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Poll

removed the custom tech tree! more limitations?

add kerbal economy so we need to earn that science
- 6 (60%)
add mission controller so we have some program in it
- 1 (10%)
don't do anything it is already a mess we just want to toy around
- 3 (30%)

Total Members Voted: 9


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Author Topic: Kerbal Rocket Surgery: Rebalanced community game  (Read 14348 times)

n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #165 on: December 19, 2013, 07:04:59 pm »

It's not the amount of science that worries me, as much as it is the amount of money it will cost (and thus the science lost) for one expensive mission that ends up not returning much, if any science.
Checked that ledger, and it appeared that your mission cost almost all (~4/5th) of the budget. If you hadn't returned with science, or with the craft, then we'd be essentially broke.
That means that all non-science producing large launches are completely out, which means no more communications-only launches, regardless of the number of sats put up.
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #166 on: December 20, 2013, 02:41:04 am »

Or maybe just use some of the science we stashed?
It costs about 60 science point to put a satellite into orbit.

Also note that I spent most of out science before the launch, unlocking tech, AND that the launch paid for itself just in the science transmitted back.

Say you want to do a satellite launch next turn. We have 750 science, so you can spend a hundred of them on the launch, no problem.

Just don't spend 700 science on builder a huge craft that does nothing.(and note that 700 is a fucking huge rocket)
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #167 on: December 20, 2013, 06:23:17 am »

Yeah even on normal the conversion is pretty lax, with one point = 1000$ you can buy a lot - one huge booster is 800$ - especially after unlocking precision engineering that allows very cheap and tiny probe

More to the point all pieces you recover are refunded in full

A SSTO lander and a SSTO refueler would use virtually nothing.
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #168 on: December 20, 2013, 07:04:39 am »

It doesn't refund fuel though.

But I just realized that it allows you to negative money, so you will never be unable to launch a craft.
This puts most of n9103's concerns to rest
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Mono124

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #169 on: December 20, 2013, 09:15:17 pm »

If this is on .23, anyone mind if I get put in the turn list?
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #170 on: December 20, 2013, 09:29:13 pm »

I think I'm going to withdraw.
This has been dipping below the Fun/Realism line for me too many times.
It's a bad thing when you find yourself wishing you were instead on a Community Fort and the person just before you opened up the HFS, and didn't have defenses in place.
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Mono124

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #171 on: December 20, 2013, 09:32:28 pm »

I think I'm going to withdraw.
This has been dipping below the Fun/Realism line for me too many times.
It's a bad thing when you find yourself wishing you were instead on a Community Fort and the person just before you opened up the HFS, and didn't have defenses in place.
In that case I'll grab the save? Unless anyone else is taking a turn.
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #172 on: December 21, 2013, 02:13:10 am »

Sure, go for it

Also there is no economy in place. Only thing left changing the gameplay is basically far and remotetech
« Last Edit: December 21, 2013, 02:20:09 am by LoSboccacc »
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Mono124

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #173 on: December 21, 2013, 03:39:33 am »

Save is here

Story is here

Sure, go for it

Also there is no economy in place. Only thing left changing the gameplay is basically far and remotetech
And deadly reentry. I almost forgot about it and *almost* lost chutes that I needed. Anyway, I brought back ~1400 science, but there is still quite a bit left due to my inability to place science parts and not have them clip my solar panels, causing me to only be able to collect science on half the instruments I brought.  :-[

E: I didn't buy any tech before building my monstrosity, so we should have ~2100 science right now.

E2: Also I noticed I left some... debris... scattered around. My bad. I wasn't really sure how much fuel it would take to get off Kerbin because of FAR, so I brought a little less than I would need without FAR at all. I ended up ditching stages far ahead of when I thought I was going to be ditching them... I would have just brought them along, but I didn't have the delta-v.
« Last Edit: December 21, 2013, 03:45:41 am by Mono124 »
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #174 on: December 22, 2013, 06:36:37 am »

As evident by the last mission we need more difficulty!
This is Kerbal Rocket Surgery, not Kerbal EZ-mode-lolz!
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #175 on: December 22, 2013, 11:46:51 am »

true - I'd add tac life support, if kerbal economy is so ill received.
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #176 on: December 22, 2013, 01:57:05 pm »

according to the poll it is now 3 for, and 1 against, assuming n(numbers) has dropped out, so we should not count his vote(assuming he voted)
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Mono124

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #177 on: December 22, 2013, 06:20:21 pm »

As evident by the last mission we need more difficulty!
This is Kerbal Rocket Surgery, not Kerbal EZ-mode-lolz!
In the games defense, it really was not an easy task to get that thing into orbit. I literally was going at about 1/8 real time the entire duration from launch to around 60,000 meters. It also seemed to be so easy because I spent so long building the damn thing. I mean, every stage I would probably "launch" 2 or 3 times, tweaking it ever so slightly. I say "launch" because I never really fired the engines, but I put it on the launch pad to try and check to make sure things were copacetic. Even with that, my last minute change to the solars ended up giving me grief. I've also been playing the game since good old 0.7.3 so...
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #178 on: December 23, 2013, 06:30:46 am »

With economy on normal mode, that vessel would likely have cost around 150-200 science to launch, so with a 1400 science gain, this is still a great return.

Not saying it was easy, but we used to have to do 3 launches to get science for just one tech, now you got like 10 techs in one launch.
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Mono124

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #179 on: December 23, 2013, 02:45:38 pm »

True, but you did just get 700 for 70, so the ratio is about the same.
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.
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