Hey everyone,
this text is my attempt at proposing the idea of a system which could greatly improve the career mode gameplay by introducing new challenges and new mechanics inspired by real life.
Please bear in mind that I am not a rocket engineer nor a specialist in any of the topics I talk about. The features i suggest should be considered optional difficulty settings for the career mode and may not be included on easier difficulties by default . Also, sorry for any spelling mistakes as I am not a native english speaker and my native language is german.
So...let's begin!
The concept of rocket reliability
My first idea is not only a requirement & a big part of the second idea coming later but also, in my opinion, a concept really missing in the current KSP. Rocket reliability could change the well known gameplay a lot as not only (just somewhat!) random incidents & misfunctions are introduced as also the way you will build & use rockets will change. No longer will you be operating a just recently constructed rocket with 100% reliability as you first need to gather some science data of the vehicle and its components itself to increase the reliability of all the different parts and the rocket itself.
Starting with things like engine tests, rocket static fire tests are now always (maybe a science option to remove that?) required. Propellant tanks need to be pressure tested before you know the exact data. All of that requires money, space, the right equipment & scientists. With that, the research system also changes: No longer will you see the whole tech tree and know what you need to research to get part X. Now you have to have the right scientists & engineers specialized in the genre you want to advance in. You want a new sea level rocket engine? Get your team to work & research and they will develop a prototype. You don't have scientists trained in your desired components technology? Buy components from other companies for an increased amount of money.
I think you get the idea: New rocket stuff needs science, testing & also construction time (also a whole new gameplay mechanic as your parts have a limited stock) but that costs money & more so you get a whole nother level of ways to play the game. You got a mission from a rich guy living alone in the woods and he wants you to launch a satellite into LEO and gives you a hard deadline? Maybe quickly develop a prototype & launch the rocket without much testing? Or should we just buy some engines from another company and attach them to our tanks? When you decided which way you wanna go, you will create your rocket concept and announce the plans to the "media" (Well, in reality you just click "submit"). The rocket is now officially known by the space fascinated kerbals around kerbin. Now it is your time to shine as the rocket is now able to gather reputation (which directly incorporates reliability in a way). More about that in the second part of my post.
In case it isn't clear: These are just all my ideas stuffed into a quite simple concept so of course you could and should change things. I just think these mechanics could add a LOT more replayability and gameplay depth to the career mode which is my favourite way to play anyway and could really need some more managing aspects.
The concept of rocket reputation
Your rocket got a name now! Yay! Be aware of people annoying you on social media with strange WENHOP questions. Now with your rocket known around the world, you could start creating a wikipedia article with pictures & flight data of your fancy rocket (not a gameplay feature). But wait? Didn't your last mission (the one where you should deploy a satellite for some rich unknown guy) fail on stage separation, as you did not test the decouplers nor the second stage engines? Please don't forget to add that to the article! Oh, some random internet dudes already did that. Your customers won't like that!
Enough roleplay, I hope it still introduced you well to the second part of my concept. Rocket reputation is a stat that is bound to a rocket you created and "submitted". That means, if you change too much (how much is too much requires a lot more thinking) on the rocket itself, the rocket will lose all it's reputation as it is technically a (almost) completely new one (maybe keep some reputation if it still has a lot in common?). Of course you could replace an engine with an upgraded version of the same one, as your newly trained engineers continued to work day & night on improving the already existing concept to increase it's stats (btw this is again a whole new game mechanic on it's own) but you cannot simply replace the whole upper stage or switch your engines with a completely new one without losing (some?) reputation.
Now, some time later, your rocket has earned some good reputation, higher level contracts are available as the global trust in your abilities to build rockets and especially in the rocket you just proved to be working has increased. It is finally time for the rocket to become a global contender and not just a simple toy for random rich people or small satellites nobody will talk about. You want to transport THE BIG & IMPORTANT STUFF and, ofcourse, our beloved kerbals. To get the most rewarding contracts, you need to earn specific certificates.
Certificates work like "achievements" but are (mostly?) bound to your rocket. Prove your ability to deploy stuff into LEO and your rocket get's certified in that task which would not only offer your higher star contracts but could also allow you (if you want to enable that mechanic in your career) to let your star engineers prepare & launch contracts by themself, working in the background while you create new concepts or try to improve the existing one. The same is required to launch kerbals: Do some demo missions and prove that you CAN do it. If you can show the reliability of your rocket and your skill in achieving a specific task your rocket will get huma....i mean kerbal-certified and the big companies will ask YOU to launch their future kerbonauts. Yay! Also, your star engineers do your daily business to secure consequent funding. Finally, you are not only a rocket engineer but a real space company manager.
The end
At first, thank you for reading my suggestion for Kerbal Space Program 2. I am happy to discuss my ideas with you all and would really like some feedback. Ofcourse nothing is written in stone as this was just something I thought about an evening while talking with friends & watching a spacex mission. Again, keep in mind that all the introduced mechanics should be as customizeable as possible and just be some optional gameplay elements people CAN choose to enable. If you really like my concept, feel free to share it whereever you want.
See you next launch!
EDIT: Please read my answers to some concerns about the reliability part. I got a bit carried away by my interest in solving unexpected things so it would be nice If you would focus future answers on the reputation part and not so much on the reliability part, as I already realized that there shouldn't be such a rng factor in the game.