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Core gameplay functionality: Astronaut Training Complex


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Whenever you hire a new recruit, i find it very inaccurate that you just can use him as a Atronaut without proper training and also be able to train him in other classes.

That's why i wanna see a Astronaut Training Complex that handles these things:

1- Basic Astronaut trainings :essential for new recuits.

2- Zero-G pool :for EVA training and robotics (if it's ever gonna be implemented).

3- Flight Academy :For pilots that wil do flights with airplanes on Kerbin or other planets/moons with an atmosphere.

4- Simulator :For training rocket pilots and learn about orbital maneuvers and docking.

5- Science class :For training better experiment handling and use of the science lab.

6- Centrifuge :To enable Kerbals to endure more G-loads during reentry.

These have to be purchased seperately.

But you get the Basic Astronaut Training facility at the beginning.

These are subject to be changed.

Any good sugestion wil be added.

Update: Basic training is not necessary and facility purchase is not necessary aswell.

Edited by MK3424
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i'm going to disagree on this one for the subjective reason that to me a key part of the core Kerbality of the whole game is the slapstick "strap the guy in and hit the button" humour that has always been a key part of the game's rare charm. it's the same reason i don't mind starting with manned spaceflight in career - because that's exactly what follows from our experience of Kerbal mentality. including an astronaut training process would in some ways add a measure of depth and realism to the game, but i feel like sometimes players lose their perspective after a lot of advanced play and forget they're not playing Human Space Program. the illogical, dangerous, ill-advised and silly is vital to the game's blood and forcing people to manage their serious astronaut sim program feels drier than unbuttered crackers. secondly, from a gameplay perspective: if kerbals can get XP on the job that's fine, but if you force people to painstakingly qualify their units before any manned spaceflight takes place, it's not going to be a good stock experience for everyone. i'd personally play this sort of thing as a mod, but a mod it should be, so leave this one to the aftermarket.

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In the 0.90 list of features, Kerbanaut experience appears to start playing a role.

I applaud that as I would like to have some value added to my Kerbals.

A training complex fits into the picture.

I would shy away from "Essential" and use the word "beneficial" however.

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i'm going to disagree on this one for the subjective reason that to me a key part of the core Kerbality of the whole game is the slapstick "strap the guy in and hit the button" humour that has always been a key part of the game's rare charm. it's the same reason i don't mind starting with manned spaceflight in career - because that's exactly what follows from our experience of Kerbal mentality. including an astronaut training process would in some ways add a measure of depth and realism to the game, but i feel like sometimes players lose their perspective after a lot of advanced play and forget they're not playing Human Space Program. the illogical, dangerous, ill-advised and silly is vital to the game's blood and forcing people to manage their serious astronaut sim program feels drier than unbuttered crackers. secondly, from a gameplay perspective: if kerbals can get XP on the job that's fine, but if you force people to painstakingly qualify their units before any manned spaceflight takes place, it's not going to be a good stock experience for everyone. i'd personally play this sort of thing as a mod, but a mod it should be, so leave this one to the aftermarket.

I can agree with that the basic training should not be necessary, but i wanna add to it that i want to have crew that are able to do multiple tasks other than just the things they have as perks on their resume. That's why i wanna have a training complex to add more skills to their resume rather than just the ones they have when you hire them.

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I think this would add too much micromanagement to be really useful or fun... I'd rather just operate under the assumption that when you hire them, they are trained for you behind the scenes... or perhaps you're picking from a pool of already-trained Kerbonauts, and the ones you don't choose are hired by "other" space programs.

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