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klgraham1013

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Everything posted by klgraham1013

  1. Keep in mind all the different roles certain mods have. Mainly thinking USI.
  2. Most likely, because Squad felt it was a small enough issue to over look.
  3. Oh, right. Curse is still a thing that exists. Always forget about that.
  4. Yes, because infinite EVA fuel is a silly idea, and I mod my game to have as few silly ideas as possible. Do you have fun keeping track of Liquid Fuel and Oxidizer?
  5. I'd pay for a real scale solar system. Especially one that avoided the current pitfalls of upscaling the stock system.
  6. I'd wager the community will just use TRR because it's faster to type. You can try to encourage TR(R), but it might be an exercise in futility.
  7. I know right? As if NASA would ever want to explore the oceans of Europa.
  8. So that's what happened. I was trying to narrow down the culprit.
  9. Step 1: Show them KSP. Step 2: Ask them if they're interested in playing it. If yes: Do nothing. Maybe they'll buy it and play it. If no: Do nothing. They have their own interests and don't necessarily enjoy the same things you do.
  10. Meh. Sure. As long as the costs don't rise absurdly. Bear in mind, in every other game that comes to mind, hiring cost and than unit upkeep don't increase as your level grows. Perhaps what would make more sense would be upkeep on the buildings themselves. ...but, if that's not possible, I suppose a bump in hiring costs is an okay extrapolation of that idea.
  11. There are costs. Just not ever increasing costs for every new hire. As we just hired four new employees in my department. I'm fairly certain finding and hiring the 4th wasn't substantially more expensive than the 1st.
  12. That's surprising. My mod collection for 1.3 is now over 200.
  13. Squad's biggest mistake when designing career mode was their complete disregard of time-based mechanics.
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