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Rescue missions too easy


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I think it's fine; basically an early type of mission if you need personal or some quick funds.

At least in my play's I naturally started to go for harder missions that earned more money and skipped stuff like low orbit rescue. Wasn't really a problem that you could potentially abuse the system by just rescuing one Kerbal after another and make a lot of easy money.

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On 3/7/2018 at 5:29 AM, Streetwind said:

Not an unpopular opinion at all. I always apply MM patches to that effect for my games. :wink: 

I feel like I have asked this before, but could I trouble for that code snippet?

Quote

And the more kerbals you have on your staff (whether from hiring or rescue), the more exponentially expensive it becomes to hire a kerbal. IMO it should never cost more than $10,000 or so to hire a candidate since that's roughly what it costs to rescue one.

I know you are a stock only guy, but custom barn kit can be used to adjust this:

@CUSTOMBARNKIT
{  
@ASTRONAUTS
 {
 @unlockedEVAClamber = 1
 @recruitHireBaseCost = 10000
 @recruitHireFixedRate = true
 }
}

 

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On 3/4/2018 at 3:48 PM, Vanamonde said:

You could just, you know, not do those contracts. 

This argument doesn't really work in the context of "career" play. The point of career is context, and a sense of narrative for the player. The sporty of my space program, right? Some other space programs exist, clearly, as I get plaudits for being "first" to do something (oddly, I'm never second or third). They also must do everything from testing parts to sat launches, to science, since all those things get "contracted" out. They also do crew flights, and apparently VERY badly, since they manage to leave kerbals all over... by sheer coincidence only after I get places with crew.

I find much of career mode anti-immersive, which is sad, honestly.

As it stands, career mode is destined to always be a grind, and cannot have a sense of competition, or any other way in which time matters at all. It takes no time to develop anything new, it takes no time to build a new rocket, there are no time limits on kerbals floating around in a can hardly bigger than they are.

For rescues to matter, time would have to matter. 2 kerbals are trapped in a high, inclined, elliptical orbit of Kerbin, with life support to last for 60 days. What can you get together in that timeframe to help? You'd need rules that have sub-assemblies in storage, or stacks that could have the payload changed in a short period, vs building something from scratch. Doing the rescue then becomes a time crunch to slap what you can actually get into space off the pad in enough under 60 days that it can save the kerbals.

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On 3.3.2018 at 1:10 AM, Cavscout74 said:

Eventually you get them around the sun & other planets & moons once you've been to them as well.  The few I've taken around the sun have all been in orbits lower then Moho, so dV requirements are substantial - I'm sure higher orbits are possible, but I've not gotten any & I quit taking the contracts since it doesn't show the orbit before you accept. 

Had an low solar retrograde once, yes it was outside of Moho orbit. 
Worse You can get kerbal and his scrap from surface of Eve, MK3 scrap :) now is you use mods its far larger parts.

 

 

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