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Assigning Kerbals to Facilities


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Hi Guys,

this is just a quick Idea I had:
How about you could assign Kerbals to your Facilities (SPH/VAB/R&D) to improve their "productivity".
This would give Kerbals a use that dont have a mission yet (i.e.: all the Kerbals that you retrieve from orbit)

Tier1: 1 Kerbal
Tier2: 2 Kerbals
Tier3: 3 Kerbals

SPH/VAB:
Engineers can lower the costs for Crafts by up to 50% according to their LVL.
(Build time reduction for Mods like "Kerbal Construction Time)

Astronaut Complex:
Engineers, Pilots and Scientists can train Kerbals that are below their LVL and of the same profession
(Not sure about the progression)

Research Center:
Engineers can lower the research-costs by up to 75%, Pilots and Scientists by up to 30% according to their LVL.
(Research time reduction for Mods like "Kerbal Construction Time)

Tracking Station:
Scientists can increase the Data-Package-Size of your Antennas by "sifting through the Data and restoring corrupted bits of code"

Any damaged Building with Engineers attached to it will be repaired over a long period of time according to their LVL

I think this would give a benefit foremost to have highskilled Engineers and to put them into space to gain rank in the first place.
Right now, I tend to only have Pilots and Scientists in Space because Engineers still seem rather useless.

This is just a crude Idea, but feel free to discuss ;)

 

Edited by MalfunctionM1Ke
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Don't be feel limited by the three existing kerbal roles. You could, for example, create construction workers to upgrade buildings, vehicle specialists for construction, and researchers for R&D. A fully-fleshed out management system could involve hiring different workers, paying them recurring wages, ensuring you have enough of them to perform different tasks, ensuring you have large enough facilities to use them all etc.

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29 minutes ago, MoeslyArmlis said:

Those crazy drivers drifting transports loaded with expensive parts.

I would start off by replacing some of the drivers of the KSC Logistics crew. 

Yup!:cool:

 

19 hours ago, MalfunctionM1Ke said:


This would give Kerbals a use that dont have a mission yet (i.e.: all the Kerbals that you retrieve from orbit)

Tier1: 1 Kerbal
Tier2: 2 Kerbals
Tier3: 3 Kerbals

SPH/VAB:
Engineers can lower the costs for Crafts by up to 50% according to their LVL.
(Build time reduction for Mods like "Kerbal Construction Time)

Astronaut Complex:
Engineers, Pilots and Scientists can train Kerbals that are below their LVL and of the same profession
(Not sure about the progression)

Research Center:
Engineers can lower the research-costs by up to 75%, Pilots and Scientists by up to 30% according to their LVL.
(Research time reduction for Mods like "Kerbal Construction Time)

Tracking Station:
Scientists can increase the Data-Package-Size of your Antennas by "sifting through the Data and restoring corrupted bits of code"

I think this would give a benefit foremost to have highskilled Engineers and to put them into space to gain rank in the first place.
Right now, I tend to only have Pilots and Scientists in Space because Engineers still seem rather useless.

This is just a crude Idea, but feel free to discuss ;)

 

Yes, yes, yes, yes, and yes.

 

19 hours ago, MalfunctionM1Ke said:

Any damaged Building with Engineers attached to it will be repaired over a long period of time according to their LVL

Over a long period of time? As in not immediately repaired? Although if you played with KCT...

Edit: I see because the engineers were killed?

Of course KCT should be put into stock maybe with like just seven days between launches? Yes I know that's a preset.

Good idea.:cool:    

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21 hours ago, MalfunctionM1Ke said:

SPH/VAB:
Engineers can lower the costs for Crafts by up to 50% according to their LVL.
(Build time reduction for Mods like "Kerbal Construction Time)

Astronaut Complex:
Engineers, Pilots and Scientists can train Kerbals that are below their LVL and of the same profession
(Not sure about the progression)

Research Center:
Engineers can lower the research-costs by up to 75%, Pilots and Scientists by up to 30% according to their LVL.
(Research time reduction for Mods like "Kerbal Construction Time)

Tracking Station:
Scientists can increase the Data-Package-Size of your Antennas by "sifting through the Data and restoring corrupted bits of code"

Any damaged Building with Engineers attached to it will be repaired over a long period of time according to their LVL

I think this would give a benefit foremost to have highskilled Engineers and to put them into space to gain rank in the first place.
Right now, I tend to only have Pilots and Scientists in Space because Engineers still seem rather useless.

 

Sorry for bursting bubbles, but this will have minimal effect on stock:
-SPH/VAB: It will become the norm, a no-brainer to leave the best engineer in the VAB because that much cost discount will certainly help you send more craft further, earlier in career...the best engineer is getting a VAB job for the rest of his life unfortunately.

-Astronaut Complex: Hiring kerbals are already way too overpriced. Just streamline rescuing contract kerbals and have a pick(no astronaut population limit either). If a lvl5 pilot can train a hired rookie to start as a lvl3 pilot, then why would we decide not to leave a trained pilot in the building?

-Research Center: Put engineer in building, research, take engineer out. NOT doing this will become a rookie mistake.

-Tracking Station: Isn't that what "Hamming code" is for? Like your computer is doing that at this very moment, not a trained scientist.

-Any damaged Building: Press the period key, ">." on the keyboard. Because timewarp exists and because time is irrelevant in KSP, we cannot use time as a "currency" for anything else than rendezvous. Just fast forward years ahead and get all the stuff.

Pilots lose become useless after the thin probe core is unlocked, Scientist are only good for resetting Goo/MaterialBay...but engineers, they repack chutes for Laythe/Duna landers, they fix landing legs of said landers, they fix wheels that constantly breaks around mining bases, they makes drills go faster... 

I apologize if this seems rude, I didn't mean to poke hole in this idea but rather show how it could be exploited. For a mod added to KCT this could be brilliant(given that LS is also active). To make kerbals more useful, they need some long term goal/utility:
-Experience seems likes a goal, and it works...until lvl3 where no more changes really happen.
-Autopilot stuff / reset science parts / fix wheels is good utility, but there needs to be more non-probe actions where you absolutely need kerbals(fix solar panels, snap-align docking ports, retracting un-shielded solar panels, etc.)

I wont criticize without suggesting something in return, so here goes: How about those building traits are linked to your current most highly experienced kerbals? It takes away the tedious micromanaging of stuffing kerbals into specific buildings, but maintains your cool bonus effects. Maybe it only counts for live kerbals..."the top engineer died in a failed Mun landing the other day, the KSC almost shutdown because of financial issues"

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12 minutes ago, Blaarkies said:

I apologize if this seems rude, I didn't mean to poke hole in this idea but rather show how it could be exploited.

Dont worry, Blaarkies. Your post is actually benefitial to the suggestion as it shows where my idea was lacking.
Good Points are always welcome :)

My thought was just that your Pilots, Scientists and Engineers should get a Job at KSC while they are Idle.
What they would do and how that would work out is open for Squad and modders to figure out.

But I would love to see something like that implemented ;)

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On 05/04/2016 at 4:32 AM, MalfunctionM1Ke said:

Astronaut Complex:
Engineers, Pilots and Scientists can train Kerbals that are below their LVL and of the same profession
(Not sure about the progression)

Tracking Station:
Scientists can increase the Data-Package-Size of your Antennas by "sifting through the Data and restoring corrupted bits of code"

I very much like these two. Always starting with level zero astronauts is a pain, IMO. Didn't they train at all??

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