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Admin Building Strategies


KerbMav

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If the videos are any indication:

Reputation -> Funds

Science -> Funds

Reputation -> Science

Funds -> Science

Funds -> Reputation

Science -> Reputation

Higher launch costs -> Reputation

Reputation -> Lower launch costs (yay, misread)

Higher launch costs -> Higher recovery factor

Exact values are subject to change.

Edited by UmbralRaptor
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Here they are:

Available strategies are visible in the
:

Finances

- Fundraising Campaign

- Patent Licensing

Science

- Unpaid Research Program

- Outsourced R&D

Public Relations

- Appreciation Campaign

- Open Source Tech Program

Operations

- Aggressive Negotiations

- Recovery Transponder Fitting

Doesn't look like any physics altering stuff, just bonuses for science, funds and rep (with recovery transponder making recovery % better).

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OK, thank you! :)

Now, if I enable Funds to Reputation and Reputation to Funds - what happens if a mission gives me 1000F and 10R?

Which strategy goes first, which goes second?

If one takes 50%

No, I have to think more on this ...

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Hopefully it'll be moddable. I like the idea of a one-off performance buff, but I understand Squad not putting it in stock after the forum backlash the idea caused.

A mechanics aspect that may need testing: if the admin building is destroyed, do your strategies all get cancelled, or do they stay "stuck" on what they were? The latter could really let a careless player screw themselves over, if they're heavily converting funds to other stuff.

There's supposed to be an overall loss, meaning that a strategy loop would just waste currencies. If all strategies are applied together based on the "raw" value then there's no ordering issue.

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So, essentially we have:

Finances

- Fundraising Campaign: Reputation --> Funds

- Patent Licensing: Science --> Funds

Science

- Unpaid Research Program: Reputation --> Science

- Outsourced R&D: Funds --> Science

Public Relations

- Appreciation Campaign: Funds --> Reputation

- Open Source Tech Program: Science --> Reputation

Operations

- Aggressive Negotiations: Reputation --> Discount on cost of new missions

- Recovery Transponder Fitting: Increases launch costs --> Better recovery values when landed far from KSC

I still don't see the point of the PR strategies. What do we need reputation for, other than exchanging it for the other "currencies"? Why would someone exchange a more useful currency for it? I wonder if reputation will affect gameplay in other ways...

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What do we need reputation for, other than exchanging it for the other "currencies"? Why would someone exchange a more useful currency for it? I wonder if reputation will affect gameplay in other ways...

I believe Reputation affects the contracts offered. If you have a low reputation, you probably won't be called to do anything beyond the Mun or Minmus. A high reputation would offer contracts to Jool.

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I still don't see the point of the PR strategies. What do we need reputation for, other than exchanging it for the other "currencies"? Why would someone exchange a more useful currency for it? I wonder if reputation will affect gameplay in other ways...

I don't think reputation is fully fleshed out yet, so for now trading in things for reputation (unless you just recently blew up a ship with 50 kerbals on board and thus have few contracts to choose from due to bottoming out your reputation) isn't that big of a thing. Also they have hinted that reputation will should matter more in the future. As to what that entails...we don't know yet.

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"Recovery Transponder Fitting: Increases launch costs --> Better recovery values when landed far from KSC"

I really hope they do something to prevent people just switching the strategy before they recover something to get both better recovery and lower launch costs.

(But it seems unlikely.)

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IIRC reputation is itself needed to activate strategies or ramp them up to the max.

Joon, there's a "set up cost" when changing strategies. Not sure if it is enough to prevent that trick, but it would certainly blunt it.

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"Recovery Transponder Fitting: Increases launch costs --> Better recovery values when landed far from KSC"

I really hope they do something to prevent people just switching the strategy before they recover something to get both better recovery and lower launch costs.

(But it seems unlikely.)

IIRC once you enable a strategy, you're stuck with it for X amount of time (I haven't heard how long). So it may not be worth it to do it for a 1 time thing unless you are going to bring a lot of (large) things back from orbit. Also, I think all of these have start up costs, so even if you could toggle it on and off easily, the start up cost is probably more than the savings you would get, at least for a single launch.

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"Recovery Transponder Fitting: Increases launch costs --> Better recovery values when landed far from KSC"

I really hope they do something to prevent people just switching the strategy before they recover something to get both better recovery and lower launch costs.

(But it seems unlikely.)

They should make it apply to crafts which launched while the strategy was active, you can't remotely attach a GPS tracker for free anywhere.

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"Recovery Transponder Fitting: Increases launch costs --> Better recovery values when landed far from KSC"

I really hope they do something to prevent people just switching the strategy before they recover something to get both better recovery and lower launch costs.

(But it seems unlikely.)

They did. Every strategy has a setup cost associated with it. You'd spend far more setting up that strategy than you'd gain from recovering a single distant craft. Strategies are meant for long-term gain, not short-term.

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They did. Every strategy has a setup cost associated with it. You'd spend far more setting up that strategy than you'd gain from recovering a single distant craft. Strategies are meant for long-term gain, not short-term.

On the other hand if you follow a stratagy of shotguning several missions at a time and then switching on the recovery strategy you might be able to still game the system. Depends a bit on how much you are recovering.

Personaly I dont think the recovery strategy will be worth it at any time. Its not all that hard to land relitively close to KSC once you get the hang of it. I can normaly get withen 100km without trying all that hard to be accurate. Also I'm not sure yet if that transponder is a flat cost or a percentage of the total ship cost increase at launch. Unless you've got alot of duplicate science devices straped to whatever your recovering a sizeable percentage of the launch cost is in the booster and I doubt you'll be able to offset any percentage based cost increase on the recovery unless your recovering from the wrong side of kerbin and its a generous recovery boost.

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I believe Reputation affects the contracts offered. If you have a low reputation, you probably won't be called to do anything beyond the Mun or Minmus. A high reputation would offer contracts to Jool.

Think locations are unlocked in order, you get Mun, then Minmus and then Duna and Eve, followed by jool with the outermost moons first.

Followed by Dress, Eeloo and Moho, however I guess high reputation increase the chance of the high payoff missions.

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What happens with science transmitted/recovered or reputation from recovering successful crafts, are these covered?

We get to decide, if we get more a than b from missions/contracts - but we cannot actively trade a for b (buy science from money in our pockets). Rationalization needed?

The Kerbals are in the rocket business, if they are not doing rocket science they get no rocket science - Kerbals are hands-on, less theoretical.

No one on Kerbin is interested in a marketing campaign for space travels without something travelling to space (on a big flame of boom).

Crowdfunding something in early access is unknown on Kerbin.

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Think locations are unlocked in order, you get Mun, then Minmus and then Duna and Eve, followed by jool with the outermost moons first.

Followed by Dress, Eeloo and Moho, however I guess high reputation increase the chance of the high payoff missions.

Lets hope they managed to get around the situation of not being offered a mission to "the next" planet if the player skips a destination/prefers a different order.

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