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Too Much Contracts !!!


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To me seems there are too much contracts with high science value, that broke the gameplay becouse player lose interest on exploring or do science reserch.

My solution is add predefinited number of contracts for every stage of the game, that is only my opinion but i'm new to this game and probably i'm wrong

Regards

Luca

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I liked it because I'm tired of trying to get through the tech tree without having all of the parts. I'd rather have goals to complete that allow me a lot of flexibility in designing my craft. I can't stand being less than halfway through the tech tree because it seems like I can't build anything decent.

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You already can unlock the whole tech tree from just the Mun and Minmus without contracts, but I enjoyed getting most of my science from contracts, and barely scratching the surface of the Mun and Minmus. It allowed me to decide how I wanted to unlock technology. After all, unlocking technology isn't the only important part of the game.

I would like to see contracts be more even from one to the next as far as difficulty vs. payout. Sometimes I get contracts that pay a small fraction of the price of the parts I need to use to complete it, while I have others that pay large sums for very elementary tasks. I like having some variety, but I think there is a little too much variety currently.

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I think that balancing the Contract alone won't solve this problem without creating a new one.

The way 0;24 is now, Contract is the only source of money, and so must be failsafe in order to allow to regain fund or just be able to build a rocket from scratch to fulfill any contract. Resulting in contract you can't possibly fail.

It get worse as the contract are randomly generated and can give idiotic reward.

So since Contracts are an intermittent source of money, What we need would be another regular source or money that would progress along our progression.

Maybe something like... a non-cumulative reputation-based Periodic Budget, just saying.

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To me seems there are too much contracts with high science value, that broke the gameplay becouse player lose interest on exploring or do science reserch.

My solution is add predefinited number of contracts for every stage of the game, that is only my opinion but i'm new to this game and probably i'm wrong

Regards

Luca

I disagree about the number of contracts. However, I dislike how little time you have to take them and then a huge amount of time to complete them. I think the balance on time should be changed. I'd like to see the contracts sit in the contract place for longer, but then give you a shorter time to complete them. - Depending on the contract.

For example, testing a parachute should maybe sit in the contract place for a month but then only give you a week to complete once taken.

Another example would be the rescue mission. I love that its there, but it should be a short contract to both take and complete.

The game is still early access however, so odds are they intend to change the contracts around and right now they just want to give everyone a chance to play with the contracts just like they originally gave everyone sandbox mode and so on.

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