we have a reason for all the money. To make up our own content that is not included just yet.
There already seems to be a division between new and old players now. Many of the old payers won't even touch the career mode and are still uploading tons of craft (from version 0.9.926) that have parts that won't even work in career mode. Even if you have those parts unlocked!
Still, kind of expected... more. Oh well. Will be fine for the remaining days of waiting. ;-)
Hate to break it to you, but KSP 2 won't have any sort of career mode or progression at launch. It will be 100% sandbox. So, if "lack of progression and / or challenge" is an issue with this game, it will be infinitely worse with KSP 2 at release.
That being said, yeah, this game has enormous balance problems with career mode at the moment. Those who are trying to justify these errors are... Well, doing the game a serious disservice. If the developers see that players are OK with the current balance, why should they spend the resources to change it?
I finally had to scour the discussions on here until I could find a highly optimized twin-prop "plane" (more just a bunch of twigs with motors/airfoils on it) that could easily beat the mission. I tried over and over to build my own working plane but couldn't due to just having a few things in the RC/Plane branch unlocked.
In order to balance the payouts, there needs to be a WEIGHTED PAYLOAD included in these contracts too. Something which forces you to uphold a minimum scale for your final craft and all stages before.
This isn't like KSP, where the lower bound for scale is always set by the need for at least a single Kerbal. Not when in this game, you get automation for free so the need for a Drood doesn't define a lower end for the scale.
Actually, even the science kits in KSP only served this precise purpose, to give you payload for which you need to scale your propulsion.
The issue isn't "You can turn a profit by completing contracts," which is correct. The issue is that when you complete multiple contracts with a single rocket. The payout as long as you complete one contract per launch is in the right ballpark, but when you complete 3...
There doesn't seem to be an obvious solution to fix this. If you scale the payout for the individual contracts so it produce the right results when you perform one launch per mission, then you punish newbies (who don't realize that one launch can complete multiple contracts, or don't feel confident enough to do so) and that's bad. If you scale costs around the assumption of one launch per contract, then you end up with the issue that we have today.