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Remove speed requirements from contracts


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I was really excited for the contracts update because, being a noob, I figured it would be a great way to learn the game properly. Unfortunately the speed requirements on the contracts make many of them tedious and difficult and in order to fulfil them I have to go out of my way to build really awkwardly designed spacecraft. Maybe you could could consider removing this feature? (Altitude requirements are fine, juts not speed requirements)

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That´s why you should select your contracts well and not accept every contract that is offered.

Removing the speed equirement altogether would ramove any challenge from the contracts ...

you could just accept any conract without thinking twice and would need no thinking when designing ships to test them

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The speed requirements on contracts cover a wide range of TWRs and should be achievable by pretty much anybody after a bit of practice. Those contracts can be ignored while learning the game and what your velocity at certain altitudes should be.

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go out of my way to build really awkwardly designed spacecraft.

That's been half the fun for me. I usually stick to building reliable craft that work and which are reasonably efficient. Adding complexity and scale just for the sake of adding them doesn't much appeal to me. So, without incentive to build any other way, my designs tend to have very similar looks and behaviors by the time I'm done with them.

With the odd combinations of altitude and speed, there's now some incentive to design craft that wouldn't make much sense in any other context. Embrace the craziness! :)

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Not to mention, if you find a specific mission hard, because of the speed it needs, but you really want to complete it after all, just do it while diving.

Go do your other/additional contracts if you like, on the way up, reach like 50km, or even orbit if its required for your mission, and then when coming back do the speed thing.

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