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Moving planetary science multipliers


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Minor suggestion: I'd like to see the science multipliers included in the science.cfg file, instead of buried in the code. This seems like a reasonable place to put it.

With the addition of biomes to Minmus, I feel like I can be a little too efficient collecting science from it's surface. I'd like to tweak down the coefficients for Minmus & the Mun for my games to make it more challenging.

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Something like a difficulty setting in the options or when you start a new game. Effecting how much science is earned or how much currency is gained, when that's added. it's not long before my career mode pretty much turns into sandbox mode. In a new career mode I started I almost filled the tech tree and haven't left Kerbin's SOI, accept a probe to Eve.

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Something like a difficulty setting in the options or when you start a new game. Effecting how much science is earned or how much currency is gained, when that's added. it's not long before my career mode pretty much turns into sandbox mode. In a new career mode I started I almost filled the tech tree and haven't left Kerbin's SOI, accept a probe to Eve.

Yeah, this is what I'm talking about. With 8 biomes, Minmus now has 8 times the science and really high science multipliers that were set prior to Minmus having biomes. As a result, you can basically hit "Sandbox" mode in a career game (i.e. unlock the entire tree) without leaving Kerbin's SoI as the Kaptain pointed out.

This is only going to continue with asteroid science.

I acknowledge that this is a balance issue, but there's no reason that players shouldn't be able to start looking for better balance points now.

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