Mission-Based Progression and Functional Exploration Systems

duba

New Member
Nov 12, 2025
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Here are my gameplay ideas for KSA.
Below, I’ve divided them into separate blocks so you can comment on each one more easily,
so feel free to do so!


Problem:
Many space-building games struggle to balance freedom with purpose. Players often enjoy building rockets and experimenting, but without a structured sense of progress or real consequences, motivation tends to fade after the early stages. At the same time, once a player achieves basic orbital capability, gameplay can feel repetitive without new layers of challenge or discovery. There is a need for a gameplay structure that offers both direction and long-term depth, connecting engineering, exploration, and science into one cohesive experience.

Why it matters:
A mission-based structure with layered objectives allows players to naturally progress from simple launches to complex interplanetary operations. Combining that structure with data-driven exploration systems ensures that every mission produces useful knowledge or technological growth. This creates a satisfying gameplay rhythm: build → test → discover → improve → expand.

Proposed Solution:
  1. Mission-Based Gameplay Structure
    The gameplay revolves around a system of contracts divided into three major categories:

A. Main Progression Line
This is the narrative and technological backbone of the game. Each mission group represents a major phase in humanity’s expansion into space:
  • Launch and recovery of the first orbital satellite
  • Construction of the first orbital station (similar to the ISS)
  • Establishment of the first planetary colony within the solar system
  • Creation of a modular orbital shipyard for rocket assembly in space – to complete this milestone, the player must build an orbital station that meets specific technical requirements, such as a minimum number of docking ports, sufficient electrical power generation from solar or alternative sources (for example, nuclear), and stable structural integrity for heavy vehicle assembly.
  • Development of the first interstellar colony outside the solar system

Each milestone unlocks new mission tiers, technologies, and logistical challenges. Progression is not only about completing objectives but about developing the infrastructure to support them.


B. Research and Development Contracts
Science-oriented missions reward research points that can be used to unlock or enhance parts and systems. For example, advanced fuel systems, atmospheric engines, or modular heat shields could be tied to specific discoveries. These contracts encourage experimentation, as players can test components under different conditions and expand their engineering capabilities.


C. Economic Contracts
A financial gameplay layer adds realism and strategic planning.

  • Fixed-Budget Contracts: missions with a defined cost ceiling. Any unspent funds become profit, incentivizing efficient designs and operations.
  • Recurring Transport Contracts: long-term missions like cargo or passenger routes between two points. Profit depends on minimizing costs over time. This system simulates the management of a space company, where efficiency and reliability determine financial success. Earned money can fund research, facility upgrades, or future missions.

This economy mirrors the logic of modern aerospace programs: investing in reusability, optimization, and iterative design yields long-term benefits.


  1. Functional Gameplay Systems and Deep Space Exploration
    After completing the main storyline, gameplay transitions into open-ended exploration. Each celestial body has unique environmental parameters that affect mission planning — gravity strength, atmospheric density and composition, surface temperature, and terrain elevation. These properties determine how challenging a landing or construction mission will be.

To adapt to these challenges, players rely on scientific instruments that gather environmental data and inform engineering decisions:

  • Orbital radar scanners map planetary surfaces, highlighting smooth landing areas and regions of scientific interest.
  • Atmospheric probes collect density, pressure, and composition data, helping players calibrate engines, parachutes, and heat shields for safe entry and descent.
  • Thermal sensors measure temperature fluctuations, allowing optimization of radiators, fuel tanks, and materials for extreme environments.
  • Gravitometers and seismic sensors reveal local gravity anomalies and underground structures, useful for stable base placement or resource prospecting.
  • Spectrographic analyzers identify the chemical composition of terrain and potential resource deposits for mining and manufacturing.

The collected data becomes a tangible gameplay resource: it informs design choices, unlocks research upgrades, and gradually builds a planetary database. For example, studying extreme heat environments could unlock a new engine variant capable of surviving higher thermal loads. Players who invest in exploration tools will gain long-term advantages, making later missions safer and more efficient.


Together, these systems form a self-sustaining gameplay loop. Missions drive exploration; exploration produces data; data fuels research and unlocks better components, which in turn enable more ambitious missions. This design merges the creative freedom of a sandbox with the structure and satisfaction of a long-term progression game — where knowledge and preparation are the ultimate resources.
 
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BLOCK 1 — Mission-Based Progression System


Problem:

Many sandbox-style space games lose direction after players achieve basic orbit. Once that milestone is reached, there’s little structured motivation to continue beyond personal curiosity.


Proposal:
Introduce a mission-based progression system divided into categories that guide advancement while maintaining creative freedom. The Main Progression Line represents key technological and narrative milestones:


  1. Launch and recovery of the first orbital satellite
  2. Construction of the first orbital station (similar to the ISS)
  3. Establishment of the first planetary colony within the solar system
  4. Creation of a modular orbital shipyard for rocket assembly in space
  5. Development of the first interstellar colony beyond the solar system

Each mission chain would unlock new technologies, funding options, and narrative progress, providing both short-term objectives and long-term goals.


Goal:
To create a natural sense of progress that rewards player skill, planning, and creativity while providing clear milestones for expansion.




BLOCK 2 — Orbital Shipyard Construction Requirements


Problem:

Building large spacecraft only on planetary surfaces restricts scale, design complexity, and realism.


Proposal:
Include a major milestone in the main progression where the player must construct an orbital shipyard. Completion requires a station meeting specific engineering criteria:


  • A minimum number of docking ports for large assemblies
  • Adequate electrical power generation (solar, nuclear, or alternative)
  • Structural stability to support heavy vehicle assembly
  • Optional parameters like minimum altitude and total mass for realism

This system challenges players to design a functioning orbital construction hub that integrates logistics, power systems, and docking solutions.


Goal:
Encourage creative engineering and reward players with the capability to build large-scale vessels in orbit, expanding gameplay beyond planetary limits.




BLOCK 3 — Research and Development Contracts


Problem:

In many games, research progression is detached from gameplay actions. Unlocking new parts often happens passively or through abstract menus rather than real missions.


Proposal:
Introduce Research and Development contracts that reward players for performing experiments, collecting samples, or testing parts under specific environmental conditions. Example missions could include:


  • Testing a new atmospheric engine on a dense-atmosphere planet
  • Measuring solar radiation intensity near the star
  • Returning mineral samples from a moon for laboratory analysis

Collected data yields science points that can be spent to unlock or upgrade technologies (e.g., more efficient fuel systems or durable materials).


Goal:
Integrate scientific discovery directly into gameplay, making every mission feel meaningful and contributing to overall technological growth.




BLOCK 4 — Economic Contracts and Financial Gameplay Layer


Problem:

Without an economy, efficiency and reusability have no practical reward. Players lack incentive to optimize designs.


Proposal:
Implement a simple economic system featuring two contract types:


  1. Fixed-Budget Missions – Players receive a set amount of funding; any remaining balance after mission expenses becomes profit.
  2. Recurring Transport Contracts – Long-term logistics routes (cargo or passenger delivery) that generate periodic income based on operational efficiency.

Profits can be used to fund research projects, expand facilities, or increase budgets for complex missions.


Goal:
Add strategic depth through financial management and engineering efficiency, simulating the economics of real-world space programs like SpaceX or NASA’s commercial partnerships.




BLOCK 5 — Functional Scientific Instruments


Problem:

Exploration feels less rewarding when data has no clear impact on gameplay.


Proposal:
Introduce functional instruments that collect actionable data for mission planning and design optimization:


  • Orbital Radar Scanner – Maps terrain, identifies flat landing zones and geological features.
  • Atmospheric Probe – Measures density, pressure, and composition to help configure parachutes, engines, and heat shields.
  • Thermal Sensor Array – Records temperature variations for optimizing cooling systems and materials.
  • Gravitometer/Seismic Sensor – Detects gravity anomalies and ground stability for base construction.
  • Spectrographic Analyzer – Scans surface composition to locate valuable minerals or fuel resources.

Each instrument enhances gameplay by providing information that directly improves engineering and exploration outcomes.


Goal:
Make exploration a data-driven process where information gathered through gameplay leads to safer, more efficient, and better-prepared missions.




BLOCK 6 — Environmental Diversity and Planetary Conditions


Problem:

If every planet behaves the same, exploration loses its sense of discovery and challenge.


Proposal:
Assign distinct environmental parameters to each celestial body:


  • Gravity strength and local variations
  • Atmospheric thickness, pressure, and chemical makeup
  • Temperature extremes and radiation exposure
  • Terrain slope, roughness, and elevation variance

These factors determine mission complexity and demand adaptive engineering. Players must adjust designs and mission strategies according to each world’s hazards and opportunities.


Goal:
Make every planet a unique engineering puzzle, rewarding creativity and careful preparation instead of one-size-fits-all vehicle design.




BLOCK 7 — Continuous Exploration and Research Loop


Problem:

After completing the main storyline, many games fail to offer meaningful late-game progression.


Proposal:
Introduce a self-sustaining gameplay loop where:


  • Missions encourage exploration
  • Exploration generates scientific data
  • Data unlocks new technologies and component upgrades
  • Improved technologies allow for even more ambitious missions

For instance, studying high-temperature environments might unlock heat-resistant engine variants, while discovering rare minerals could enable advanced propulsion systems.


Goal:
Ensure long-term replayability by turning exploration into an evolving process of discovery and innovation. Players remain motivated to push further, gather more data, and continually improve their capabilities, keeping the experience fresh well beyond the main campaign.
 
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Have you seen the Rocketwerks proposal for KSP2? it is posted here. I quite like a lot of the proposals from that document.
 
For me personally Block 5 would be super important. I always wanted to do meaningful exploration in Space in KSP, but all i got were the same science points. I would be really cool to need probes to "unlock" the planet bit by bit.
  • For example, unless you have analyzed the atmospheric pressure and composition, you get 50% or 25% more less durability on heat shields and other rocket parts.
  • Radar highlights good landing spots or later building spots
  • With a visual probe you can discover science hotspots where you have to take different instruments. Each hotspot could have multiple zones to let the player decide to fly multiple missions or a rover...
  • Resources are always at smaller spots, so scanning with a spectral sensor is vital if one wants to "use" the planet.
  • Building Bases on a planet is locked by the need for a sample return mission
  • planets or komets give different resources that have to be returned (even at different quantaties) to enable important gateway technologies
  • Placing big space telescopes on an lagrange point to find nearby, suitable starsystems for interstellar travel
@Jacob i did like the proposal as well, especially letting the player choose between manned and unmanned technologies. I would be hard on the unmanned side though :D
 
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Given that the setting is the real solar system, I would love to see a mission structure based on real-world future objectives. How do we inhabit space over the next century or two (and beyond)?

An issue I'd like to point out with sandbox space games like this is that the balance between complexity and primary gameplay is challenging. The primary gameplay loop is about building and flying rockets. If you're trying to build a complex space empire, building and flying every mission becomes impossible and you need automation to do the routine tasks that will quickly become boring. However, if the automation is too powerful, you'll end up overtaking the primary game play with an automation simulator a la Dyson Sphere Program, which is not what the players really signed up for. I'll cover this below, but I think the right balance involves automating tasks the player has mastered while requiring fresh content in each phase to be manually built and flown, so the player stays focused on increasing challenges in the primary gameplay while automation takes care of the boring, routine stuff.

Phase 0 - The Beginning
  • Only small rockets are available. Almost no payloads and no ability to get to orbital velocities.
  • Missions focus around successful launches and recoveries, with increasing criteria for altitude/travel.
  • Tech tree allows for increasing power to extend range and altitude.
  • Limited or no automation to teach fundamental gameplay mechanics in a simple environment.
  • Phase gate is the first successful orbital launch.
Phase 1 - Orbit
  • Automation unlocks for launch/orbital insertion/re-entry burns with settable orbital characteristics (a la MechJeb)
  • Orbital launch missions include research and satellite launches.
  • Tech tree continues engine power increases and starts structural integrity techs allowing for larger, heavier rockets (this basically continues through subsequent phases).
  • Payload tech tree begins.
  • Potential tie-in to base building begins here. Base components include items necessary for communications, ranging, and navigation.
  • Satellites are functional. Comm sats are necessary to maintain navigation, observation satellites reveal orbital characteristics of other planets and moons.
  • Phase gate is a successful lunar approach and return.
Phase 2 - To the Moon!
  • Automation of orbital launches for earth orbit missions unlocks for smaller satellites. Large satellites/fuel depots still require manual flight.
  • Lunar orbit missions open up lunar surface mapping for planning of landing missions.
  • Tech tree for lander/rover tech begins. Hubble-type satellites unlock allowing for observation of local stars.
  • Missions include lunar landing and exploration.
  • Begin threading in increasing Earth satellite capabilities, including orbital fueling. Allow for multiple approaches to lunar missions - direct launches are possible, and orbital refueling becomes an option.
  • Phase gate is an initial lunar habitat.
Phase 3 - Orbital Construction
  • Automation of orbital launches for large satellites/fuel depots, and lunar resupply missions unlocks. Lunar base expansion and launch of orbital habitats and construction facilities still requires manual flight.
  • Tech tree expansion of habitat modules and orbital construction facilities begins.
  • Missions focus around lunar base expansion. Orbital construction becomes necessary to transport heavier components. Divide base components between Earth launches for smaller, tech-heavy components like research labs and orbitally-constructed components for heavy-industry type stuff.
  • Phase gate is a lunar launch facility.
Phase 4 - Mars, Bringer of War
  • Automation for lunar base expansion and orbital construction unlocks. Potentially have a few limited tech tree items in this phase that still require manual missions.
  • Tech tree begins to include larger habitats and nuclear propulsion, with expanded orbital construction capabilities. Lagrange point bases and long-term space habitats unlock. JWST-type satellites unlock that expand the distance to observable stars and reveal planetary systems for closer stars.
  • Missions focus around Martian orbits, which reveal surface mapping, initial landing and return, and exploration. Include a mission or three for development of a Lagrange point base.
  • Phase gate is a Martian habitat.
Phase 5 - The Outer System
  • Automation for Martian and space habitat supply missions unlocks.
  • Resource economy expands.
  • Missions get more sandboxy. Asteroid mining. The moons of Jupiter and Saturn. Gas giant hydrogen scoops.
  • Tech tree opens up fusion propulsion. Brachistochrone transfers become possible. Mining and other resource extraction facilities begin to open up. Maybe start to move from an exploration/science-based tech tree to a resource-based tech tree. Automation follows more closely with missions (e.g., you can automate asteroid mining after you've established an initial facility). Terraforming tech opens up.
  • Phase gate is an interstellar-capable starship.
Phase 6 - To the Stars!
  • All solar system operations can be automated.
  • Establish a colony in another star system and become an interstellar species (of kitten).
  • Tech tree includes far-future propulsion. Begin with generation ships and unlock FTL or wormhole gates or something similar.
  • Require manual extra-solar missions at first. Focus moves from the mostly automated solar system to your new colony.
  • No phase gate - this phase just develops into full sandbox mode as you complete the tech tree. Just about everything can be automated by the end.

Edit: As a side note, a progression-based tech tree like this would allow for a lot of interesting short-cuts with some insane builds. Take a Phase 2 ship and get to Mars via dead-reckoning? The whole Phase 2 and half the Phase 3 tech tree opens up. Speed-running becomes a thing.
 
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