MrNeon
New Member
- Oct 26, 2025
- 6
- 29
Hello again. You might recognize me from a post about resource extraction and how it would work, and i'm back at suggesting again.
Some of these features might not be easy to implement, so i don't expect all of them to be in KSA in the future.
Let's start.
1. Resource extraction that matters
I've already covered the same thing in my previous suggestion: Let's make every celestial have a designated ore quantity and some of the ores in the game, with some having a unique ore. If you want to save a lot of your budget, you could go harvest them on other celestial bodies. Examples - antimatter farming inside a gas giant's orbit or mining radioactive ores on a dangerous moon.
2. (Smart) Part failures
This can be difficult to balance between RNG hell where you're constantly anxious of a crucial part to fail or between just total carelessness. Part failures themselves should teach you that space isn't going to hold your hand - if you're careless, it can punish you. So i propose a system where a vital part failure (like an engine failing to ignite) has a very low chance of happening, but the less-vital parts like one of two solar panels can fail to track/deploy, or more. About the carelessness part - if you will put your parts under constant stress, they have a significantly higher chance of failing. Obviously, we should make part failures not completely ruin the mission, but also make them matter enough. It's a difficult system to balance, but it can make space missions a lot more interesting.
3. Planetary biomes
A biome that would have a unique resource, hazard, science, or just landscape on some of the planets would be an amazing feature. Another reason to visit a planet!
4. Colonies that matter
I really hope that colonies get implemented in KSA. If they do, i want them to matter. You're going to place a begineer module first (like robotic construction drones or even actual, trained workers), then you can choose what to build like a science module, storage module, mining module, habitation module, etc. (with your style of course!) Colonies shouldn't be a cool accomplishment either - they need to yield you science, money, resources, bonuses/multipliers or more automatically (if they're taken care of properly)
5. Atleast slightly functional weather
The clouds are already a huge part of KSA in this stage of development, and we have already seen Martian dust storms in KSA! So why not make them functional? A dust storm that could dust solar panels, a storm that could obstruct solar power, or a hurricane that makes fragile parts have a higher chance of failing. The weather would also apply to colonies - it can either give you science, or damage a colony. This and some simple weather protection would make colonies and planetary exploration much better.
6. Proper interplanetary/advanced propulsion
One of the core flaws i hated in KSP was the lack of interplanetary engines. We only had the NERV, and the ion engine, which were both very annoying to use because of their TWR. It would be fantastic to have more options than just two, and the best example is none other than Nertea's mods! Kerbal Atomics, FFT, Near Future Suite... all amazing, and they showcase the many ways of travelling between planets.
7. An interesting home star system
Very, VERY crucial. As a person highly interested in planets, i would hate to see the custom system to be a bunch of "analogs" that are just slightly different in color/texture planets. Why won't we add a touch of originality? Put a gas giant between terrestrial planets? Make a huge terrestrial planet? Give our homeworld two moons just like Kerbin? Have binary planets? Have a semi-habitable world to colonize? This would make the star system feel much more alien, but still keep that touch of similarity by adding a slightly darker Mars analog, a ringed, recolored and smaller Venus analog or a sideways spinning Jupiter analog.
8. Long research
KSP's game loop was land->get science->take off. Which basically ruined the game loop. Let's make science experiments (especially the complex ones) take time to get! And if you want even more science, research on the celestial you're on instead on your homeworld! Absolutely needed to be honest.
9. Space infrastructure that matters over time.
Telescopes, relays, satellites, space stations, colonies... you name it. They should all give you a bonus or a multiplier for something like science or money that highly matters in the endgame as parts get costlier and costlier. This would force you to populate your system with space infrastructure for an easier future.
10. Optional, simple life support
For the less-casual players, oxygen and food supplies, and a basic recycling system. Not particularly interested in life support as i am a casual player myself but that would definitely make some people happy.
Honorable mention: Recolourable parts
Just like in KSP2. It would allow us to add some colorfulness and theme to our spacecraft, bases, or rovers. Not very important but still good to have.
This was written pretty hastily and might contain some mistakes. It also wasn't very thought-out and just a dump of my suggestions.
Anyways, dear RocketWerkz, this was a huge suggestion post and i'm honored to be in this community. I hope y'all can use it someday.
- MrNeon : )
Some of these features might not be easy to implement, so i don't expect all of them to be in KSA in the future.
Let's start.
1. Resource extraction that matters
I've already covered the same thing in my previous suggestion: Let's make every celestial have a designated ore quantity and some of the ores in the game, with some having a unique ore. If you want to save a lot of your budget, you could go harvest them on other celestial bodies. Examples - antimatter farming inside a gas giant's orbit or mining radioactive ores on a dangerous moon.
2. (Smart) Part failures
This can be difficult to balance between RNG hell where you're constantly anxious of a crucial part to fail or between just total carelessness. Part failures themselves should teach you that space isn't going to hold your hand - if you're careless, it can punish you. So i propose a system where a vital part failure (like an engine failing to ignite) has a very low chance of happening, but the less-vital parts like one of two solar panels can fail to track/deploy, or more. About the carelessness part - if you will put your parts under constant stress, they have a significantly higher chance of failing. Obviously, we should make part failures not completely ruin the mission, but also make them matter enough. It's a difficult system to balance, but it can make space missions a lot more interesting.
3. Planetary biomes
A biome that would have a unique resource, hazard, science, or just landscape on some of the planets would be an amazing feature. Another reason to visit a planet!
4. Colonies that matter
I really hope that colonies get implemented in KSA. If they do, i want them to matter. You're going to place a begineer module first (like robotic construction drones or even actual, trained workers), then you can choose what to build like a science module, storage module, mining module, habitation module, etc. (with your style of course!) Colonies shouldn't be a cool accomplishment either - they need to yield you science, money, resources, bonuses/multipliers or more automatically (if they're taken care of properly)
5. Atleast slightly functional weather
The clouds are already a huge part of KSA in this stage of development, and we have already seen Martian dust storms in KSA! So why not make them functional? A dust storm that could dust solar panels, a storm that could obstruct solar power, or a hurricane that makes fragile parts have a higher chance of failing. The weather would also apply to colonies - it can either give you science, or damage a colony. This and some simple weather protection would make colonies and planetary exploration much better.
6. Proper interplanetary/advanced propulsion
One of the core flaws i hated in KSP was the lack of interplanetary engines. We only had the NERV, and the ion engine, which were both very annoying to use because of their TWR. It would be fantastic to have more options than just two, and the best example is none other than Nertea's mods! Kerbal Atomics, FFT, Near Future Suite... all amazing, and they showcase the many ways of travelling between planets.
7. An interesting home star system
Very, VERY crucial. As a person highly interested in planets, i would hate to see the custom system to be a bunch of "analogs" that are just slightly different in color/texture planets. Why won't we add a touch of originality? Put a gas giant between terrestrial planets? Make a huge terrestrial planet? Give our homeworld two moons just like Kerbin? Have binary planets? Have a semi-habitable world to colonize? This would make the star system feel much more alien, but still keep that touch of similarity by adding a slightly darker Mars analog, a ringed, recolored and smaller Venus analog or a sideways spinning Jupiter analog.
8. Long research
KSP's game loop was land->get science->take off. Which basically ruined the game loop. Let's make science experiments (especially the complex ones) take time to get! And if you want even more science, research on the celestial you're on instead on your homeworld! Absolutely needed to be honest.
9. Space infrastructure that matters over time.
Telescopes, relays, satellites, space stations, colonies... you name it. They should all give you a bonus or a multiplier for something like science or money that highly matters in the endgame as parts get costlier and costlier. This would force you to populate your system with space infrastructure for an easier future.
10. Optional, simple life support
For the less-casual players, oxygen and food supplies, and a basic recycling system. Not particularly interested in life support as i am a casual player myself but that would definitely make some people happy.
Honorable mention: Recolourable parts
Just like in KSP2. It would allow us to add some colorfulness and theme to our spacecraft, bases, or rovers. Not very important but still good to have.
This was written pretty hastily and might contain some mistakes. It also wasn't very thought-out and just a dump of my suggestions.
Anyways, dear RocketWerkz, this was a huge suggestion post and i'm honored to be in this community. I hope y'all can use it someday.
- MrNeon : )
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