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How to make scientist and pilots useful mid-end game


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I think they should add an optional upgrade to the space centre that allows you to add scientist and pilots to it. Could be called supply command or Virtual command center , but its function could be to have scientist 'compute' trajectories for planets/systems that have already been explored. The level of trajectory accuracy and compute time could be based on  the buildings level and scientists level.

The other component of this building could be the remote control of ships by pilots. I know in my career game i have multiple ships doing things. if pilots could be used to control ships based on trajectories by scientist this could free up players time for more building rockets and exploring.

The player could assign the pilot a ship/probe w/e and then give the planet (orbited/explored) or ship that you want that pilot to dock with and then they do the rest. they can request trajectories off the scientist, may have to wait if there are not enough around. If the trajectory was off somewhat then they can course correct etc.

of course comms will be needed, I haven't tried the new comms change but it sounds fun.

My idea solves a number of issues:

  • it frees the player up to do more funs things rather than fuel my super rocket that's in space(I do it in stages since career has limitations).
  • gives scientist and pilots a purpose endgame
  • gives the career mode more things to unlock and add to the experience

Some of these ideas maybe in mods. I don't use mods for KSP so IDK. But it would be nice in the stock game.

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