I learned today on the KSP launcher newsflash, that V1.0 will feature hiring costs for Kerbals. That's fine and well, as it adds to realism. But I also heard about another thing that worries me... That hiring the N+1 kerbal will cost more than hiring the Nth kerbal... Now this poses 2 problems: 1. It is ultimately unrealistic, hiring the 100th co-worker isn't more costly than hiring the 99th unless the 100th is more specialized than the 99th... (And that should be the only thing making a difference) 2. Since advanced robotics is easy to get at in KSP (unlike in real life), by "advanced" I mean robots capable of knowing all flight parameters (easy), making piloting decisions on the spot (difficult) or handling a fast moving rover on a distant world (extremely difficult), this added feature will wipe the little green man out of the space program entirely. They will be reduced to the sad, lonely, task of planting a flag and be marooned on a distant world, forever... Worse... If the need arises, they will be disposed of, just to be able to hire more at home which is, ultimately, bad education for young players... Life is not expendable, even that of little green, virtual, men. How to solve the problem, keeping realism? 1. Hire costs according to skills, some can come already trained. 2. Salaries/Pensions... This will add to the daily costs of having a large workforce, in a natural way. Plus... If you leave a kerbal on a remote planet he/she will earn a salary, forever. If you kill him, you have to pay retirement pensions (to the family) this will introduce responsability in the game. The only way to cut the cost is to bring the kerbal back safely and dismiss him/her. 3. As for the "need" of having Kerbals, Remote Tech mod does a great job at it but, alas, one day robots will be intelligent and will replace us all, little green man on planet Earth, anyway...