[Suggestion] Overall Sugestions for the better game, part I

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lehovsky
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[Suggestion] Overall Sugestions for the better game, part I

Post by lehovsky »

HI All,

I have bought BASPM yesterday,and I have my firts day of testing/playing behind me. Since once in my life I wanted to delevelop a game like this one, I wrote down some ideas for "My game".
As you know dreams are not always comming true, so I decided to provide my ideas to developers of this game. I hope you will find some of them useful and implement it to the game.
I will also Include some feedback on the current game. Thank you.

1. Mission Planning.

a) The mission planing could be devided into 3 separate tabs:
-Curently Researched/Opened
-New Projects
-Obsolete/canceled/no longer used (that could free up the limit for ongoing projects, but there would be higher price if you would like to restart the project)

Current mission planing requires yo to navigate through different planets/moons/mission types to allocate R&D or just to check the reliability of the hardware. Dividing it to those 3 tabs would enable easier navigation, and overall transparency of Projects.

b) Number of missions planned.
At the begining of a program, you would have to decide how many of this type of missions you would like to fly. For example, you start to research Gemini Program. You decide that in order to achieve all Milestones, you will need to launch at least 12 missions including 2-3 unmanned. This will create a hardware order for 12 Gemini Spacecrafts and 12 Launch vehicles. If at any point you will need more of Gemini missions, you will have to pay twice the price for a new hardware. This will enable Strategic planning for the whole programs!

c) Crew Assignments.
If the point above would be implemented, you would be able to assign crews to already known number of missions up front. To succesfully launch a mission a crew would have to be assigned to this kind of mission at least 2-3 seasons before, as well as a backup crew. If the mission would require EVA, the astronaut performing it would gaing EVA skill during training. The longer he is assigned to train for this type of mission, the higher the increase of the skill would be. However this would require that rookie Astronauts would have their skills at most around 70-75%. So in Q1 of 1963 as you start Gemini Program, you already schedule that first Orbital flight test of the Spaceraft Will take place in Q1 1965 and you assign Prime and Backup crew to it. Experience Gain will be for both crews, Backup a bit less, but that will ensure Flight rotation, because experienced Bacup Crew will become Prime 3 missions after! Don`t you know it from somwhere? :D Strategic planning!

As you appoint a mission commander, he/she would have some preferences for the rest of the crew. Final word still would be yours, but you could assemble the crew of the best buddies like Apollo 12 for ex.

d) Someone on this forum proposed to have a manual mission planner. I agree. I would also add additional tasks to be performed by the crew, for a certain amount of Prestige Points.
For ex, Photographic sessions for metereologists, science experiments, TV Broadcasts (That would also increase your overall prestige with Public Affairs). However adding those to the mission would require longer durations, so higher risk to successfuly finish the mission. Small things :)

2. Give me a counter of the missions that astronaut have already flown, please. The same for Flight (Kranz/Kraft)
3. Is there a need of the Gemini Manned Sub Orbital? Manned Sub Orbital flight was done just to check if Human can survive in 0G. Unmanned check of a boilerplate - yes.

I am awaiting for constructive feedback, and also don`t expect for all of the above to be in the final game. But its still worth a try.
As I wrote in the subject, this is part 1. There is more to come next days.

Thank you.
nats
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Re: [Suggestion] Overall Sugestions for the better game, par

Post by nats »

lehovsky wrote: 1. Mission Planning.

a) The mission planing could be devided into 3 separate tabs:
-Curently Researched/Opened
-New Projects
-Obsolete/canceled/no longer used (that could free up the limit for ongoing projects, but there would be higher price if you would like to restart the project)

Current mission planing requires yo to navigate through different planets/moons/mission types to allocate R&D or just to check the reliability of the hardware. Dividing it to those 3 tabs would enable easier navigation, and overall transparency of Projects.

b) Number of missions planned.
At the begining of a program, you would have to decide how many of this type of missions you would like to fly. For example, you start to research Gemini Program. You decide that in order to achieve all Milestones, you will need to launch at least 12 missions including 2-3 unmanned. This will create a hardware order for 12 Gemini Spacecrafts and 12 Launch vehicles. If at any point you will need more of Gemini missions, you will have to pay twice the price for a new hardware. This will enable Strategic planning for the whole programs!
Yes I find the mission planner a bit of a pain trying to remember what missions I have scheduled and which missions I have already done and closed.

I like the idea of ordering spacecraft beforehand and would love to see fabrication and training enhanced.

I am sure there are many good things to come yet in this game, its already quite an addictive absorbing experience, now we just need some variability, surprise and replayability in the missions. I beleive this is what the developer is starting to look at now that the backbone of the game is there and working reasonably well.
"It's life Jim, but not as we know it"
Sabratha
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Re: [Suggestion] Overall Sugestions for the better game, par

Post by Sabratha »

Thanks for all the great suggestions!
lehovsky wrote:a) The mission planing could be devided into 3 separate tabs:
-Curently Researched/Opened
-New Projects
-Obsolete/canceled/no longer used (that could free up the limit for ongoing projects, but there would be higher price if you would like to restart the project)

Current mission planing requires yo to navigate through different planets/moons/mission types to allocate R&D or just to check the reliability of the hardware. Dividing it to those 3 tabs would enable easier navigation, and overall transparency of Projects.
A part of your suggestion is already in the game. If you enter the SET screen, you should see a tab in the lower left "manage projects". Click that and you get a list of all opened/ongoing projects you have - no need for "navigating panets".

I do think that old/completed programs should be marked somehow. It doesn't seem to be that big of an issue, but it comes up during subsequent playthroughs - the player can start to wonder: "Did I complete the extended sputnik in this playthrough or the last one?".
lehovsky wrote: 2. Give me a counter of the missions that astronaut have already flown, please. The same for Flight (Kranz/Kraft)
I believe this will come once the museum building is implemented.
lehovsky wrote:b) Number of missions planned.
At the begining of a program, you would have to decide how many of this type of missions you would like to fly. For example, you start to research Gemini Program. You decide that in order to achieve all Milestones, you will need to launch at least 12 missions including 2-3 unmanned. This will create a hardware order for 12 Gemini Spacecrafts and 12 Launch vehicles. If at any point you will need more of Gemini missions, you will have to pay twice the price for a new hardware. This will enable Strategic planning for the whole programs!
So far the hardware for each mission is fixed and "used up" regardless of mission outcome.

From what I know in one of the near future patches, hardware purchase (rockets in particular) will be independant from missions (you will be able to choose what sort of rocket to use for which satellite etc). At the same time not all components will be used up in all missions (a non critical failure at countdown will not use up any of the hardware etc).
lehovsky wrote:c) Crew Assignments.
If the point above would be implemented, you would be able to assign crews to already known number of missions up front. To succesfully launch a mission a crew would have to be assigned to this kind of mission at least 2-3 seasons before, as well as a backup crew. If the mission would require EVA, the astronaut performing it would gaing EVA skill during training. The longer he is assigned to train for this type of mission, the higher the increase of the skill would be. However this would require that rookie Astronauts would have their skills at most around 70-75%. So in Q1 of 1963 as you start Gemini Program, you already schedule that first Orbital flight test of the Spaceraft Will take place in Q1 1965 and you assign Prime and Backup crew to it. Experience Gain will be for both crews, Backup a bit less, but that will ensure Flight rotation, because experienced Bacup Crew will become Prime 3 missions after! Don`t you know it from somwhere? :D Strategic planning!

As you appoint a mission commander, he/she would have some preferences for the rest of the crew. Final word still would be yours, but you could assemble the crew of the best buddies like Apollo 12 for ex.
I personally think planning this as far as individual missions would be going too far and would be unhistorical.
There are many RL examples of crews and backup crew composition within a program changing almost at the last minute, particularly in the case of the Soviets. Remember that each turn is 3 months, so that leaves some time to make personal decisions.

The way I see it, astronauts could be assigned to a specific program (apollo-gemini-vostok etc) ahead and would take 1-2 seasons to familiarize themselves with specific program hardware. Once they become familiar with the hardware they can join said program again with no further training time.
Also make it so that an astronaut can be assigned to only one program at a time. Moreover, only astronauts that start the turn assigned to a program can fly missions this turn.

That imho would be both historical, add an element of planning (assigning astronauts ahead to certain programs) and still leave some room for last minute flexibility within each program.
I would also add additional tasks to be performed by the crew, for a certain amount of Prestige Points.
For ex, Photographic sessions for metereologists, science experiments, TV Broadcasts (That would also increase your overall prestige with Public Affairs). However adding those to the mission would require longer durations, so higher risk to successfuly finish the mission.
Nice suggestion, would add some needed variety and make missions less linear. :)
lehovsky
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Re: [Suggestion] Overall Sugestions for the better game, par

Post by lehovsky »

Hi Sabratha,

Thank you for your feedback.
Now I can see your point of view, and I do agree that changes have been made almost at the last minute.
What I think the most important thing to reflect the reality is that in case of American Program being in a Backup Crew ment almost 100% assignment for Prime Crew 3 flights later. Maybe we can set this kind of rule, that Backup becomes a Prime +3 missions. But if you decide to overthrow this rule, you would have a major morale drop among all Astronauts core.
When it comes to Russians, you could be Forced to assign a specific Cosmonaut to a mission. I would even add an additional Perk for them - Political Awareness. The lower it would be, the more probability for this particular crew, mission control, technican to "dissapear". That would be nice Realism :)

I do understand that all of the above would require astronauts to have some sort of Experience perk/skill, so it would be more logic to assign a veteran even if a rookie has better stats.

Thank you.
lehovsky
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Re: [Suggestion] Overall Sugestions for the better game, par

Post by lehovsky »

Hey, I have got It!

The key to resolve the rotation and Backup +3 flights= Prime is the Crew chemistry!
Every Crew will have a Crew Chemistry. The Crew serving as a Backup, will already be better than new assigned crew! Problem solved.
But of course, there would have to be some kind of influence of team Chemistry on the overall Mission Success, or Mission delay risk.

Can you consider this, please?

Thank you.
nats
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Re: [Suggestion] Overall Sugestions for the better game, par

Post by nats »

I assume by crew chemistry you mean their allocation of skills that they can bring to the mission. So this would already affect the mission success chances - a higher rated pilot is better than a lower rated one. So if you want to represent crew rotation in the game just hire 4xthe crew you need for each mission and train the others whilst using the first lot. Gradually use the crew as they come out of training, putting the last crew back into training when they complete a mission. That way you are rotating the astronauts, training them up as well when off duty. So no need for any special mechanics in the game, you already can do it yourself.
"It's life Jim, but not as we know it"
Sabratha
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Re: [Suggestion] Overall Sugestions for the better game, par

Post by Sabratha »

lehovsky wrote:Hey, I have got It!

The key to resolve the rotation and Backup +3 flights= Prime is the Crew chemistry!
Every Crew will have a Crew Chemistry. The Crew serving as a Backup, will already be better than new assigned crew! Problem solved.
But of course, there would have to be some kind of influence of team Chemistry on the overall Mission Success, or Mission delay risk.

Can you consider this, please?

Thank you.
Not sure if I understand what you mean by "chemistry", some sort of morale (Astronaut X wants to work with astronaut Z but not with astronaut Y) like there was in BARIS?
lehovsky
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Re: [Suggestion] Overall Sugestions for the better game, par

Post by lehovsky »

Hi Sabratha,

Not only liking each other, but cooperating with each other.Team chemistry could work as added value. So the longer the crew stays together, the better performance it has as a team.
Also I think that the stats for Astronauts are to high. It would be good if they would have maximum 2 high developed skills, rest at average. For example, Scott Carpenter - genius in Science, good pilot, but lacked Leadership. Wally Shirra, superb pilot, great leader, shitty scientist. That would require shifting crews. Also it will be the reason to have high amount of astronauts.

I am also wondering if we could assign Astronauts to the Manned projects as consultants/scientists as well? You know, "No bucks, no Buck Rogers" and they Are 'Buck Rogers".
As I remember since 2nd class of astronauts they were given a specific assignments, so they could force their point of view on things like "We want a window!" sort of stuff.

Thank you
Sabratha
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Re: [Suggestion] Overall Sugestions for the better game, par

Post by Sabratha »

Passed your last suggestions to the devs, again thanks for your insight.
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