Jump to content

More Interesting contracts


Recommended Posts

Side objectives perhaps?

So if your main goal is to send science data to kerbin.

But for more rep or money on the same contract you could add "kind of science"

For example you can complete it with the easiest one like crew report,

But you could have a optional addition A where if it is a for example temperature log (If you not researched it yet when accepting contract) it should yield more rep or more money.

optional B it is specify a given height on an orbit mission or similar in other types of missions so a "small area or speed or such") but for optional goal.

Optional C do it with a Specific Kerbal / Kerbal Role (We want Jebediah To do this for us... or we need an enginer/scientis for this task) This one should boost the given Kerbal's XP and or the REp of the firm

Even this should be a basic "option" if you make a contract with an engineer then the overall could be more money maybe. With a scientist the contract could give more science, with a pilote more reps... It would add a layer of the newly introduced roles.

Or even you should use stupidity and courage too to adjust the contract's overall parameters adding variatons.

Stupidity can be trained??? :D Or courage rises with successfull missions? then there should be a contract wich specially targets their education maybe from the "own Firm"

Hauling / pinpoint landing contracts?

-Pick up something from a planet/orbit and land/orbit it to another one. (almost like the kerbal rescue but better variation on target end source celestial body, and this package should have weight and shape and size especially for landing missions)

(1 star could be Mün to Minmus ViceVersa, or from kerbin to its moons or back limitation in size: small little weight like probes or boxes..etc)

(2 star could be even more weight to carry or nearby SOI-s)

(3 star could be something like including 2-3 times SOI changes between destinations)

-Pinpoint landing maybe even mined materials which can be "sell" in this way as a contract

1 star contract: mine x ton of "ExoticMaterial" on the Mün and park it to Kerbin's northpole

...

3 star Mine .. from Eve and park it to Eelo/Moho/Laythe for instance...

(This would be a broad wanting feature I think as I see the mods: Mining)

Or even "easter egg finding" as a contract Just land a craft after a suborbital flight/stable orbit at x.y "GPS coordinates" on Kerbin (more stars: other planets)

Contracts Including some kind of interplanetary (not in the game yet) feature

Like shipbuilding/launching in orbital dock, or on other celestials

With Specific part/ Specific celestials

Even more landing site on Kerbin integrated would be nice and contracts with 1 star should point them out

(This would be a broad wanting feature I think as I see the mods: orbital or other planets launch)

Contracts could/should unlocks features/parts...

Complex contracts with neither money nor science nor rep gain, but a "special" usefull parts opening in tech tree OR maybe not in the tech tree.

Even give it a 3-5-10 steps to complete the contract.

added:

Better "involvation" of your own creations

Like contracts related to do something with Your launched and named stations/bases maybe installing something new to it or even changing something like an antena for a better one. change it's orientation reposition it to another orbit (usefull I mean)

For scansat all repositions should be some kind of highly inclined orbit and such...

Or docking with it. I really missing contracts involving docking.

But the update is something we all do in carrier I guess. As better parts unlocking we should deorbit our old garbage and launch a new one with the new/better equipment.

It shouldn't be hard to implement as you already have the specific orbit kind missions. I think that shouldn't be too hard to track a specific "ship" in either landed or destructed as a status when this kind of contract is in effect.

More E.V.A. / automated maintenance related contracts (invovling lot more possibilities on eva (minimum like K.A.S. mod) OR robotic parts like infernal Robotics)

And that's how we could change on the fly our stuff like antenas, docking ports.

Not to mention building in space if the grab and place functions stok recreated and better supported...

But as for EVA-s (3 possibility is not the kind of variation which ties down players for too long so it should be at least 50 including skydive :) with an EVA chute... )

Contracts involving manufacturing

Just like printing xthousand of rocketparts or something better...

Perhaps for this we need mining and a station/base with managed inputs/outputs/workflow/maybe even life supporting it (we talking here a stock game so theese features are minimal I think)

Contracts including "alien lifeforms"

This one could be neat even if it is not an inteligent lifeform scattered around at least one celestial body (minimal option: Kerbin scatter like trees, just with birds/cows alternatives)

but it would be better to dedicate them a whole planet other than kerbin

So you can make sience learning their habbits, scanning all kind of data near them, EVA "todo" possibilities and such.

If they were "inteligent" then we could negotiate or erradicate them :D But I know THAT is TOO much to ask.

Contracts including more possibilities with asteroids

just towing/pushing/ejecting them is fun. but building on them a base, or mining them is just pure joy, or using them as refueling containers after melting their inside is practical. Not to mention the posibilities onward you have a huge amount of mineable resource which can later used to manufacture things or convert them to "fuel/lifesupport/Money as selling them in KSP/etc"

More science dedicated to them like soil analisys, surface (or better inside/core) temperature scan could make the game a lot more fun.

Contracts including Science over time

As for not overpowering science over time just limit the amount a part can "gather" and you have to manually gather the data periodically (on a pendrive or such) and land it on one of your "command bases/orbital docks" (I assume you DO HAVE TO enable us to make command bases/launchpads outside Kerbin)

So for the Science over time is: (I am sorry to mention but look at rockstars favourite san andreas you bought a shop and you had to periodicaly go there and collect the money) in this way it should be "containers" attached to a special part limitting the amount of how many science it can gather even what rate...

So if enought scientist working on that project they "make something ongoing" therefore the science constantly flowing as long as they have enought magnetic space tape to record the data... or such.

So as for the contracts? maybe more part with different ongoing options and the contract can specify which one the contractor want to get X science returned to kerbin (or another dedicated built off kerbin command base)

In this way we need a module, a big enought recorder capacity (some time it is fullfilling) and a carrier (commandpod should do it with a rocket/spaceplane of course) and a destination "planet/base/station" to land /dock it with.

Edited by Ricardo79
More Ideas
Link to comment
Share on other sites

Great post - have some rep! I'm surprised no one has responded yet.

At the risk of repeating myself... Contract Configurator supports a lot of these options (not all, and some not fully) - if you're interested in trying to mod these yourself, then you should check it out.

Oh and this:

Or even "easter egg finding" as a contract Just land a craft after a suborbital flight/stable orbit at x.y "GPS coordinates" on Kerbin (more stars: other planets)

Ahem. ;)

Link to comment
Share on other sites

Great post - have some rep! I'm surprised no one has responded yet.

At the risk of repeating myself... Contract Configurator supports a lot of these options (not all, and some not fully) - if you're interested in trying to mod these yourself, then you should check it out.

Oh and this:

Ahem. ;)

Thank you.

I will deffinitely search and destroy I mean trying out this contract configurator (from your autosign) as well as the remotetech and anomaly Surveyor pack for it.

I did wrote these Ideas in order to show the readers what functions should be incorporated in the core game. Along with other fine additions as mods but I cannot came up with for example a mechjeb contract.

I think these must be unified, standardised, make them self compatible with each other, so basicly they should be in Vanila version.

This games gets a lot of attention MOSTLY because of the mods. and so... something in progress already have mods which is used commonly about 1-10 million or maybe more people... If I would be the programmer surely prioritize to including them officially.

On the other hand the basic idea of having a NASA simulator sandbox with a purpose is great. So allowing us to participate in missions is the best way to show people of what they could do with this nice box of LEGO. So in short... There should be a waaaay tooo moooore Kerbtracts.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...