I mostly just wanted to point out that warping is an integral game mechanic, so something like science (or resources) should take it into account. I don't think the current system does. For example, once you get the first solar panel power scarcity is no longer a consideration (for the most part). you do science, transmit till your battery is dead, and then timewarp to fill up your battery, and repeat. it's ignoring the fact that you can timewarp to overcome power scarcity. a better system would be if 100 electricity = 1 science, as a baseline. Science sensors would multiply the amount of science per 100 e, and transmitters would multiply the amount of electricity per 1 s. i.e. better science sensors gets you more science per power, and better transmitters transmit more science per power. sensors and transmitters would still have power requirements, so a sensor might use .5 e per minute, so it'd take 200 minutes to get 1 science. but, if you only have one small battery, you don't have enough power to transmit it (possibly not enough to get home, even). in the beginning, you benefit most by bringing all your experiments back, because without solar panels you can't afford to transmit the data. as you explore towards kerbol, your panels are more efficient, so you gain science quicker, but as you go to Jool, you need more solar or RTGs and better transmitters. you can still have a max science per biome per sensor type, or some type of diminishing return. i sensor could degrade after being on for a long time, so that it produces less and less science per 100 e. that way you couldn't just leave it on all the time but only when it would be beneficial, like when you get to a new biome. some sensors, like thermometers and seismic sensors, should have a large max like 500 science, but a really slow rate, like .2 s /per 100 e, to encourage you to leave them on the surface for a long time. of course i don't know if these numbers work out at all but they're just an example. the idea is that you need some limiting factor to make you work for science, but the labor intensive clicking that it is now isn't fun or stimulating. having to plan a proper power/science budget (and making it work!) would be a lot more fun.