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Career Mode starting scenario


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think like Master of Orion II (if you are familiar with the game) pre-warp/average/advanced civilization starting.

Could choose at creation of a career-mode game one of three start modes:

1.) You start with nothing but some money, the very most basic parts, and a mission agent

2.) You start with basic versions of a variety of types of parts, a bit of science already done, and a small refuelling/research satellite in orbit with docking ports on it for future expansion

3.) You start with a wide variety of parts, maybe a third or a quarter of everything yoou can ever get, a good chunk of science already done, a large station in orbit around Kerbin, a large base on the Mün, and a small base on Duna with a small station in orbit around Duna, and finally a multi-stage interplanetary mission craft orbiting Kerbin ready to leave at any time.

Would give people the option to start from scratch if they wat to experience that, or skip ahead if they've already done it too many times or if they're just a lazy spoilsport who doesn't feel like actually playing the game fairly.

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Career mode covers #1, sandbox mode covers #3, theres no real need for an in-between IMO. Besides, it would be fairly easy to do using Module Manager scripts to simply alter the tech tree availability of parts.

Or better yet, a script to alter your persistence file. E; Or just hand-edit it to add some science points, BAM! instant tech advances. Really depends on how SQUAD implements it but some enterprising modders, and even the average user, could easily handle that.

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and then could come the cheat codes so those who like me who have very limited if any coding experience and are, again like me, not willing to alter save files beyond the occasional kerbal revival or like me, not willing to alter more than that for fear of corrupting something because of said lack of programming skills.

who knows, but, either way, this games gonna be fun, hell, IS fun :D

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Sandbox gives you everything, not just some of it to start with, right?

I agree it would be easy for modders to do this, but also easy for the designers to do it. I think it's a reasonable design suggestion because things of this sort implemented stock will function better than mods and are more accessible because they don't require you hunting down the latest version of the mod and hoping it is compatible with the current KSP version.

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