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Expanded @tntristan12's "Career Mode Triangle" and other things for Career Mode.


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I saw @tntristan12 forum thread (http://forum.kerbalspaceprogram.com/threads/79060-The-Career-Mode-Triangle-%28TM%29) (I highly recommend to read his post first) and I've decided to expand it with my ideas. There is what I came up with, while i was reading it:

1. Kerbals' stats

As you know kerbals are featured by two stats: Courage and Stupidity (you should change this one to the Intelligence). Those two could affect:

- Science Multipiler (via Intelligence) gained from their EVA and crew roports.

- Reputation (via courage) you gain by sending them into space (more courageous kerbals attract more sponsors and stuff like that).

But there isnt anything that could affect your money balance so here comes the Salary. Kerbal's salary will reduce you reward from contracts. Below is a simple example.

Contract reward is 10,000.00 KSD (Kerbal Dollars). Jeb's Salary is 2%, Bill's 4% and Bob's 1%. You Substract sum of their Salaries (salaries?) which is 7% from your reward and you get 9.300.00 KSD, because 10,000 - 0.07 * 10,000 = 10,000 -700 = 9,300.00 KSD.

2. Building construction

When you start new save first thing you see is huge VAB, big space plane hangar with its loooooong runway, mission controll antenas and R&D, but I don't really think that NASA started with all its facilities all around the USA so Kerbal Space Agency shouldn't too!!!

My idea is to start with small crane as a VAB, flat sandy area as a launchpad and a small lab as a R&D facility. As you progress on your tech tree you will unlock ability to expand some buildings (for some cash of course) to make some parts avalivable. Below are possible ways some buildings:

- VAB and Launchpad - Rocketry, controllability and Construction tech tree branch

- SPH and Runway - Aerodynamics, Survability (parachutes, landing gears), controllability and Mobility Improvements (ladders, lights) tech tree branch

- R&D Facility - Science and Electronics tech tree branch

- Mission Controll - Unmanned Tech, Electronics and controllability tech tree branch

- Astronaut Complex and Training Grounds - All branches and Reputation

- Community And Finance Centre (read further to know more about it) - Reputation

3. New functions for existing buildings

There's only one thing I could say there (for now) - Astronaut Complex. For now you can only hire astronauts there, but there could be more. For me it could be better to make kerbals train in there. As you hire a Kerbal he will go to the Training Grounds and spend few days in there and after that he will become a real astronaut. I would also improve kerbal stats system there's not much to talk about, Kerbals should have base stats (can't be below 10%) that can be improved via Training Ground by max 50% of base stat. Example: Jeb has Intelligence and Courage of 50% he go to the training ground for some time and both of them rise to 75%. But what if a Kerbal has already 100% of something? His stats just simply go to 150% and that's all.

4. New Building

I've already mentioned Training Grounds, but there was also Community And Finance Centre. In CAFC you can sign contracts, manage your money, find sponsors and gain some reputation.

5. How could the contract look like

I made an example contract it's right below;


[B]DUNE Project[/B]
[B]United Kerbal States government[/B]

[B]Main Objective:[/B] Send unmanned mission
to Duna and collect surface samples in search
of extraterresial life.

[B]Bonus Objectives:[/B]
- Log surface atmosperical temperature.
(If you haven't done it yet) + 25,000.00 KSD
- Log surface atmosperical pressure.
(If you haven't done it yet) + 25,000.00 KSD
- Log surface acceleration data.
(If you haven't done it yet) + 25,000.00 KSD
- Log surface gravitational data.
(If you haven't done it yet) + 25,000.00 KSD

[B]Base Reward:[/B] 4,500,000.00 KSD,
1100 Science, 100 reputation

That's all, I hope you liked my ideas. I will expand this post in future if I come up with something new.

PS Sorry for my bad English.

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I really like the idea that Intelligence and Stupidity (Courage) would give science and reputation bonuses!

Instead of adding a new Kerbal Stat called "Salary", I think the money cost of a Kerbal - either sending them on a mission and/or hiring them - should be tied to their two metrics, Intelligence and Stupidity. The more intelligent and brave they are, the more they cost. That sounds like balance, right?

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I saw @tntristan12 forum thread (http://forum.kerbalspaceprogram.com/threads/79060-The-Career-Mode-Triangle-%28TM%29) (I highly recommend to read his post first) and I've decided to expand it with my ideas. There is what I came up with, while i was reading it:

1. Kerbals' stats

As you know kerbals are featured by two stats: Courage and Stupidity (you should change this one to the Intelligence). Those two could affect:

- Science Multipiler (via Intelligence) gained from their EVA and crew roports.

- Reputation (via courage) you gain by sending them into space (more courageous kerbals attract more sponsors and stuff like that).

But there isnt anything that could affect your money balance so here comes the Salary. Kerbal's salary will reduce you reward from contracts. Below is a simple example.

Contract reward is 10,000.00 KSD (Kerbal Dollars). Jeb's Salary is 2%, Bill's 4% and Bob's 1%. You Substract sum of their Salaries (salaries?) which is 7% from your reward and you get 9.300.00 KSD, because 10,000 - 0.07 * 10,000 = 10,000 -700 = 9,300.00 KSD.

I suppose I wouldn't object so long as it works like GTAV where the guy who starts off low never gets a bigger cut. Elsewise I'll just end up constantly retraining/cutting into my budget and never having fun.

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