![]() It’s natural to look at this open system and want to add some direction to it, but if you do it the obvious way you might kill the fun of the game. There’s no external reward or recognition for accomplishing anything. You can fly to any planet you want, as long as you can figure out how to design a rocket capable of making the trip. Right now you have access to all parts and can build as many exploding rockets as you like without penalty. The game will eventually have a campaign mode of some sort, and I can’t help but wonder what that will look like and how it will work. You’re not intended to succeed on the first try, and there’s just as much fun in developing a new design as finally seeing it work. You can find this kind of play in Angry Birds, Portal, and even some Tower Defense games. My best moments with the game happened when I hit launch and had the entire rocket fly in seven different directions, obliterating my intrepid Kerbanauts and leaving a huge mess for the cleanup crew. You build a thing, press go, watch it fail, and repeat until you’ve perfected your design. If you looked far enough back in its family tree, you might find a grandpa or great-uncle named The Incredible Machine. There is always something new you can try thanks to our wonderful modding community.A great deal of the fun in KSP comes from iterative building. I've played around with USI MKS/OKS mod in one. What do you expect 3,000+ hours in? (Not that I've ever hit 4-digit hours on anything else ever.)īut that's where having seperate saves with mods come into play. All of my housekeeping is in order (refueling orbiting ships, training kerbals, building a relay network, etc). All my kerbals around Jool's moons have planted a flag on all 5 of them. All my contracts are waiting on interplanetary missions that'll take months to reach their destinations. Most of my time is spent transmitting science back from my ~24 labs/bases and putting their next transmission on the schedule to transmit again 30-60 days later (thank you Kerbal Alarm Clock). That said, in my primary save things have hit a slow, boring spot. I enjoy colonizing the whole solar system, collecting all the experiments from all the biomes, training my crews, and handling tourists. ![]() That's the best explanation you could possibly find. If you're just looking for a comp-stomp or 'easy win' though, wrong game. Or just reading up and taking a cue from what others have tried - no shame in that after all, it's a game. You'll probably go through a 'trial-and-error' phase, then start warming up to the idea of using your brain and doing your homework to succeed. All with a generous coating of quirky humour (your scientists and astronauts are a race of little green nerdy Bart Simpson-like beings). Hard to explain - this is a game that does not hand you solutions but provides you the tools to figure them out yourself and makes you want to find them. ![]() You really feel the challenge of space travel and when you succeed at doing something for the 1st time it really feels like you accomplished something. The challenge of setting a goal (get somewhere, do something, save someone, build something, etc.) and figuring out how to accomplish it with the components available to you. Originally posted by dogwalker1:Space travel.
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