Comments (4)
Sounds great.
To make it more complex, maybe have it so that in the beginning, you get contracts that give money + reputation (1), then once you reach a certain amount of reputation, you're given the option to choose between incorporating/privatising and becoming a government agency. If you go for the government agency route, then funding is given by the government not contracts, with more money as you get better reputation. Once you hit a certain point of reputation, commercial contracts become available (2). On the other hand, if you choose the private industry route, then all of your money comes from contracts, with more rep meaning bigger payouts/better contracts.
(1) - For added realism, maybe make it such that science is only given by experiments and not contracts. Maybe still getting some science for milestone stuff, eg first landing on all moons and planets. Plus first orbit around earth, moon, sol and first planet.
(2) - Another contract idea here, as many real life contracts are taking up an additional scientific payload (or fresh pizza in some cases), we could make a small-ish heavy-ish part that one would need on your vessel for certain payload contracts.
If anyone knows how to do subtext in github please edit that to look nicer.
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Ideally, you would get most of your funding at the start of the fiscal year.
No thank you. Having to sit around and wait because you've run out of money is not fun. Being able to fast-forward multiple years to accumulate funds is an exploit. Integrating punish the lazy to stop the second means the first becomes even more painful for players, as their reputation drops but they can't do anything about it. And while historically reputation may have had some influence on funding, political climate has been the dominant factor, so I'm not even sure we can claim realism here.
I want a game with real physics, not real budgetary headaches.
Reputation can already be converted into funds using the strategies interface, letting you get more money per contract completed, although I agree the system is very weak right now.
Another contract idea here, as many real life contracts are taking up an additional scientific payload (or fresh pizza in some cases), we could make a small-ish heavy-ish part that one would need on your vessel for certain payload contracts.
This I agree with, and I'm sure that I saw a mod which did exactly this, with heavier parts being required for the higher-payout contracts. I just can't for the life of me remember which mod it was.
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Given that admin building is disabled for now is this issue closed?
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Also interesting to see that satellite payloads were here a long time ago.
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Related Issues (20)
- Magnetometry Satellite mission eccentricity criterion broken? HOT 1
- Game Crashed in various scenarios HOT 6
- Launchpad has nearly the same name as the LC, which can lead to confusion
- Configuring radially-attached avionics can cause things to break
- Missing Parts for APP HOT 3
- Absurd amount of confidence for GEO contract right after taking HOT 1
- Erroneously possible to roll out a rocket to a launchpad whilst it is reconditioning HOT 1
- [HarmonyPatch] HarmonyTranspiler Problem HOT 2
- Starting scenario has no effect until restart if non-preset options are used HOT 3
- Helium Magnetometer Boom hitbox does not match visual state of part. HOT 3
- Leaders retiring during Simulation don't revert HOT 1
- Edits to stored crafts complete instantly, but opening a second time and saving the edit properly puts it in the queue. HOT 1
- Game crashes when parts exploding HOT 2
- Cryogenics depleting when simulating on delay HOT 8
- Putting only a time (and not a date) in the simulation window leads to rapid timewarp
- Auto Hire Engineers not using selected LC HOT 1
- Unable to see delta V calculations HOT 1
- Idea:Add back fund-giving commercial contracts for late game. HOT 2
- Simulation Revert to Launch removes procedural part configs HOT 18
- Suggestion: Add max eccentricity to the Tundra Orbit Test Satellite contract
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