Let's put aside the upgrade system for now. I'm not sure of what it should be. I'm really agree with you on theses points. For the record, I worked a while ago on a RPG system based on this concept - "You become what you do". But there's something frustrating in this if it doesn't keep a part of player-handed attribution, because if you just become what you do, you're equally no more than that. And the points system already exists - in terms feasability, it's more convenient to re-use it than to just forget about. All the goals your mention, seems to me like achievements: shouldn't we use it as conditions (solar flight under x altitude, moons rock from x biomes, and eventually moon bases or else if you like KAS for example, but we should already start a list ) to unlock the tech in which parts are unlockable? Then, using achievements again to unlock parts individually seems quite overlapping (don't know if I'm explaining rightly there). Instead, if the use of points is limited by the locked/unlocked nodes, and has for purpose to unlock parts individually, the "you-become-what-you-do" still safe, with the advantage to manage a re-use of the native science points system (without mentionning even that it enable soooo many research to do that you're pretty sure you can't just unlock everything by maxing output on minmus and mun). Affecting the points you earn still be quite fun if you can't go ubber on space planes without having ever use it Now, concerning the upgrades. I didn't really thought about that before reading your crash-test idea - that's more in this way I were conceiving it. Maybe, upgrade is not a good term - I guess we can see this levelling type as a malus remover more than bonus giver. That was what I meant by "unlocking prototypes" - some kind of downgraded parts that reach there full potential after some kind of uses (several launches, atmospheric entries, orbital flight, crashes, docking? ...). Exactly. That's why I might have seen it like that: the difference is that you can launch a prototype, and eventually fix it later with the knowledge acquired by experience in the interval. I mean, if KAS can add part to a ship while in orbit, it is necessarily possible to "update" a part on the same way. The point is that the crash test idea is really interesting, since it involve a wider range of evolution ingame. But there's two things embarrassing in the fact that "blank launches" should be required to make a real use of the parts: - redundant gamedesign - what about restart? I mean, I guess I would find it fun to crash some parts sometimes. But making a rocket only to crash it, to get a better one with which I'll must have to do the same before I can use it in a real ship seems to me a bit redundant. Instead, having it seperated from a multi stages launch, observing it's atmospheric entry and crash to up a little to a more stable state seems more interesting, because more collateral. And it preserve the fact you need several uses, in term of occurencies and times, to unlock a better part having this one as prerequisite. In other word, if we must do specific action to use a part after having unlocked it, I think it will become borring in the tenth first ones. And if you restart... So that's more in this last way I've think about that. Sure, we should have a list of what is required for a specific part to "stabilize" it; and in this vision, you can always make a specific prototypal test to rush on a upper tech level (for example with your excedent credits when it will be implemented). But as it is a passive system, even if you don't specifically make tests (you're no more forced to since you can use protypal parts in regular ships), you should eventually "stabilize" it without requiring a redundant gamedesign process. And you can always fix your prototypes parts later with EVAs It seems quite cool to me. I'll check this week end to see if the tech tree is modable in this way or not (I guess a looooot of ideas can add matter on this way ). Huh, if you want to start a list of potential achievements, I guess it can be usefull later anyway! Waiting for what you have in mind about that