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Lets give Kerbals profesions


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With upcoming patch Kerbal experience is beeing added. And I belive it is ideal place to implement profesion system for Kerbals.

I envision it like there would be Pilots, Scientist, Engieners, Miners, Drivers etc.

Pilots: Craft has better torque and rotates faster

Scientist: There EVE reports and surface samples yields more science

Engieners: Engines consume 1% less fuel

Miners: When resources are implemented they will harvest more faster.

Drivers: Rovers can go faster and flat tire happens less often.

Or it could be made by skill trees so you could pick perks for your kerbals, but by picking one would cancel option of having another perk.

This system would also benefit using multi seat comand pods, becouse right now, there is no reason to use them.

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Scientist sure, i agree on.

but tell my why dunlop kerman can torque more than emry kerman, while in a ship with the same stats? or get better isp?

ship stats i feel should be level no matter the pilot.

Agreed- only non engineering related stats are fine to alter. The others would just seem strange. Damage immersion.

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Well it depends You can put two people in identical car, but one will make the same trip with less fuel consumption and probably will drive safer. I belive same can be used to kerbals it is esencialy them who are driving the rocket not you (well you are, but you could get my point) Also better pilot would use less RCS. I admit there is not that many non technical profesions availeble right now. But you could simiary argue it doesnt matter which rock you pick up if you are carring that rock back home for observation.

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I agree with Axder. While all astronauts would've had a good overall level of competency in all facets of a mission, some will be better at certain things than others are. The pilot will have more control of his vehicle, do things more efficiently. That translates into a small torque increase or a small Isp increase. Scientists would be better at finding worthwhile science. Engineers are less easy to implement into the game, since there's no damage or something. Maybe they'd be better extracting those future resources.

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Agreed- only non engineering related stats are fine to alter. The others would just seem strange. Damage immersion.

seems they are doing it anyway

Mike (Mu): Well, the experience system has come on in leaps and bounds. The back end is finished and has some nice little features which modders should enjoy. The Kerbal experience traits boost the ship/part they’re on and can have some very funky effects. Currently these include boosting thrust, reducing heat generation, increasing fuel efficiency and boosting science output. Obviously, the performance boosting effects have to be quite subtle to not make things too easy but will still provide a solid boost should you care for your Kerbals.
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