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Science/Contract overhaul proposal #684


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Reading the various discussions, I'm missing something. Most proposals are small fixes that target one issue at the cost of another. I say: let's go for a more radical approach. Which means it'll never make it into the real game, but one can always dream, right?

Some observations about the current state of affairs

  • Science and the tech tree were the first "game" additions to KSP. In the original introduction you unlocked the tree with science; there was nothing else to unlock it with.
  • Invariably, unlocking the tech tree is either too easy or requires science spamming. I doubt there is a true balance; it depends a lot on your acquired skill levels at KSP
  • With the latest versions we have funds, science, reputation... a lot of variables to play with
  • Before strategies gaining science was too hard and required science grinding. Now with strategies it's too easy! (I'm at 30,000 science without even trying and I have yet to leave Kerbin SOI)

Kerbart's Proposal

  • To unlock the tech tree, use contracts. Want that LV-909? You'll have to earn it by fullfilling tests on it. On easy level it might be as easy as unlocking an entire group; on hard levels you'll have to unlock the group first, and then unlock the parts through contracts. Depending on the difficulty level a part might require multiple contracts to unlock.
  • Science accumulates and doesn't get used up; bu it's required to get access to contracts. Those contracts to test the LV-909 will not be available until you have collected 3,000 science points.
  • Obviously science gained through strategies needs to be toned done but that's not new

This would remove the common problem of "test a parachute over Kerbin to get access to landing gear." Of course it would require tighter contracts for proper testing (not the BS of testing a take-off engine in orbit or those kind of things). It would remove the problem of science being an interchangeable currency to buy any technology, at the same time it would reflect a certain "technology level" that is required to access unlocking certain technology.

Thoughts?

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Don't think that the real balance is possible at all. But to the topic...

  • I like your idea of testing contracts, but it's hard to implement in current state of the game... because, I often did so: took a contract for some part which I haven't researched yet and used it in my regular crafts. But it's limited by contracts a little bit. And my imagination fails on creation of ways for preventing this.
  • Now it's working quite similar. Player has to research tech tree high enough to get access to testing new parts.

This would remove the common problem of "test a parachute over Kerbin to get access to landing gear."

This pushed me onto the idea of skills in TES series... Morrovind, Oblivion... where to level up any skill you have to use it: if you want better SRB, you have to make 10 launches with the current one, but it's mustn't be possible to launch them empty on launch pad in the manner how I test them.

But I don't even sure that I want developers spend time on this (my statement about TES) sacrificing other stuff.

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