Power units like amp hours (kamp hours, amp kours? Could just be power units) The resources that will likely be in the game could be grouped as follows: Mentioned several times however, are resources. To have a functional colony, you would need a combination of these modules. Can be expanded.Ĭould store landed crafts (Hangar module?)Ĭertain small particle accelerators (for making isotopes of hydrogen required for inertial confinement engines).Įlectrical production, structural elements, communication antennas, etc. Requires building resources which need to be created and stored. Science kerbals speed up or allow these modules to work. Will be utterly basic, but includes basic resources (see later).Ĭolony science coupled with communications could allow progression through research tree (?).Ĭould be used to make more efficient colony parts along with engineers (?). Required to build anything else, likely where you will have to manage your supply routes, exports, and imports. Likely will be self-sustaining (if you have nothing else, it will still work as a “base”). That aside, the way I see it, a colony will contain the following thing The relationship between them (the colonies)Īn interstellar convoy (what it could look like)įirstly, this “guide” if you will, will include my speculations about colonies in KSP 2, and has very little factual basis other than what we already know from the developers. KSP 2 Colony Speculation (CHECK BOTTOM FOR GOOGLE DOCS LINK)
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