I would like to summ up my thoughts about "making science", although most of these ideas already were mentioned above. Please note, that all of these are only not only my personal opinions, but factors that emerged during debates with fellow Kerbanautists. Still, i do not say its true for everyone. What IS fun: Collecting data logs from different areas, biomes, celestial bodies and orbital heights, transmitting them to KSC, figuring out new way how to do old thing using only researched parts. What is NOT fun: Killing my mouse with measurements (greatly reduceable by action groups, but still kinda annoying after few minutes of closing and opening material bay´s doors...), tiny bits of science points left even after dozens of measurements, no point in installing comm dishes (twice the energy consumption for faster upload speeds? No thanks.), Material Bay itself (incredibly fragile, no matter how smooth the landing on water is, it gets everytime destroyed, too big for probes, too small for regular science vessels), no reason why to bring back raw experiments instead of transmitting it. What WOULD be fun: To have a reason why to bring back raw measurements, samples and data instead of transmitting, to be able to collect the data in few steps (Like 3-5 measurements), transfering data between cabs, data loss with increasing distance from KSC, to be able doing the same experiments as with crew, but with greater science loss and hi-tech instruments down the tech tree (cameras, rock-picking robot arms). My suggestions how to improve both gameplay and realism at the same time: - Make science gathering more enjoyable process, less clicking, more measuring. Each measurement might take few seconds of processing by the instrument itsefl, then generating an ammount of Data. Measuring should not be done more than 3-5 times, thats the point when the fun start to transform into annoying requiement for gathering points. - Measurements performed by drones and Kerbals should have semi-shared point pools. Lets say there is a 100 points budged in the Mun high orbit for visual observation (crew report). By using probe with the camera, taking a measurement would yield about 50-75% of the maximum output (based on the quality of the camera, why dont have like 2-3 types unlocked procedurally in the tech tree?). This ammount would be further decreased, if the data is transmitted instead of storing the data and bringing them back to Kerbin. The rest of the points (25-50%) is dedicated to the crew observation. Another flight around the Mun, this time with crew, would extract remaining point, again decreased by transmission loss or brought back withou losses. OR fly around Mun with crew first time, gathering all the points. This mechanic would make sending probes reasonable (gathering partition of the points to get parts to enable player to send there crew), decrease the gameplay-destroying impact of "science combines" (sending probe to Duna/Eve yielding thousands of points) and reasoning making similar missions again other than installment of new measuring devices. The player himself can decide, either to advance steadily, but shurely by sending probes first, or risky and more difficult way of sending crew and returning data back, resulting in greater overall data yield. - The Data, measured in Mits, should be directly proportional to the science it will yield, opening the availability to transform stored Mits into regular resouce. This way, a whole new opportunities will become avaible: data transfer between parts (like fuel etc.), data storage parts, data loss while transfering onto long distances with low-tier antennas, selecting targets of the upload, allowing players to decrease the data loss by using dedicated satellites or stations as link between uploader and KSC. Also you could only send back databank full of data instead of bringing back entire vessel. - Increased importance of using high-tier transmitters: Procentual data loss based on the distance between sender - reciever. - Because of data loss, the advantage of bringing back the raw experiments becomes pretty much obvious: No data loss -> greater overall yield. Not necessary if you dont want to, but still rewarding for players doing it the hard way. - Probes comparable to crew missions, using cameras and robot arms to do crew stuff, but with lower yield, of course. We simply dont want to send Kerbals on on-way ticket just because there is no other way how to get samples, crew reports and eva reports. How about to rename these to "Sample survey", "Visual observation", "Field observation". Probes, in my opinion, should be the vanguards for manned missions, mapping the ground for later manned missions, gathering some, but not all the science possible in the area. - Make use of space stations. Use the Hitchhiker as Laboratory, increasing the data value of brought samples, crew and EVA observations based on the number of present Kerbals (and in future, their science skills summary). - In-game list of biomes present on the celestial body, with values of science points still to be done in those. Maybe ability to map the surface with scanner, revealing the biomes of the scanned areas? Also would be easily used for scanning for resouces for future mining stuff. And now few suggestion not directly related with 0.22 update: - Comets, from time to time travelling thru the system, opening only short window of opportunity for flyby or even landing and taking samples of very high scientific value. - Solar flares, deleting data stored in databanks of exposed vessels, disabling those´s robotic controll cores and harming crew. Player would have to save the crew by taking the ship into the shade of celestial body or escaping in module to safety. This should be turn-off-able in option or difficulty settings (Easy - no flares, medium - flares deleting data, hard - flares killing crew, disabling control computers.) - Player flags (logos printed on some of the large vessel parts. Maybe even name of the vessel appearing on the hull? - Floating baloons, preventing parts to sink or get damaged by rougher landing onto liquid surface. Toroidal rings and radial floaters would be great. - Rings around largest celestial bodies, making low orbit around them an adrenalline and challenging activity. - Asteroid belt between Dres and Jool would be expectable. Just put there toroidal ring on rails (Thus not melting our computers down when timewarp), decomposing to individual, procedurally generated asteroids only on close wiev. Asteroids would be great source of materials for future mining. Please excuse my english grammar, i was not using it in a long time and I wrote this in a hurry, so please keep an eye on the content, not the form, thank you.