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Adding Sub Classes to Kerbals


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I did a search for this and didn't find anything that mentioned sub-classes so I apologize if it has been discussed previously. I had an idea that it would be pretty neat to have the option to add sub classes to Kerbals. So each kerbal could have 2 duties. I envision something like once a kerbal has reached level 1 or 2 in there respective field they could choose a sub class which would not level but add that functionality to there repertoire. For instance if a pilot had a sub class of scientist he would be able to reset experiments and operate them outside the craft. However he would not give mobile processing labs any boost in science. Another example would be if a scientist had a sub class of pilot he would be able to hold stability and that is it, no prograde/retrograde hold or any other node hold nor would he have control of the craft without communications. Basically the sub class would be the regular profession as if it were un-leveled with a few exceptions. let me know what you think. 

 

-leafy

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I have been trying to find a plugin modder willing to do the just about same thing,  but a little more in depth for a while now. 

http://stockvisualmods.com/careerhub/

What you want is possible by just editing a config in your squad folder. (I can't remember what it's called exactly)  I think it's called "experience"  though.  

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This would be a great idea if kerbal skills had any real function. Really, and this is anathema to many, kerbals should be able to function autonomously. Ie: do the jobs that their skills represent, with error and uncertainly around their actions commensurate with their skill level (higher skill, lower uncertainly/error).

So pilots, should pilot. If there was construction, or other engineer stuff, they could do that. Scientists would do science. New or sub categories would do their jobs. Then, the player could actually manage his program, since he would not have to do every single thing by hand, himself. Build a station in the VAB (or a new, "design building" without the size constraints). Break it into explicit sub-assemblies at docking ports. Schedule the launch, rendezvous, and assembly of those parts back into the final struct that was first saved. There are all kinds of things, that would then make the skill levels meaningful.

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KSP class system should be like in the AD&D

But instead of fighters, mages and rogues there should be pilots, engineers and scientists. :D

With  giant heap of stats, feats, spells ... erm ... scientific methods and multi-classing.

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