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Career mode redesign


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The idea is not fully finished, so please feel free to form it, but i think it has a great potential.

Contract:

Here should be only predefined probe-s(in sub-assembly?) or ships that player have to put(precisely) on the orbit or land at somewhere on another celestial body(eg. Mun). Player unable to edit these probes. With these probes player should not! be able to gain science points. It is contract mission! Player use its money to gain more money, prestige. There should be longer missions which generate money for longer period(eg. landing probes on celestial bodies) same as science in Space program missions, see below.

Tech tree:

For developing items player have to use money. Later money and science points. After the item is developed(single click on the tech tree) player have to do tests with that item(same tests as are available in contract in current version). Player can perform test only when the conditions are met(to avoid use of items without production). After X tests the item will be available for production. Player could choose how many want to produce(packages 1,10,50,100). If he choose more, the cost/item should be smaller. If player recovering the items he don't have to produce them!

Space program missions:

These are long term missions for collecting science only. (Eg. Put probe around the Mun at xy and collect data. Scientist required: 5, Duration: 3 month) Each mission require scientists at the space center. Player can hire scientists and assign them to missions in the mission building. Player should pay wage(weekly) for the scientists. Player gain science during the mission based on: count of scientists, mission duration(after the mission deadline the science gain reduce). The probes or astronauts should stay on the orbit or at biome for the mission time. Player could gain extra science points when returning the samples to Kerbin after the mission deadline(manned mission).

For manned missions i would also add some stuffs, that Kerbals have to deploy after landing and competing the mission. After placing these items around the lander player could switch back to space center and start another mission while this mission is in progress.

With mods like TAC we have to care about the crew healthy as well during the mission time.

These missions eats lot of money during it's lifetime and player get only science for it! No money!

Game goal(main missions):

- Manned mission on every planet.

- Capture asteroids and bring to orbit around mun.

If player complete all the main mission the game is over. Player with best time and best finance+prestige win. Player could continue playing.

FAQ:

Q: Why we need to stay at the mission position/orbit to gain science?

A: This method reduce the time of re-usability of items, astronauts, scientists.

Q: What happen when player fast forward the game?

A: If he not take care about the missions, he could waste lot of money. Especially when he don't care about scientists.

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I like "Space program missions" idea, it would create need to build bases and space station.

Also people should have to keep electric power on for 3 months mission while running experiments and sending data :) if you fail and your probe goes out of energy mission should be failed.

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Some of your ideas are quite good, actually, but to a point your career becomes a micro-management hell. Then it stops being fun.

As for testing prior to availability - it's a great idea. The production is bad - you only need 1-2 pieces per each mission. You don't stockpile rocket engines in case you need them. And why can't I generate science points from commercial launches? What's stopping me?

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The production is bad - you only need 1-2 pieces per each mission. You don't stockpile rocket engines in case you need them.

I agree. Hmm... How about this:

You require time+money to build your spacecraft. When you press the launch button, your vessel will moved to the launchpad. Your rocket will build up based on stages. Here can be a nice animation of the building. :) Player can skip the building or use another launchpad/assembly to build another rocket. We will not have these kind of restriction on the airfield. You can not revert the building time of the rocket(reverting the building time too can be an option in difficulty settings).

And why can't I generate science points from commercial launches? What's stopping me?

The game itself. If you are able to gain science points from contract then there is no reason to build your probe and use it in "space program missions". I think in contract you should build only the rocket to supply the contracted mission.

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Also people should have to keep electric power on for 3 months mission while running experiments and sending data :) if you fail and your probe goes out of energy mission should be failed.

Exactly. I think the solar arrays and the thermo-generators efficiency should reduce by the time. Player have to design and use the vessel power sources wisely. But this can be optional via difficulty settings or via mod. Btw i prefer to implement these kind of feature in the vanilla game.

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a point your career becomes a micro-management hell. Then it stops being fun.

There should be some kind of management. If there isn't then why it is career? Space missions is all about management.

Edit: It is player choice how many missions want to run parallel. More mission require more management, but you can achieve the endgame goal faster.

Edited by DancZer
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