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The Problem with Contract Science


Should contracts contain science points?  

97 members have voted

  1. 1. Should contracts contain science points?

    • Yes, keep it like it is.
      42
    • No, remove science from contracts by default.
      9
    • Add the option to remove science from contracts in the difficulty menu.
      22
    • Not sure.
      8
    • SPACESHIP!!!!
      16


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The problem is that "biome" (geome?) science is every bit as arbitrary, and little KSP "science" has any relation to the spaceflight engineering research required to develop new "parts."

Science needs to be useful, for one, and that requires some "fog of war" regarding the kerbol system. At the very least randomize elements of the various bodies so that "science" can tell you where to put periapsis for aerobraking (because each career it changes), etc.

Without the "science" actually doing something we can see (say not seeing detail on any world unless you scan with different levels of cameras or radar), then I like contract science (well done, instead of what we have) that puts the arbitrary "biome" stuff into a context.

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Maybe science should be gathered similar to skillpoints in skyrim/oblivion/morrowind through the usage of stuff. For example rocket parts unlock rocket parts, aerodynamic stuff new aerodynamic stuff and so on. Doing missions and performing experiments add some general science to all categories. This would require a thought through tech tree though(is this even a correct sentence?). This could be a way to simulate some sort of the space programs learning experience as well as the arise of new technological needs born along the way.

I read an idea some time ago here that suggested the setting up of missions, were a player would set a target and the game would create some sort of meta environment with certain contracts pinpointing to the goal of the mission, at least this is how i understood the idea. I think something along this lines could be mixed together with the contract system (and maybe some funds/science per time) into something fun, new, refreshing and logical. Contracts and experiments should stay in the game and act as boosters for funds and guidelines for career progression, but i would love it if career mode had more to offer along the lines of the things described above.

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@TothAval

Great idea, and that is exactly how real space programs work. The more you build rockets, the better you get at building them and that experience can be put towards developing better parts. Kerbal Construction Time provides this to some degree (right now just science points based on the complexity of your rocket) and it makes a lot more sense to me than the current science/tech tree system.

And on the original topic of this thread:

Getting "science" (i.e. the currency used to research new parts) from contracts (especially those testing a part) makes far more sense to me than getting data points from other planets. It makes no sense to travel halfway across the solar system to get "science" to unlock parts. Realistically, you would either decide that you want to launch a mission and engage in the R&D beforehand, or have some technological breakthrough that provides what is needed to undertake a mission.

Contracts still need a lot of work, but having them provide science is the least of their problems.

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