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Mycroft

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Everything posted by Mycroft

  1. Ugh. Having funds just blatantly reset each month is NOT my idea of fun. I much prefer a more gradual approach.
  2. -26 (-) Yes, it counts as a skirmish I believe.
  3. Ummmm... How did you miss that it was already dealt with? If you think that it wasn't dealt with after examining the thread, say so and we'll revert. Let's pause for now till he answers.
  4. Error! -29 is the last valid number! So -30 (-) @JoseEduardo, thx for your help.
  5. Dangit! Out of likes! Anyway, police, you were saying?
  6. Granted, but as a result, the entire franchise is cursed, so whoever eats it dies. Congrats! You just killed half the world's population! Sweet dreams! I wish for a KSP meme.
  7. -26 (-) @JoseEduardo, help pls. Also @PB666, and @Atlas2342
  8. I heard the dev team confirm that HyperEdit will become an Alt-F12 feature.
  9. I, for one, LOVE this idea! I think it's an excellent overhaul of career mode. The science system always struck me as a little weird. I don't like the fact that currently you pay increasing amounts of money to hire each astronaut. The idea of having the facilities use different Kerbals is an awesome one. I have an idea or two to add tho. Perhaps if the R&D facility would use scientists you could hire in the Astronaut Complex, and the VAB and SPH used engineers, and the faster you want to research, the more scientists you have to hire. In the VAB, the way it could work has two potential uses: 1. The bigger you want to build your rocket, the more engineers you have to have, say if you're building the KerbalX, it would take three engineers, etc. 2. You could also incorporate the build times concept, only the more engineers you have, the faster you can build them. How hiring might work: You would hire all your Kerbals in the Astronaut Complex, only they'd start out as civilians. Civilians would be cheap to hire, and you'd have your limit for how many you can have in T1-2 be higher than for the astronauts. There would be a button to assign the selected Kerbal to the VAB, SPH, or R&D facilities. The Engineers would work best in the VAB/SPH, and the scientists would work best in the R&D facility. If you want, you can 'promote' them to be astronauts, but training costs money and time. You can also demote the Kerbal to be a civilian, but at the cost of a teensy amount of reputation. Funding. I like the idea of a monthly budget, and also the idea of Kerbal salaries. So let's combine them! The way this would work is that when you start out, you'd have a set (small) monthly budget, a set amount of money, and a set amount of workers in each facility. The workers' pay would perfectly offset the monthly budget, making it impossible to warp for funds. Contracts would add to your monthly budget, which, if nothing is done in that contract for a certain time period, would drift back down to that equilibrium over a couple months. If you hire Staff and place them in facilities, the budget would increase over a year to match it. The interval is longer to prevent it being taken advantage of. This budget is 'time warp proof' since your space center will not run out of funds while you're visiting Jool. Other things could be tacked on, of course.
  10. You guys wanna find ways to stress out KSP, then check out Danny2462's latest video:
  11. we both die. Then everyone else throws a party.
  12. -31 (-) Okay, I'm kinda confused by that, but I know that the error he discussed in his post had already been dealt with, plus, he should have quoted the post that actually made the error, not the one that corrected it. I'll let someone else talk now...
  13. Diamond, meet: A BLOWTORCH!! Melt that diamond!
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