moeggz
Member
- Oct 17, 2025
- 86
- 73
In a prior spaceflight game that many of us were following, the community was having discussions on the topic or resource extraction and how to keep it "fun" while still requiring interesting game play decisions from the player. In other words how to keep it detailed and realistic enough to be challenging but not so advanced to be a roadblock or turn away a majority of players. That other game sadly never reached the point where we could see whether any of our ideas on the issue worked in the game or not.
This is probably a little early to discuss this for where KSA is, but I would like to start a conversation on how resources may be implemented, to hopefully in the discussion introduce the devs to some new ideas that might be worth considering. My idea is still early so a better solution to this problem is likely to be found.
The following is assuming that automated (whether actually rendered or just in amounts) resource delivery routes are eventually added to the game. If KSA is to include both bases and resources I believe this to be a necessary feature. If that assumption is wrong please share with me your thoughts.
I think that implementing resources in a fun way in KSA is challenging because of time warp. A player may want to build a base on a moon with a weak gravity well. They look at the parts for the vessel they want to build and only need to know each resource that that vessel will need, not the amounts. This is because a player who can automate even 1 unit of a resource to a base in even a long mission, say 100 years, can have a practically infinite amount after staying at max time warp for a short irl time.
I believe that KSA is being planned with some life support in mind, and some have suggested life support would be a sufficient deterrent to wanton time warp. I disagree as any life support that is implemented will have to be implemented in a way that doesn't lead to mass chaos when players start going to the furthest planets/interstellar.
As such, my suggestion to this possible problem is to gamify resources just a little. This is by tying secondary base construction restrictions not to a specific amount of a resource delivered there over time, but to the amount of the resource the player has ever self flown to the base.
Let me explain this a bit. I will compare two scenarios, a "kilograms of resource delivered as of the present moment in time" and "kilograms of resource connected by manually flown missions that can be automatically duplicated."
Say for the rocket the player wants to build they need to get 100 kgs of steel to their moon base. There is no incentive to make a mission that can move any amount more than 1kg of steel as they can just time warp to the 100 kgs.
In this scenario, why does the player ever need to look at the total amount of a resource needed? With infinite time warp, building a 4 part rocket and a 500 part rocket is just as difficult, provided the larger rocked doesn't require any additional resource types. A base tied to any value of resource will have enough of that resource instantly at high warp. There is zero player incentive to even have larger resource storage tanks or to build a rocket that moves two storage tanks instead of one. No incentive to ever fly to that base again with a newer and larger rocket either.
In the other scenario (my suggestion) while one must suspend their disbelief a little as the resource at secondary bases will always be "full" of however much you have manually flown to that base, it will never increase beyond that point.
Say the player has made a moon base and has flown one manual route moving 100 kgs of steel to the base. In the base ui, under resources it just says "100 kgs steel," It always has that amount. Time warping does not increase this, nor does launching a rocket with 100 kgs of steel. Immediately after building a rocket with 100 kg of steel the base has another 100 kg of steel. This is hand waved in a game way for the player as auto missions re-flying what you have flown. The player knows each base can make what it has been tied to. There is no incentive to time warp to cheese the system. Players are incentivized to create larger rockets to be able to move more resources in a single player flown flight. Once launching rockets with only 100 kg of steel is insufficient for the player's desires they will take their learnings over their time with the game and build a bigger rocket that can move say 1,000 kg of steel making the base's total 1,100 kg. (one 1,000 kg manual mission and one 100 kg manual mission.) This could make for an enjoyable game play loop.
The negatives is that it is of course less realistic. You don't have to wait for planetary alignment to get more of a resource. If automated routes are displayed to the player they will be purely for the aesthetics of watching craft re-fly the mission the player flew themselves. It may be a bit confusing, but I think a good ui could communicate how this works better that I can.
The positives are that it gives the player a reason to fly to bases more than once, but still with a way to automate it for subsequent missions. Bigger rockets carrying more payload (that are presumably harder to build and fly) give the player something to reach for. This feeds into the loop of build bigger rockets to go further to build bigger bases to build bigger rockets.
So what are your thoughts? Is cheesing resource amounts even a problem? If not, how do you think resources can provide interesting game play and player decisions?
If you agree it's a possible problem, do you agree with this possible solution of have another idea?
This is probably a little early to discuss this for where KSA is, but I would like to start a conversation on how resources may be implemented, to hopefully in the discussion introduce the devs to some new ideas that might be worth considering. My idea is still early so a better solution to this problem is likely to be found.
The following is assuming that automated (whether actually rendered or just in amounts) resource delivery routes are eventually added to the game. If KSA is to include both bases and resources I believe this to be a necessary feature. If that assumption is wrong please share with me your thoughts.
I think that implementing resources in a fun way in KSA is challenging because of time warp. A player may want to build a base on a moon with a weak gravity well. They look at the parts for the vessel they want to build and only need to know each resource that that vessel will need, not the amounts. This is because a player who can automate even 1 unit of a resource to a base in even a long mission, say 100 years, can have a practically infinite amount after staying at max time warp for a short irl time.
I believe that KSA is being planned with some life support in mind, and some have suggested life support would be a sufficient deterrent to wanton time warp. I disagree as any life support that is implemented will have to be implemented in a way that doesn't lead to mass chaos when players start going to the furthest planets/interstellar.
As such, my suggestion to this possible problem is to gamify resources just a little. This is by tying secondary base construction restrictions not to a specific amount of a resource delivered there over time, but to the amount of the resource the player has ever self flown to the base.
Let me explain this a bit. I will compare two scenarios, a "kilograms of resource delivered as of the present moment in time" and "kilograms of resource connected by manually flown missions that can be automatically duplicated."
Say for the rocket the player wants to build they need to get 100 kgs of steel to their moon base. There is no incentive to make a mission that can move any amount more than 1kg of steel as they can just time warp to the 100 kgs.
In this scenario, why does the player ever need to look at the total amount of a resource needed? With infinite time warp, building a 4 part rocket and a 500 part rocket is just as difficult, provided the larger rocked doesn't require any additional resource types. A base tied to any value of resource will have enough of that resource instantly at high warp. There is zero player incentive to even have larger resource storage tanks or to build a rocket that moves two storage tanks instead of one. No incentive to ever fly to that base again with a newer and larger rocket either.
In the other scenario (my suggestion) while one must suspend their disbelief a little as the resource at secondary bases will always be "full" of however much you have manually flown to that base, it will never increase beyond that point.
Say the player has made a moon base and has flown one manual route moving 100 kgs of steel to the base. In the base ui, under resources it just says "100 kgs steel," It always has that amount. Time warping does not increase this, nor does launching a rocket with 100 kgs of steel. Immediately after building a rocket with 100 kg of steel the base has another 100 kg of steel. This is hand waved in a game way for the player as auto missions re-flying what you have flown. The player knows each base can make what it has been tied to. There is no incentive to time warp to cheese the system. Players are incentivized to create larger rockets to be able to move more resources in a single player flown flight. Once launching rockets with only 100 kg of steel is insufficient for the player's desires they will take their learnings over their time with the game and build a bigger rocket that can move say 1,000 kg of steel making the base's total 1,100 kg. (one 1,000 kg manual mission and one 100 kg manual mission.) This could make for an enjoyable game play loop.
The negatives is that it is of course less realistic. You don't have to wait for planetary alignment to get more of a resource. If automated routes are displayed to the player they will be purely for the aesthetics of watching craft re-fly the mission the player flew themselves. It may be a bit confusing, but I think a good ui could communicate how this works better that I can.
The positives are that it gives the player a reason to fly to bases more than once, but still with a way to automate it for subsequent missions. Bigger rockets carrying more payload (that are presumably harder to build and fly) give the player something to reach for. This feeds into the loop of build bigger rockets to go further to build bigger bases to build bigger rockets.
So what are your thoughts? Is cheesing resource amounts even a problem? If not, how do you think resources can provide interesting game play and player decisions?
If you agree it's a possible problem, do you agree with this possible solution of have another idea?
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