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On Reputation Points, And How They Are Rewarded


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Yay Squad! Best. Game. Ever. Apologies if this idea has been mentioned in a previous thread.

Suggestion: The number of Reputation Points gained for a successful mission should not just be any "random" number. They should be directly related to how far a player has gotten in the tech tree. If you have unlocked only the first three tech nodes, but are still able to complete a contract to land a vessel on the Mun or Gilly (cough-scott manley-cough), then that should be worth waaaay more in Reputation Points than if the same mission is completed when you have half the entire tech tree unlocked. Or, perhaps the Points earned could be equal to how many days are left in the contract when you achieve it.

This would give players a reason to attempt to do things "not because they are easy, but because they are hard." (For those saying "Well, nothing is keeping you from doing those missions anyway, and getting the science from them..." That's true, but what I am talking about here is the game play mechanics of Reputation Points.)

A contract system that only generates missions it thinks a player is "ready for" or is "able to do" will "flatten" the game, and players will just plod from A to B to C to D... without any reason to try to go directly from A to Z. And if any game out there should inspire us to challenge ourselves, to reach for the impossible, shouldn't it be this one?

KSP should give us a reason to dream. KSP should dare us to dream.

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