I'm really excited about career mode and it's prospects, so everything I have is centered around that: While I see contracts making a big difference in career mode, I would like to see science play a role in more than just the parts tree. For example, the ability to invest science to create more efficient propulsion and/or power generation/storage. I understand the initial jump in science leading to different parts/modules/instruments/thrusters etc., but eventually we should be at a point where the technology leaps are slowed to a crawl, but we are fine-tuning what we have developed (increasing fuel efficiency by 1%, or SAS responsiveness by 5%). Engineering points could be introduced as well. Each vessel built would earn points based on how many times a part was used, and a modifier based on travel. The point system would work much like science but used to develop lighter heat shields, reduce drag on parts, stronger parts, lighter parts, cheaper parts. I'd like the science gain to be bit more involved as well. Currently, if I send a lander to Mun, for example, I design a lander, load it with scientific instruments, slap a lift vehicle to it, and send to Mun. Jeb touches down, spends about 30 sec maximizing all the science gain he can for the mission, and heads home in his KRV. I'm not saying "give me more science!" in fact, it being career mode I would like to spend more time on these EVA's conducting the experiments and gathering samples (for the same science gain). As it is, it seems a bit OP. Having the excuse to spend more time on the surface would make it seem more like a space program rather than just a "Jebediah was here" game. Implement a damage system. Already we can repair damaged struts and wheels, and there are plans to toss in telescopes (trickling science, maybe?). Having your Jool destined probe sustain random damage to the solar panel requiring a rendezvous and repair mission to save your expensive probe and get the contract completed without losing reputation would be just one idea, or a heat shield that gets damaged on launch (now the reason the shuttle does a 180 to get inspected by the ISS) that needs emergency repair or rescue to save the crew. Obviously we don't want this to happen on a regular basis, but the chances that it might happen would be a great reason for a ready-launch-shuttle docked at the now useful Kerbin orbit space station. Damage on launch is a common effect, but most often its due to mistakes on the ground. This could be a reason for the engineering point system, starting with a hidden penalty that increases the chance a science instrument or engine will become damaged and either fail or be less efficient, and reducing that penalty with engineering point investment. Contracts could issue entire campaigns. For example, the Titan program: the Kerbal government issues a challenge to send a series of explorative missions to Jool, and (most notably) Laythe (as it would look so enticing from a telescope). Back at KSC you have a tab that allows the management of these programs. A flashcard-type system that allows you to designate missions in progress as protagonists for the campaign goal (IE, select a craft bound for Jool and drag it to a campaign goal, and title that mission Titan I, allowing it to complete the goal, and for you to easily manage multiple contracts at once). While we're at it, the Astronaut complex can have the added feature of being able to commit some of these program missions to a museum, complete with a customizable description, snapshot of the craft (or a stage that you designate) or even an in-game 'model', the participants (if manned), and the dates of the program, and the name of the mission designator and program (mini campaign) it was in. Reputation modifiers based on the kerbonaut (which changes depending on his success rate) Flight simulator mode allowing you to test your craft in simulated conditions at a fraction of the cost of the vessel and no reputation (or kerbonaut) loss Depth to the Kerbals! Divide the kerbs into pilots and mission specialists. Allow the specialist to gain boosts in science gains, and the ability to begin a timed (over say, a month) experiment in the laboratory or station. These guys would be more efficient when it came to data analysis and surface sampling as well. Pilots should be the only ones that can fly, or just make the nav-ball indicators and course trajectories disappear for non pilots. An engineer class (or just a different mission specialist stat) would be more efficient at repair work, or would be the only one able to conduct repairs. This actually gives you a reason to take more than one kerbal to space (sorry, Jeb). VIP contracts: take x-scientist to do y-study at z-planet; take rich dude to planet-x Sustainment modules. Kerbals need water and food. I think I'm probably the 1 millionth person to say, but introducing a food and water resource stat(s) to the equation would go a long way in immersion and realism factor - no more going interplanetary the second you get staging. Small flights (in system) should be sustainable with the resources in a command pod (measured in consumption per 24 hours), but longer flights would need more resources per kerbal. And since you now need a pilot, a scientist, and an engineer, you would need exponentially more resources, and therefore more planning, and therefore more immersion. Right now we get great rewards for going interplanetary, we should get increased risks with that as well. This would also make space stations and bases require logistical support. While we're at it, an insanity stat! Not sure what courage and stupidity stats do for us, but sanity would be a new ball game. Short flights would be no big deal, but leaving Bob working long months orbiting Minmus with nothing to do might make things... break more often... or suddenly find the station hurdling towards the surface... hehehe. But seriously, there is no downside to not rotating kerbals out of a far away posting. We can make them permanently happy by giving them social (other kerbals around) and entertainment (attachable module = big boost, ship part = small boost). Competition mode, inserting another agency in the mix competing for money, contracts, reputation. Occasional this (or these) agency (-ies) might become a sort of ally as you work together in a scripted scenario, campaign or event where you each contribute pieces to a project such as a station or interplanetary vessel, or they have an accident and need rescuing. A 'pledge' system where there are hundreds of developer issued challenges (read: achievements) in-game (send a probe to orbit Eeloo for 2 years, send a manned mission on a 'grand tour' of the Jool system, land on Moho's shadow ridges (or other biome that actually exists). This system would allow you to operate separate from contracts, on your 'spare' budget for a boost to the reputation, science, funding, and engineering gain, but at the risk of a huge loss in one or all three. More science experiments: magnometers, spectrometers, plasma analyser, charged particle instruments, meteoroid detectors, photopolarimeter, radiometer. The whimsy of the game is a part of it's charm, but gleaning more information from the planets and their satellites and being able to view that through some sort of tiered unlockable wiki