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Prezombie

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Posts posted by Prezombie

  1. I've found a rather major bug, and one smaller one.

    The "reset points" button when in the default ruleset seems to be severely bugged, pushing it resets the points, and increases the reset cost, but doesn't actually take the price. It also lets you reset if you've spent no points, and if you switch save files, the reset button cost won't change unless you restart KSP. Honestly, I think a better way to respec would be to allow you to buy back spent points for 10-25% the cost of buying a new point. Minor respecs are cheaper, and it would make it more feasable to push points to where they're needed in an emergency without feeling like you're paying a permanent cost.

    The R&D department's behavior is rather odd, in how it's able to use it's base science research rate on all currently researching projects at once. They really should be queued up rather than ran in parallel.

    As for some suggestions:

    An option to make recovery take time proportional to the "distance fee" would be nice, and encourage use of more than just Jeb in the early game.

    When you get a "test module contract", It would make total sense for one of that module to be added to the KSC inventory, and removed if possible after the ship which performed it is recovered.

    Instead of a simple "rush 10%" button, instead it would be cool to have the option to outsource the part construction phase, which would add around 50% of the part's cost. pick how much you're willing to spend on that, and the accountants buy as many parts as possible for the ship, starting with the cheapest and working their way up, because they're kerbals. Also because the knapsack problem is NP-hard :P

    The development rate could also be applied to the science earned, taking a token amount of time to convert recovered and transmitted experiments into delicious science points.

    A small token salary for each kerbal would be nice too. in the area of 5-30 credits a day based on their star level sounds about right, plus a bit of danger pay for each time they land.

    Thanks for all the hard work, you help make KSP feel like a real program.

    The above would work great with the option to give grounded kerbals some value. An Engineer on the ground would help build speed of either the VAB or SPH by 0.1 as a zero star, with 0.05 for each level they gain, A scientist on the ground would help speed up development by a point, and stars would act like points for the research feature. Pilots on the ground are sad sacks who want to go to space.

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