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Mission Specialists


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Would you like some Kerbals to have special skills?

Engineer can repair parts better/easier/quicker.

Scientist gets more value out of science missions.

Communications gets more value through transmitting.

Pilots don't black out under extreme g's.

It could be just a 'bonus' applied if you take them along. it could also make players more careful about bringing them back.

Edited by Kruleworld
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Here is my suggestion post from another thread.

I think skills are better than classes. When you hire a kerbal you start with more or less a blank slate and train them. if you put work in to building them up you will value them more.

anyway, my post from before:

putting peoples opinions on resources to one side.

I also want to emphasis my point about "pilot skill" "flight experience and G-LOC threshold.

Here is a video showing people experiencing G-LOC, to prove that my idea is based on fact.

it is a genuine issue, that must be accounted for when training astronauts and planning missions IRL.

If you imagine that at first most Kerbals would have little experience with high g-forces, cannot cope with it and will pass out. don't put these guys at the controls until they have more flight experience.

but the guys with little flight experience (pilot skill) will likely be better at other things (probably).

ALL kerbals should be able to perform all tasks. just some will be better at some things. they should have a combination of skills, each with a numerical value and get paid accordingly. a kerbal that is good at everything gets paid more.

Flying experience = G-LOC threshold or how many Gs they can endure before blacking out (see above) this should NOT change the way a craft handles.

Ground science = geology, chemistry, environmental science. = affects the amount of science gained from ground experiments.

Space science = physics, astrophysics, astronomy. = affects the amount of science gained from experiments in space.

Engineering = communications, repairs, operating equipment, maybe building? = affects the amount of time it takes to perform repairs and the amount of science lost through transmission. science gained from "ship status reports".

Coolness/charm = sun glasses, haircut, swagger = affects the amount reputation gained from performing tasks (which links to funding) also affects how much they scream when launching.

we can't have every type of scientist guys. too complex and intimidating and unlikely to happen even if you want it. ground science and space science is a compromise. and kerbaly one too.

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Jebediah Kermin

Flight experience: 96

Ground Science: 5

Space Science: 13

Engineering: 37

Coolness: 110

mission specialist = could be a spacial type of kerbal. you don't pay them, they pay you. (mission/contracts) they are not crew but merely a passenger. they only have flight experience and coolness. they are just there to do their thing and go home.

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As a former MMO player I don't really like the idea of training and leveling up my Kerbals. I've had enough of that before.

Professions or classes, giving full level of skill if I take them along - or make the skill unavailable if I take someone else - feels ok. That can be understood as part of the ship/mission design.

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