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Career Mode Contracts and Admin building.


MrWolf83

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I've been wondering if the Admin. building strategies have any influence on the type of contracts you get or number of contracts you receive. I have 6 left Available without deadlines, and was wondering is that it? I am going on easy or normal mode can't remember so I can get used to the game somewhat. Or do contracts get added with each update?

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As far as I know contracts offered depend on what you accomplish, the amount of reputation you earn and the parts you obtain as you get more through doing science. Personally I haven't used the Admin building once so I don't know if that would make any difference.

Those six without deadlines are key contracts I suppose, when you do those more different choices will become available.

Greets,

Jan

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Contracts can be influenced by strategies indirectly, in that most contracts are offered based upon minimum reputation requirements and some strategies influence the amount of reputation you gain, but as to how often offered contracts refresh and what influences the number offered at a given time, I have no idea (and would love to know too :D )

I don't know if "key" contracts count toward the maximum number of offered contracts (if there is such a maximum), but obviously it isn't much of a problem if you've upgraded your Admin building completely. You can simply accept and ignore all of them. Still, I hope key do not count toward that, because that could be a problem earlier if you somehow end up contract bottlenecked. :\

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It's unclear to me where you are in the contract pipeline. I've only advanced partway through career, but I can tell from my own experience that more "key" contracts become available as you complete previous ones. For instance, you start with the speed, distance, altitude and orbiting contracts. Once those are out, or nearly so, I've been seeing different style contracts pop up first for Mun, then for Minimus, then for Kerbol and Duna (system). The first contracts for an area seem to be flyby related, and seem to end with Flag missions. The game tracks certain things. For instance if you do all one way probes (or cruelly send Kerbals one way) the game eventually gives you contracts to that body requesting a return type mission. Also, if you do return right away, you won't see that mission appear.

As for admin, I've gone through to Mun and Minums landings both using and not using the Admin and haven't noticed anything (other than the resource conversions).

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Contracts are terrible, illogical and game-breaking. They are the weak link of the game.

Nobody prevents you rejecting contracts and doing so doesn't penalize you at all. If you even find rejecting boring, get some mods like Rejector/ContractFilter.

I do find some contracts annoying - and my take is just doing each category once, and then set to reject. No more worries.

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I reject anything silly. Like testing a kickback in flight such that it would take forever to get the conditions just right.

I also find normal mode quite nice as the majority of missions I do are the "main" missions and I don't spend too much time on fillers.

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The game tracks certain things. For instance if you do all one way probes (or cruelly send Kerbals one way) the game eventually gives you contracts to that body requesting a return type mission. Also, if you do return right away, you won't see that mission appear.

This is why it can be lucrative to, even when you can, not turn back from a mission immediately and wait until this contract pops up. :wink:

Greets,

Jan

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