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I have a problem with Science Progression


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So because of the new admin building I have found a game breaking exploit that I can't quite figure out how to re-balance for my own enjoyment (I can make one core mechanic suggestion though that would fix it). I have figured out a way to get THOUSANDS of science without even going to them moon or setting up a DM magic research station. Basically what you do is commit 20% of your income to reputation, get it really high, then commit 80ish percent (the higher the better) of your rep to sicence, continue rebuilding your rep with your income and once you re-establish it convert that 20 income to rep to science, and viola, 1000's of science from high profile missions and you never have to leave Kerbin's orbit. This exploit RUINS the game for me because I am no longer pushed to explore the universe in order to find new science data, I have no incentive to set up orbital research stations, nor do I really have to do any actual research experiments any more because the amount you get from missions is staggeringly high compared to what you would get. Just as a quit example, I did a mission to send a gear bay to orbit around Kerbin and "test it" in the contextual menu at a certain elevation in orbit, FOR MY EFFORTS I GOT 2000 SCIENCE!!!!!!!!!!!!!!!!!!!!!!!!!!!! To fix this MASSIVE exploit, I think getting science from contracts should be REMOVED COMPLETELY! It doesn't even make sense that you get science through contracts. That's like being a plumber, but then every once in a while calling in a different plumber to do your job for you and still getting paid for it. How can other organizations on kerbin possibly give you science data when KSP is the only space program on the planet?

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Welcome to the forums!

I've moved this thread to Suggestions and Development Discussion, where feedback about the game belongs.

Most of the game mechanics are currently incomplete, so we can expect that they will be revamped and rebalanced. Every game ends up having mechanics you can exploit, though, so you may need to choose when it's acceptable to you to exploit them. I personally find the get-out-and-push enjoyable enough to allow it, but I won't exploit mechanics for extra science, funds, or rep. It also sounds like you're already using DMagic's Orbital Science, you might also try Contract Science Remover or Contract Science Modifier.

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Ooooo, Contract Science Remover. Thank you, that solved everything ;b I have a ton of mods, DMagic's was just an example to outline my frustration. I'm basically aiming to recreate my own Intergalactic quest like Scot Manly has on his youtube channel but for personal use, the science from contracts was making the game to easy for me. Thank you for the solution to my problem ;b Actually... There is some ambiguity as to whether these mods remove admin building modified science rewards... I'm going to have to shop carefully and make sure to get a mod that removed all science completely from contracts in all forms.

Edited by CabbageFoot
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Even easier is to convert your income directly into science. The numbers on admin projects are completely borked. I didn't say anything at first because I felt they were so absurd surely they were just tossed in there at a moment's notice and would be balanced better in a later version. But here we are in 0.25 and they haven't been tweaked. And now Squad is talking about releasing beta. I have to say this isn't ready for beta.

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I think... The admin building is just to imbalance for be to even use it, It just ruins the balance of the game. The contracts don't give tooooo much science normally, but combined with the admin building its definitely imbalanced. I think I'm going to leave everything the way it is with the exception of dropping a payload into the admin building to put it out of commission ;b Squad, if you want to end the senseless slaughter of office worker Kerbals you need to give me a disable this building in the game start options ;b

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When career was first implemented, Science could be spammed and made the game to easy.

When contracts were first added, funds came to easy due to super exploitation of some contracts (plant a flag missions repeat, sill a problem)

In both cases, things were eventually balanced out by further updates.

The latest update is no different.

The next update does affect a number of things. For starters your going to need to UPGRADE your facilities. So most contracts, missions, and admin building tactics will be off-limits early in the game. You will need to invest into upgrading your facilities accordingly. This i feel will balance out a lot of the "OP" tactics currently out there.

Along with that, this was just implimented, im sure they will tweak these values eventually. Till then: Theres always custom difficulty ;P

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The next update does affect a number of things. For starters your going to need to UPGRADE your facilities. So most contracts, missions, and admin building tactics will be off-limits early in the game. You will need to invest into upgrading your facilities accordingly. This i feel will balance out a lot of the "OP" tactics currently out there.

No, the science ratios are completely out of whack by a factor of perhaps 100 or more.

Here's some data based on one contract I had:

Outsourced R&D: If I were to exchange 19,519 funds for science at the going rate of 34.291:1, I would get +569.2 science.

Patents Licensing: If I were to exchange 20 science for funds at the going rate of 1:8.1, I would get 162 funds.

See the imbalance a little better now?

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