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On the eventual addition of money...


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ive read a few posts about people wanting to be economical when money is implemented, adding parachutes to booster stages and such for recovery. my questions are twofold:

1. do you think that's a feature squad will include?

and

2. how will it work outside of the 2.5 km loading bubble? would we need to follow it to the ground?

(assuming this feature happens)

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I think they'll do it down the road.

There's already a mod that allows physics to persist for objects outside the 2.5km bubble, so I don't see any real issue. The game might only track parts which have parachutes attached to save on processing power.

It's probably a year or two away in any event, so wait and see... :)

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ive read a few posts about people wanting to be economical when money is implemented, adding parachutes to booster stages and such for recovery. my questions are twofold:

1. do you think that's a feature squad will include?

and

2. how will it work outside of the 2.5 km loading bubble? would we need to follow it to the ground?

(assuming this feature happens)

I think it's very likely that we'll see economy added to career mode, probably quite soon, once they consider science to be relatively complete. I'd expect it to appear when missions and contracts are added, which I expect to be the next things after science.

I'd imagine that there will be some mechanism to cope with the 2.5km bubble, such as a trivial check for whether a piece of debris (spent stage, etc) has sufficient parachutes, etc. The code which currently deletes such objects at 22km would then auto-recover them if they pass the check, or auto-delete them otherwise. No need for a full physics simulation.

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It's probably a year or two away in any event, so wait and see... :)

I'm thinking the initial implementation will be a lot sooner than a year; the Devs have already said that they want the gameplay essentially complete for 2014, which means that money and all that it entails will have to be implemented sooner than December of next year. There will need to be at least a couple versions to make sure there's no way to "game the game" (like transmission spamming for Science in 0.22) and become infinitely rich in like two in-game months, for instance. I'm betting some rudimentary money stuff shows up in 0.24, even if it's just a large wad of seed money to start your program and a regular monthly budget to keep it working.

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