Are you sick of having science with nothing to use it for? Read this suggestion and comment below
We all know it Kerbin is pretty dull with except for KSC. We also know that we are gettin that ability to launch from anywhere with Making History. That being said it is still dull. What if you could construct a new KSC and Repair Baikonuber Kosmodrome with excess science ANYWHERE on the planet on any terrain. You could add as many launch sites at you want with as many VABs and any other building. What if you could construct building of your own design by merging existing buildings from your selection. Kerbin Infrastructure is dull and is completely unable to support a space program. Even though this isn't exactly the purpose of the game After awhile Launching and repeating the mission over and over again can become annoying which leaves three options quit KSP (Don't do it) Start a new save or continue... being bored. What if these space missions had effects back on Kerbin. Not just for the Kerbal Space Program (KS Program)
Contructing a new building would take the same amount of credits as they do now except they also cost 200 Science for each upgrade. This way once most objectives have been completed in career your not left with a empty program with no meaning.
For sandbox you will be charged only Science and no credits. This would be a great way to introduce a form of accomplishment/science to sandbox instead of mindless launching. Also these buildings would light up at night making Kerbin more alive from orbit. On a form of sandbox science read my post on "Improving Kerbals and Associated Programs" (Below)
Yes I'm sure their is a mod for this but it would be good in the stock game because it provides functionality to science in career that is overflow and something else to do in sandbox and science mode.
Another strcuture possibility is a Landing Zone. The Landing Zone is practically a helicopter pad just bigger. It has a Flag type marker with a target marker. This gives the ability for Falcon 9 Style Landings
The Vacuum Chamber is like a Planetarium in Shape it puts your craft into a void for testing, it is weightless and without pressure except has no stars nothing just the craft.
The Boat Slip lets you put craft directly into the water for whatever purposes Basically a VAB but for Boats
Polar Station is a way to get science 100 science every Kerbin day for use later BUT Cost 500,000 Credits and 2500 Science.
The Same KSC we all know but but in the destruction graphic (no fire)
Located Near Desert
Factory System (Vote for Airports and Railorads in Poll you are voting for Factory)
Place a order for parts they come (maximum parts per shipment are five) When you place a part they are added to (your free inventory) Free Inventory is when you get a Certain amount of parts for free. So if I place 4 engines but have 3 free inventory of that specific engine then. If I have 2 free inventory they I get 2 for free. This way the factories don't limit your creative ability they just give you free parts. He is a scenario
Place order for 5 RS-25s via air
factory is 100 Miles Away.
I pay 10,000 Credits and 50 Science
50 Kerbin Minutes Later I get 5 KS-25 Vectors
Now I build a rocket with 9 KS-25 Vectors with the first five as free
Kerbin Air (Airports in Poll) is the Most expensive form of Transportation It cost 10,000 Credits and 50 Science for each flight 10 times faster than Rail Takes 1 30 seconds per each mile.
Railroads are the least form of Transportation It cost 7,500 credits and 50 Science for each shipment
shipments take 5 Kerbin minutes per each mile .
Their should be an additional structure to the old space center (Baikonuber) called "Research Lab" the Research Lab can allow you to make your own rocket engines and tanks with your own statistics. It would use a model so if I wanted to model it after the biggest tank that would be the color scheme if I wanted the orange tank that would also be the color scheme. This way instead of squad being forced to make new engines they can focus on other things and we get to run OUR OWN R&D Facility We don't unlock things we make them from templates of current stock parts. So If I was to make a Space shuttle Maine engine less powerful and less fuel consuming with less gimble I can do that and change its texture at will. So the "Research Lab" Consumes Science and doesn't make it. Also maby a test stand at Baikonuber this way it just isn't some new launch site it's useful, to unlock it both the R&D Facility and Launchpad at KSC need to be fully upgraded. What do you think.
Note: Due to Popular Replies on my previous threads The Research Lab is basically 3d Photoshop. Using current stock parts as a template and then editing size of it would be good. A calculator would find its size and calculate thrust weight cost etc. Perhaps research lab parts could cost 25% more than normal. That's the simple version of the lab
The complex version, which I prefer is would add a node tool which would allow you to drag parts of a rocket part in out up down etc.
Improvement of Kerbals
I wrote this comment on a previous thread and though I should continue the discussion about Kerbals here
Veteran Training or "Intensive Training"
Required: Intermeditate Training
Personally I think that this should be improved upon where Kerbals can receive "intensive training" (which would cost credits and science) this so called "training" would take place in the astronaut complex it would display a video of a Kerbal doing so Kerbal things with a queue for intensive training only or something like that and then three Kerbals (Gene, Werner and Jeb) Hand the Kerbal a Orange Suit and then the Kerbal is like ahhh ( this is the face of the recipient ) in the video he come out of the complex with the theme song and walking out to look a a rocket launch (a prerecoreded Launch)
That Would be the plot of the video.
This way we can have accurate Shuttle Launches with a full compliment of 7 orange jump suits or more.
I do however however want to highlight that making a Kerbal go through intensive training wouldn't be a bad thing like maby a mandatory 10 Successful Recoveries and 100 Science Collected so orange jump suits can't be be bought with each new Kerbal so they still feel like special and like actual veterans, I don't want Jen Bob Bill and Valinitina (sorry for spelling) to lose their appeal for special launches or missions because of their veteran status. It should feel like a accomplishment to the player too (that they managed to keep their Kerbal alive for 10 missions and collect 100 science with that specific Kerbal)
Note: Ten Missions AFTER Intermediate Training is completed and 100 Science AFTER Intermediate training is completed
I think training should take 14 Kerbal Days and cost 25,000 credits with 25 science to train them. THIS SHOULD APPLY TO SANDBOX TO AND HERE IS WHY! ... The Reason the science and training times would apply to sandbox it it gives a purpose to playing sandbox... To better outfit your space program not just to build space stations but to better Kerbin it feels more accomplishing...
Lastly I think Veteran Kerbals should be given a bigger EVA Suit similarly to the original and not the backup/emergency ones the astronauts use today. They should be able to hold 15 units of EVA Propellant instead of five. I know this may seem ridiculous over a suit but that being said their are some legitimate reasons for wanting to put Kerbals though this "training program" if this idea is taken into account. Also EVA Propellant is consumed 25% Slower And a Additional 5% science is gained Per EACH experiment/observation is taken into the craft or transmitted
Intermediate Training would take 10,000 Credits to complete and 15 science Astronauts will be given a blue uniform to advance a level Training will take 7 Kerbal Days
The benefits of this are:
10 Units of EVA Propellant compared to 5
EVA Propellant is consumed 15% Slower
An Additional 2% Science is gained per EACH Experiment/observation taken into the craft
For both Classes of a Kerbals: Their can be Kerbal Classes so multiple of Intermediate(Blue Uniform modelled after Boeing I think it is) and Veteran(orange) trained at once. But once training begins you can't add anymore Kerbals until it's cancelled OR it's completed. Note: Both types of Kerbonaut are trained Seperately for example so you can train say 7 Intermediates and 7 Veterans at the same time.
Files: When you click on a average joe Kerbonaut, intermediately trained Kerbonaut, or Veteran Kerbonaut they should all have a file saying completed missions, science recovered, and how many credits we gained directly because of their actions. Also if they have been trained they should have have a class number for example Class of Year 98. Lastly in this file a record if their other class members and where they are for example Deceased, MIA, Eating snacks at the Astronaut complex.
Class Numbers and their importance:
If everyone is the entire class that is still available (not dead or MIA) and they are put onto a mission upon recovery of their craft a additional 10% Science should be granted for the reason they are more efficent because they have all worked together before and know each other (from a literal reasonable perspective) In gave it can just be All Easter snacks or something.
3 Recoveries and 50 Science
Finally their are the stock Kerbals (what's in the game now)
Note: For Both Intermediate and Veteran/Intensive Both requirements must be made past 70,000 Meters doing Multiple EVA Report and Recoveries from planes to cheat the system is not right so to combat this all of the requirements for the Kerbal (Science and Recoveries) Must Be in a mission and made a orbit with a Periapsis Above 70,000 Meters and then recovered back on kerbin. This should be implemented to SANDBOX because it gives a mission for Sandbox players who can't do contracts (topic for later day) Even the parts about science they should be added to Sandbox as well.
Please Comment Below with Question Comments concerns and made the Dev's see this