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Ability to rush construction at the cost of higher part failure

Open Hexicube opened this issue 10 years ago • 1 comments

This is primarily proposed as an alternative option for players who do not want a recovery vessel always kept on stand-by and filling one slot (or those who simply want to do many tasks fast), and it would require a part failure mod to be enabled.

The basic premise is that you have a slider for cutting vessel construction time by up to 50%, with the amount of time cut feeding into an equation that would make all parts on that vessel generally less reliable.

It could also have separate sections of the rush construction slider for different systems, where something like 0%-10% is minor systems, 10%-40% is important systems, and 40%-50% is critical systems. This effectively means you can choose to rush a vessel by 10% if you've got a lot of redundancy for things like batteries, but could also rush it by 40% for an unmanned rescue mission where you only have one shot that would otherwise be missed (life support, predicted crash into moon, etc.). This allows for more interesting gameplay, as it gives the chance for failure to occur on parts even after they've been made fully reliable, and that failure occurring would then be the fault of the player and not chance.

As far as I can tell, this could be achieved code-wise in two ways:

  1. Hook into an available API on part reliance mods and tell them to make parts of that vessel less reliable
  2. Provide API hooks to tell part reliance mods how much less reliable to make parts on a new vessel Option 2 would probably require less effort in the end, however that also requires the mod authors of the other mods to edit their mods to use it. Therefore, it might be a good idea to include both so that there's immediate support AND new mods require no extra work on this side, assuming this suggestion is added in the first place.

Hexicube avatar Aug 02 '15 18:08 Hexicube

This is something I would like to do at some point, and since the KCT API is the next big project I can probably add in option 2 along the way. Currently KCT has light support for TestFlight in that you can disable part failures during simulations, and I will likely increase the TestFlight support. I'd like to maybe support DangIt, but it's more likely that will happen in the lines of option 2, rather than me adding anything DangIt specific to KCT.

Adding secondary launchpads is higher on the list, because that has applications for a larger number of players and is easier to do. That will at the very least let you have two vessels rolled out at once to aid in rescue missions.

I do like your proposed minor/important/critical setup though and will probably use that.

magico13 avatar Aug 03 '15 14:08 magico13