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Is it okay to play Career with...


Jestersage

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On 21.10.2016 at 4:22 AM, Jestersage said:

For one of my career, I actually gave myself a majority of the R&D tree, but kept a limit of budget. Is this play style okay?

Its an play style, you want the contracts and the economical constrains but not the science grind. 
it can even be set up with starting the game. 
It's even valid in science mode as it let you gather science at targets even if you don't need it. 

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It's single-player, so do anything which makes it fun for you. For me, I tend to prefer a more sandbox-like approach, but I also like the idea of having contracts (mainly because I tend to make only one or two interplanetary transport vehicles per planetary system, and contracts help me to get an idea of extra things to send to maximize what I do with each transfer window). For this purpose, I'll usually set all rewards and starting resources to maximum, all penalties to minimum, and maintain reasonably challenging settings for things that actually affect the designing and flying of vehicles (such as the most difficult communications network settings that are still playable with).

I like the vehicle design and mission planning, and I like executing my missions, but I don't usually enjoy being limited on the equipment I can use or the cost of spacecraft. The early tech tree is my main issue, because I've never liked grinding my way up to the point where I can start to make spacecraft that look good - so I research all of the early tech immediately with 5000 starting science. That's not cheating, it's a perfectly valid way to play a single-player game in order for me to get the most enjoyment out of it.

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Well, I'm finding doing contracts for cash frustrating. So...

Well, MonopropMaker 3 costs about 900,000 and earns some 300,000 per day.

Behold Monoprop Maker 4. 3,300,000 deployment cost. 4,720,000 paid upon retrieval a day later.

 

2sBE97u.png

 

And I'm just trying to think who the heck buys that much monopropellant?

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