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Don't support Kerbal mills, only recruit 'rescue Kerbals'


nadreck

How do you handle Kerbal recruitment  

66 members have voted

  1. 1. How do you handle Kerbal recruitment

    • Kerbals? Who needs 'em as soon as Jeb earns me an Okto core it's probes all the way!
      5
    • Jeb is the only Kerbal allowed to touch those expensive rockets
      0
    • The original 3 are enough for me!
      3
    • If I need more Kerbals I just recruit more! It's not like I have to pay them!
      34
    • I use the original 3 and any that I can rescue, why recruit anyone else?
      11
    • I create my own Kerbals with the name I want in the config files
      7
    • Never ever thought about it.
      6


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So in .25 I had decided that playing in my Hard Mode (standard Hard Mode with rewards reduced from 60% to 50%) that I should also only allow the use of "rescue Kerbals". Now in .90 I am doing that again and it is even more interesting than in 0.25 since I have know idea what the next rescued Kerbal's role is going to be. So far I haven't had to pink slip any Kerbonauts because I had too many rescue ones, I hit 5 just before I was ready to upgrade the Astronaut complex, so as long as I don't get more than 9 rescue Kerbals before I am ready for the next upgrade all is good.

I am curious how many other players have any self imposed recruitment rules for Kerbals? Or maybe retirement rules?

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I refuse to put any other than the ones I have to in danger! Well, as soon as I have them. In the career I started for 0.90.0, I recruited Billy-Bobcous because I wanted a scientist on a mission and I didn't want Bob to be sent out just after he had landed the last mission, so you see, I don't impose recruitment limitations upon myself, but kerbal employment limits: give them rest and don't put them in too much danger when a probe core can do the job as well.

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Until now I've only hired Kerbals with cool names like "Bilbo" or "Luke", but I may have to rethink that with the new Kerbal stats.

As far as rescues go, I take advantage of the fact that the rescue contract lasts four years - I grab the Kerbal and keep him aboard a space station or something so I don't get any more Kerbals needing rescue.

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I hire to make a somewhat balanced roster. Some are full courage-no stupidity / vice versa, others are full courage-full stupidity / vice versa and a few others are no courage-no stupidity and vice versa. This literally doesn't matter to the game but it makes me feel like I'm being useful.

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Jeb, Bill and Bob get special treatment from me too. They get the pink slip. Other than that I haven't really thought about it so far, but just may restrict myself to only hiring the cowardly idiots for some time. Just so I could imagine myself as a bad boss.

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So far I haven't had to pink slip any Kerbonauts because I had too many rescue ones, I hit 5 just before I was ready to upgrade the Astronaut complex, so as long as I don't get more than 9 rescue Kerbals before I am ready for the next upgrade all is good.

I currently have 13 of 12 kerbals due to a rescue with a full roster... I'm actively looking for more rescues now to stuff the roster :)

I don't really have any recruitment rules, but I DO like to send them on "training missions" before putting 'em on serious missions. Early missions are done by Jeb without training, but after my space agency is up and running, I send 'em up for orbital flights around Kerbin and return prior to putting them on any 'real' missions (ex. stations around other bodies, re-usable science landers, interplanetary anything, etc).

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Disliking the micro-management of jobs in .90. It's hard for me to stay interested in the game past Minmus due to long transit times and I find it unsatisfactory to send Kerbin into a >>>>>>>>> stasis just to do the Hohmann dance for that one mission to another planet. Sending Kerbals off in an exploration plane just to find that my science boffin cannot change a bloody wheel will certainly not make me jump with joy.

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