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Base Management and some other things.


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With the economy coming I think a fun feature that could tie into it someday would be some sort of base management for the Kerbal Command Center. Think the bases in X-com: UFO Defense.

-Kerbal Command starts much smaller. No Space Plane runway, smaller buildings, etc.

-As you earn more money you have to choice to build new building such as the space plane runway, a telescope, Space Program Museum, Monument Statue in honor of fallen Kerbals, long range communications, the simulator mentioned in another thread, etc. Plenty of stuff i'm not thinking of i'm sure.

-Buildings would be upgradable.

-Research takes time, building a ship takes time, training recruits takes time.

-Astronaut rank system (perhaps with some sort of bonus)

-Different medals that can be given out to Kerbals after certain types of missions as mentioned in another thread.

-You can upgrade buildings to be more efficient so things take less time, cost less money, give higher bonuses, etc.

-Buildings and upgrades added to research tree perhaps.

Well a lot of this could be changed around depending on what other features do and don't get added to the game but you get the general idea. And I apologize if this has been suggested.

Edited by jpem
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I think generally all of what you have suggested is plausible as well as possible, however I must disagree with taking time to build ships.

The taking time to research is a decent idea, but it would simply be boring for the average KSP user...

Think about it, it takes a long time to research something, so all you have to do is time-warp, completely defeats the object...

Also, the taking time to build ships isn't the best, simply because KSP is really about building whatever you like, launching it and hoping it works, then improving it etc. Although this could be implemented as a career mode only thing, I just don't think it'd be a good feature.

Everything else seems cool though, I like the idea of upgrade-able buildings and starting off with just the VAB and LaunchPad. Good Stuff.

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Adding some idea:

- Repairing and refueling(in case there is possibility reusing the crafts) of vessel takes time, or possible in manually.

- Hangars and warehouses for storaging of reuseable vessels and modules.

- Recuiting and managing scientists, mechanics (the first improves the research, the second the assembly and repair time)

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I don't know how deep I'd want to go into some of these things, but a Recovery Facility should certainly be on the list of key additions once money and rep come into play - here you will be able to store all recovered craft, recondition them or break them down to their components (putting the parts or the craft into another tab of available parts for future VAB/SPH use) or donate them to a museum for increased rep.

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