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Skill Bonuses To Kerbals


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This one crossed my mind after discovering the upgrade-able buildings update.

I was thinking of certain Kerbals have certain skills that improve over time as they fly more often until they reach a fixed point in that case they would have 'mastered' their skill.

For example a Kerbal that can decrease fuel consumption by 1% at first, it wouldn't be very much but after he does his first flight it rises to 1.5% (It would probably be best it will be harder to rise that over time)

Over a while of repeated flight attempts his skill rises up to a maximum of 5% which would affect Delta V by just a bit but that would just be the result of 1 Kerbal, having 3 in your pod will add quite a number of bonuses and it really gives more 'loss' as you lose your Kerbal in a crash.

If you had the Mk1-2 command pod with 3 Kerbals applying 3 different bonuses, especially if they are skill masters. Your rocket would be more effective

So far I have a few Bonuses as an Example

1-5% Bonus to Thrust from Liquid Fuel Engines/Solid Fuel Boosters/Jet Engines

5-25% Reduction to Air Intake requirement for Jet Engines

5%-25% Increased Electricity from Solar Panels

10%-30% Increase to Electricity Capacity

These I believe may make an impact to KSP's Career, Sandbox and Science mode for gameplay

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Honestly, that would be a HUGE incentive to keep my Kerbal's alive! Say my Kerbal gets, I don't know 6 successful launches AND landings, he should get a perk that allows me to carry more Electricity Capacity as you said or maybe if you use TacLife Mod, allow you to carry more resources for your Kerbal(s)

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Eh... There already is a skill thing going on. I just want a detailed log of what they have done.

This seems like it would be an extension of that system - and a cool one too.

5-25% Reduction to Air Intake requirement for Jet Engines

5%-25% Increased Electricity from Solar Panels

10%-30% Increase to Electricity Capacityy

I think these numbers are probably a little too high though to be balanced. If they were all around the same as the fuel usage one, possibly allowing you to stack them (with diminishing returns), I think that would be okay.

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Yeah, a fair few people weren't too happy with the idea of a kerbal giving an engine a "magic ISP boost" and similar.

Yeah I guess. Realistically speaking it doesn't make any sense - for the most part the astronauts don't really know all that much about how the rocket works, they just follow instructions from mission control - but if the buffs were small enough you could probably argue e.g. a higher level kerbal will not screw up the throttle gimballing as much, etc, thus saving on fuel :)

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