Jump to content

Rules to spice up your Career-Mode!


Farex

Recommended Posts

Hello there!

This maybe isn't a "challenge" , but I don't know where else to post it.

After playing the space out of the game, I came up with a few rules and with them, I have quite a lot of new, challenging fun with the 0.25 update.

Rules:

- No Crew Respawn

- You start only with 10 Kerbals, else no hiring. Feel free to save Kerbals from Orbit to get more crewmembers.

- Set every gain to 50% (funds, science, rep) and every loss to 200%.

- No quickload, no reverting flights (check your staging :P)

Now the interesting rules:

- To leave Kerbin's SOI to the inner planets, you need at least 2 Kerbals (it's a long journey, they need companie - also, it's to navigate and do safety-checks in deep-space)

- To leave Kerbin's SOI to the outer planets, you need at least 4 Kerbals (same as above, but the journeys are way longer - anti-boredom-measures need at least 4 Kerbals)

- To leave Kerbin's SOI at all, your Kerbals need training or experience. Only Kerbals which have participated in a trainings-camp in space around Kerbin for at least 20 days are qualified to leave Kerbin's SOI.

- For every Kerbal alive in your Roster, you get permission to launch 10.000 funds to space. This means at start with 10 Kerbals you can launch up to 100.000 funds per start.

- Building rockets takes time. Building time is: 0 to 100.000 funds = 5 days; to 200.000 funds = 15 days; to 500.000 funds = 80 days. Same goes for planes.

- If you recover a rocket or plane from the launchway, you can use it again right away.

- For communication between Kerbin and Deep-Space, you need a Satelite in Geostationary Orbit above KSC

- For communication between planets you also need a satellit just below (about 1million meters) the planets SOI.

No restrictions to the tech-tree

Use whatever mods you like, I personally think that FAR is cheating (it makes things just too damn easy). I play this vanilla with texturemods.

These are my rules, maybe some of you find them useful :-) Have fun, and feedback if you like it or not would be nice.

Greetings!

Link to comment
Share on other sites

Great rules, I try to follow a similar set. Though I really love it if a mod requires them, such as RemoteTech for the communication or Construction Time for, well, Construction Time... ;).

I'd love a mod that somehow models boredom and thus makes several Kerbals for longer missions somehow more profitable...

Link to comment
Share on other sites

You could turn this into a challenge fairly easily... your rule-set is more complete than some challenges! You could even turn it into a grand-tour type challenge, there are some that have done grand tours in the Jool-5 challenge, but I don't think I've seen a stndalone grand tour challenge yet...

And don't forget, FAR also adds other things - like breaking strain to the wings joints...

Another mod to spice things up for you would be Deadly Re-entry...

Welcome, and you don't have to personally greet everyone who coments :wink:

Edited by Cmdr. Arn1e
ability to type lacking today
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...