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LoneSnark

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  1. I think a good fix is if research took both far less time to complete and produced far less science. Like I said above, multipliers should be 50%, not 7 fold. second, it should take weeks, not years, to finish all the research. Of course, in that case, what benefit is there to leveling up kerbals? A good fix here is for kerbals to boost the science produced...perhaps, they boost the multiplier. A level 0 scientist can process science in the lab at 100%, a level 5 scientist can process in the lab for the full +50% multiplier. Then again, as SorryDave has pointed out...perhaps the point of the sciencelab is not science, but money. The game maker presumes you will have unlocked the science tree, so producing effectively infinite science is merely a way to allow late game players to use the strategy of science to funds a time constrained but infinite supply of money to run their post-game sandbox.
  2. The multipliers are way too high. But far more importantly, any individual experiment should only be capable of being processed for a single maximum amount of science. So, say a station landed on minmus has a multiplier of 50% (25% for minmus orbit, 10% for kerbin orbit, etc). Well, let us say a materials lab in this biome was worth 100 science. But, this same biome sample was already physically returned to kerbin in a previous mission for that 100 science. Therefore, processing a sampling from this same biome in a newly landed mobile lab should produce enough data for only 50 science. Any future labs landed should produce zero, as once it is processed in a landed lab, no more science for a materials bay in that biome ever. In fact, it should be marked as at 150% in the science building back at Kerbin.
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