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by TeMPOraL 3022 days ago
I disagree. Half of the value of this game comes from the fact it forces you to learn a few things about real physics along the way. Beginnings ain't hard. You can easily get to orbit manually, and you can even eyeball your way to the Mün.

That said, something like the per-stage ∆v display from KER (a mod) should IMO be stock, both during construction and in-flight - without that one piece of information, any trip past Kerbin orbit gets too difficult - you either end up seriously overbuilding your vehicle, or run out of fuel in the middle of a mission.

2 comments

100% of the value of the game is that it's a sandbox that lets you play with a bunch of different things - rocket design, orbital mechanics, exploring a technology tree, resource management, etc. etc.

To that end, any feature that makes it easier for different players to approach the game in their own ways will make for a game that appeals to more people. Let people who want to control the rocket manually control it manually, and let those who want to just have nice, automatic, repeatable launches use the autopilot. Let people who want to fiddle with rocket designs do that, but also hand out a bunch of prefab rocket designs for when you just want to sit down and fly a rocket. Let the same people play the game in different ways in different sessions, depending on their mood.

Just don't try to tell them that there's only one proper way to have fun, because all you'll do with that is ensure that they tend to get bored more quickly.

That's a nice idea in theory, but in practice, players will take the most efficient method of completing a task, even if that method isn't fun. If you give players autopilot, they will use it, even if they would prefer the game without it.

I'm sure I've read research on this, but I'm not sure how to dredge it up from the internet. So I apologize for the lack of citation.

Anecdotally, in the Elder Scrolls series, I vastly preferred Morrowind's lack of unlimited fast travel. But I still used fast travel liberally in future installments, in no small part because the games were designed under the assumption that fast travel would be used. The takeaway is that you can't assume that players will ignore a feature just because they don't like it.

KER gets latitude when it screws up, because it's a mod. The game itself needs to be damn-near perfect - and it can't be, because some rocket configurations are inherently impossibly to calculate total dv for (eg, a lunar-orbit rendezvous mission a la Apollo).

I totally agree about not adding the autopilot. Mechjeb exists for those people.

> some rocket configurations are inherently impossibly to calculate total dv for (eg, a lunar-orbit rendezvous mission a la Apollo).

I think this fact should be communicated clearly. After all, the game has a bunch of "sorta but not quite" indicators already - like the burn time in maneuver nodes, or the orbit display that doesn't take into account atmosphere when deorbiting/projecting deorbiting with a maneuver node, etc.