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Paid space center workers.


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For example A message would Pop up about very kerbal month saying Pay your workers! Otherwise if you dont pay you lose reputation The fee to pay your workers costs about 1000 funds to 3000 funds. In the new 25. Difficulty menu this can be turned off.

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Well, this certainly won't make it into 0.25 (The devs are almost certainly within two weeks of release). However, for a future update, it is certainly something to consider. And you shouldn't just lose reputation. You should be given some other penalty that is associated with the fact that your staff will just get up and leave when they realize that they're not going to get paid.

Part of this game is sometimes timewarping through YEARS while flying towards other planets, or waiting for a window.

So no

Also a very good point. Maybe it could be automatic, where the funds are instantly subtracted when needed.

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Well, this certainly won't make it into 0.25 (The devs are almost certainly within two weeks of release). However, for a future update, it is certainly something to consider. And you shouldn't just lose reputation. You should be given some other penalty that is associated with the fact that your staff will just get up and leave when they realize that they're not going to get paid.

Also a very good point. Maybe it could be automatic, where the funds are instantly subtracted when needed.

Way to miss my point.

This would punish timewarping, I wasn't talking about having to do something every month

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I don't see timewarp cost as a major downside. Obliging the player to pop out of timewarp and fulfil a basic contract every few months to break even doesn't seem like a bad thing to me. Or you could just make sure to stash some money in advance.

Real companies do like to keep a constant cashflow trickle happening. Unpenalized timewarp renders fast-transit high-ÃŽâ€V transfers pointless.

The stated intent is for a Tycoon style game. That usually does imply continuing expenses. Losing rep when workers are unpaid seems like a reasonable simulation of a closed-down inactive company.

Perhaps add a tweakable to lose science as well or instead, representing the loss of skilled workers. This could interact nicely with the administration system; during long-mission downtime, do you focus on R&D, PR or fundraising? Or just keep everyone busy with a bunch of small jobs?

Edited by Wanderfound
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I don't see timewarp cost as a major downside. Obliging the player to pop out of timewarp and fulfil a basic contract every few months to break even doesn't seem like a bad thing to me. Or you could just make sure to stash some money in advance.

Real companies do like to keep a constant cashflow trickle happening. Unpenalized timewarp renders fast-transit high-ÃŽâ€V transfers pointless.

The stated intent is for a Tycoon style game. That usually does imply continuing expenses. Losing rep when workers are unpaid seems like a reasonable simulation of a closed-down inactive company.

Perhaps add a tweakable to lose science as well or instead, representing the loss of skilled workers. This could interact nicely with the administration system; during long-mission downtime, do you focus on R&D, PR or fundraising? Or just keep everyone busy with a bunch of small jobs?

Yeah! That sounds like a very nice idea.

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I don't see timewarp cost as a major downside. Obliging the player to pop out of timewarp and fulfil a basic contract every few months to break even doesn't seem like a bad thing to me. Or you could just make sure to stash some money in advance.

Real companies do like to keep a constant cashflow trickle happening. Unpenalized timewarp renders fast-transit high-ÃŽâ€V transfers pointless.

The stated intent is for a Tycoon style game. That usually does imply continuing expenses. Losing rep when workers are unpaid seems like a reasonable simulation of a closed-down inactive company.

Perhaps add a tweakable to lose science as well or instead, representing the loss of skilled workers. This could interact nicely with the administration system; during long-mission downtime, do you focus on R&D, PR or fundraising? Or just keep everyone busy with a bunch of small jobs?

Even better if there is a good alarm clock system and mission planning then make it easy to wrap between the events.

There could even be improvements to contracts to create re-acurring monthly contacts or sell cargo on regular launches to build an income stream to support the overhead of the base you've established.

That said I'm assuming we get to build up our bases piece by piece and with upgrades that add to our running costs.

I think it's a great time in how KSP develops over the next year as Squad round out the economics of the game.

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If they punish timewarp, noone will ever go further than Duna.

Actually even Duna is to far.

Even if you launch a mission to some far away planet on the first day of your space program, you'll have done EVERYTHING possible 10 times over in the Kerbin System (the only place you can reliably do things without timewarping for long periods) by the time you get to your destination

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The "punishment" discussed is only a couple of thousand √ or a few rep/science points. If you don't want to deal with it, disable it in the options screen or set your management to maintain science and rep at the cost of √ and stash a bit in the bank before you warp.

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If they punish timewarp, noone will ever go further than Duna.

Actually even Duna is to far.

Even if you launch a mission to some far away planet on the first day of your space program, you'll have done EVERYTHING possible 10 times over in the Kerbin System (the only place you can reliably do things without timewarping for long periods) by the time you get to your destination

I don't see it as Punishing timewarp, I mean (I hope) it's not like they are going rain down asteroids on you if you stay in warp to long.

To me it's more about encouraging multi-tasking.

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The "punishment" discussed is only a couple of thousand √ or a few rep/science points. If you don't want to deal with it, disable it in the options screen or set your management to maintain science and rep at the cost of √ and stash a bit in the bank before you warp.

Then I hardly see the point

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I think there should be something to punish extreme amounts of time warp in career.

At the moment time doesn't really matter at all.

Time is that thing you spend when you go to another planet.

So explain to me, if you're not supposed to warp for extreme amounts of time, what ARE you supposed to do while waiting to go to another planet? Build 20 more stations? It only takes a few weeks at most to make one.

Every acticity outside of the Kerbin system means waiting, and thus time warping, for large amounts of time

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I like the idea of facility maintenance and crew wages; but people, there is a very simple solution: make it optional!!

Make it default off for easy and medium difficulty, then on for hard, but then make it optional and it will be fine! That means if you don't like the idea of it, turn it off!!

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I think there should be something to punish extreme amounts of time warp in career.

At the moment time doesn't really matter at all.

Punishing Time warp is Just plain Ridiculous Most simulation games have a form of time warp, imagine if you where Time warp punished and you are on a Jool mission while in transit Imagine Waiting 1 year of Real time:rolleyes:

But now thinking of it I think the workers should be payed every year or the administrators will leave if not payed. And can be bribed funds to get them back.

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Upkeep costs for KSC are an interesting idea, but I'm not getting a feeling of "fun" from this right now. If anything, it's giving me feelings of "not fun".

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Time is that thing you spend when you go to another planet.

So explain to me, if you're not supposed to warp for extreme amounts of time, what ARE you supposed to do while waiting to go to another planet? Build 20 more stations? It only takes a few weeks at most to make one.

Every acticity outside of the Kerbin system means waiting, and thus time warping, for large amounts of time

I said extreme amounts, like 70 years. Basically doing things faster would cost less, encouraging faster transfer orbits.

The cost should be small compared to cost of building and launching things, but I believe that a small upkeep cost would improve the career mode.

Punishing Time warp is Just plain Ridiculous Most simulation games have a form of time warp, imagine if you where Time warp punished and you are on a Jool mission while in transit Imagine Waiting 1 year of Real time:rolleyes:

But now thinking of it I think the workers should be payed every year or the administrators will leave if not payed. And can be bribed funds to get them back.

1 day of the in game time would cost the same amount of money no matter what time warp setting you use, extreme time warp would be expensive because you would have more days to pay for.

Edited by Joonatan1998
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Didn't read all input so sorry if this is a repeat.

YES to this idea.

However, it would be perfect to implement coordination with that mod that forces you to take a set amount of days to build a rocket. Why? - Because with more workers, the faster the build, etc. It may also consider courage/stupidity on workers for the same effect, similar to TAC life support (I think?).

Edited by Friend Bear
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