Difference between revisions of "Career"

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{{:Career/Box}}
The '''career''' mode, available since {{Version|0.22}}, is still in development and provides an alternative to [[Sandbox]] mode. The heart of Career mode is performing [[Science#Science activities|science activities]].
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The '''Career''' game mode is one of the three [[Category:Game Modes|game modes]] in Kerbal Space Program. Compared to other modes, Career focuses on managing resources like [[funds]], [[science]], and [[reputation]]. The heart of Career mode is the [[contract]] system, where players complete certain tasks to gain these three resources.  
  
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Prior to version [[0.24]] and the introduction of funds, the old "Career" mode only focused on gaining science. After 0.24, the old mode can be found in-game as [[Science mode]].
  
==Overview==
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== Overview ==
The key differences with Sandbox mode are that the new [[Research and Development]] facility is open with science activities yielding Science points and descriptive "flavor text", but the player can build vessels with only parts from the nodes they've unlocked thus far in the [[technology tree]]. Career mode progresses by performing activities yielding Science points to "research" and unlock currently locked nodes.
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In Career mode, building and launching a rocket costs [[funds]]. Funds can be obtained through [[contract]]s, which are given by [[agencies]] to earn money to fund future missions of the space program. funding can also be obtained by mining ore and shipping it back to kerbin. but this will be a investment and will not be very easy. the infrastructure might be more expensive than the value of the ore. The [[Mission Control]] building is used to manage available, active, and finished contracts. Accepting and completing a contract will earn the player funds, and raise their [[reputation]]. <ref>“[https://www.youtube.com/watch?v=u5UiTqBCNQk First Contract Playthrough]” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.</ref>
  
Every game starts with the [[Start]] node unlocked already. All buildings are available (R&D is closed in Sandbox), although the [[Spaceplane Hangar]] may not be very important until unlocking tier four node [[Flight Control]] to get the first cockpit or at least [[Stability]] in tier three for the first winglet.
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Similarly, the player may access the [[Administration Facility]], where there are business [[strategies]] to choose to influence the financial {{nowrap|({{mark|fund}})}}, scientific ({{mark|scp}}) and reputation ({{mark|pres}}) income of the missions.
  
=== First missions ===
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Like Science mode, the player can use the [[Research and Development]] facility to "research" new parts. The player can use only parts which are already unlocked, so every game starts with the [[Start]] node unlocked.
Usually one of the first missions is simply “launching” the [[Command Pod Mk1]] on the [[launch pad]]. This is similar to the earliest Apollo missions, though one was the infamous [[w:Apollo 1|Apollo 1 fire]].
 
  
For unlocking the first nodes, a quick exploration of the nearby terrain suffices. Even with Start technology players can easily take advantage of the fact that the [[Kerbal Space Center]] contains three special surface-only [[biome]]s to quickly boost into the tech tree. Regular biomes outside KSC include opportunities for science while the vessel is flying or even orbiting, when this is achievable.
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An important feature of this game mode is the [[kerbonaut]]s' specialization and [[experience]] system, based on XPs gained by reaching achievements. These progresses can be observed most comfortably in the [[Astronaut Complex]].
  
The first rockets could basically go anywhere in the vicinity of Kerbin, especially with techniques like [[explosive decoupling]]. But usually the first rockets will barely, if even, exit the atmosphere. However, landing in a different biome increases opportunities for science by providing the chance to repeat science activities in new [[Science#Situations|situations]].
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The buildings of the [[KSC]] starts fairly undeveloped, and have to be upgraded for funds {{nowrap|({{mark|fund}})}} to be useful for further development.
  
There are three science activities that can be done from the start:
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In this game mode [[stock craft]] are available when playing on '''''Easy''''' [[Game Difficulty|difficulty level]] or by making them available using custom settings.
* [[Crew Report]]s
 
* [[EVA Report]]s
 
* [[Surface Sample]]s
 
Crew and EVA Reports only return science the first time performed in a situation, so visiting the same biome multiple times without having new science modules on board isn't productive. Surface Samples can still be repeated up to six times, but each time with diminishing results, making it more rewarding to land in unvisited biomes.
 
  
==== Science modules ====
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== First missions ==
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The easiest first mission is simply “launching” the [[Command Pod Mk1]]. This is similar to the first Mercury and Vostok missions.
  
To accelerate the amount of science returned, it's wise to unlock nodes offering new science modules. With these it is possible to gain even more science to compensate for the fact that technology tree nodes become increasingly expensive.
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The first rockets could go anywhere in the vicinity of Kerbin, especially with techniques like [[explosive decoupling]]. However, most early rockets will barely, if even, exit the atmosphere. Even so, landing in a new [[biome]] means a fresh opportunity for science activities.
  
=== Middle game ===
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It's easy to unlock the first four nodes of the tech tree by performing science activities around the [[Kerbal Space Center]], even with only Start node parts. The KSC contains many special [[Biome#Kerbin|surface-only biomes]]. Regular biomes outside these special biome locations include opportunities for science while the vessel is flying or in space. At first only [[Crew Report]]s can be done without upgrading any building. Crew Reports only yield science points the first time performed in a situation and biome. So, visiting the same biome multiple times without having new science modules on board isn't very productive.
Later nodes will be difficult at best without visiting other [[:Category:Celestials|celestial bodies]]. Kerbin's moons [[Mun]] and [[Minmus]] are especially primary targets for the middle game as they can be reached quickly and easily. Both also feature [[biome]]s, greatly increasing the amount of science that can be done.
 
  
It will be important to unlock various batteries and solar power generators for transmitting data until only retrieval to Kerbin will yield Science points. Missions will generally be larger and demand greater mastery of the maneuver node system in Map view.
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=== Science modules ===
  
=== Late game ===
+
To accelerate the amount of science returned, it's wise to unlock nodes offering new science modules. With these it is possible to gain even more science to compensate for the fact that technology tree nodes become increasingly expensive. Upgrading the [[Astronaut Complex]] and [[Research and Development]] facility allow taking [[EVA Report]]s and [[Surface Sample]]s.
With good strategy and diligent "mining" to exhaust biome+situation combinations, it's possible to finish the tech tree with just Kerbin and its moons; but it's often faster and more exciting to figure out how to intercept with other planets. [[Eve]] and [[Duna]] are certainly reachable with conventional rockets. For manned exploration of distant planets, and the high multipliers for doing any Science on them, acquiring the [[LV-N Atomic Rocket Motor]] will be very helpful.
 
  
== Possible future features ==
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== Middle game ==
{{Box|type=warning|The following sections are missing citations to prove their validity.}}
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Later nodes will be difficult to unlock without visiting other [[:Category:Celestials|celestial bodies]]. Kerbin's moons [[Mun]] and [[Minmus]] are primary targets for the middle game as they can be reached quickly and easily. Both also feature [[biome]]s, greatly increasing the amount of science that can be collected.
=== Money and Stock ===
 
* The Career mode will add limited money, with parts costing the amount shown.
 
* There will be a limited amount of parts in stock. It has been said that if the parts land safely, they can be reused.
 
* It is planned that if a part of KSC is damaged, repairing it will cost money.
 
  
=== Discovery ===
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It will be important to unlock various batteries and solar power generators for transmitting data. Missions will generally be larger and demand greater mastery of the maneuver node system in Map view.  
During a development chat, one of the devs said that things have to be "discovered" with a telescope or probe to find out information about it. For example, if a craft were going to Jool, and looked in Map View, it would look like a giant green sphere unless a probe had already been send there with cameras and scientific instruments. Cameras will be added to the game in a further update.
 
  
Introduced with version 0.23.5, [[asteroid]]s need to be discovered and monitored to know their orbits.<ref>[[article:265|“Asteroid Redirect Mission - The FAQ”]] by Rowsdower released on March 14<sup>th</sup></ref>
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== Late game ==
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With good strategy and diligent "mining" to exhaust biome+situation combinations, it's possible to finish the tech tree with just Kerbin and its moons; but it's often faster and more exciting to figure out how to intercept with other planets. [[Eve]] and [[Duna]] are certainly reachable with conventional rockets. For manned exploration of distant planets, and the high multipliers for doing any Science on them, acquiring the [[LV-N Atomic Rocket Motor]] will be very helpful.
  
 
== See also ==
 
== See also ==
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<references />
 
<references />
  
[[Category:Game modes]]
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[[Category:Game Modes]]
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[[Category:Career-specific features| ]]

Latest revision as of 17:13, 22 January 2023

Career
Game ModeCareermodeicon.png
Name Career
Contracts available Yes
Strategies available Yes
Parts unlocked with
Science Points
Yes
Parts paid with Funds Yes
Reputation to Kerbals Yes
Since version 0.22

The Career game mode is one of the three in Kerbal Space Program. Compared to other modes, Career focuses on managing resources like funds, science, and reputation. The heart of Career mode is the contract system, where players complete certain tasks to gain these three resources.

Prior to version 0.24 and the introduction of funds, the old "Career" mode only focused on gaining science. After 0.24, the old mode can be found in-game as Science mode.

Overview

In Career mode, building and launching a rocket costs funds. Funds can be obtained through contracts, which are given by agencies to earn money to fund future missions of the space program. funding can also be obtained by mining ore and shipping it back to kerbin. but this will be a investment and will not be very easy. the infrastructure might be more expensive than the value of the ore. The Mission Control building is used to manage available, active, and finished contracts. Accepting and completing a contract will earn the player funds, and raise their reputation. [1]

Similarly, the player may access the Administration Facility, where there are business strategies to choose to influence the financial (Funds), scientific (⚛) and reputation (★) income of the missions.

Like Science mode, the player can use the Research and Development facility to "research" new parts. The player can use only parts which are already unlocked, so every game starts with the Start node unlocked.

An important feature of this game mode is the kerbonauts' specialization and experience system, based on XPs gained by reaching achievements. These progresses can be observed most comfortably in the Astronaut Complex.

The buildings of the KSC starts fairly undeveloped, and have to be upgraded for funds (Funds) to be useful for further development.

In this game mode stock craft are available when playing on Easy difficulty level or by making them available using custom settings.

First missions

The easiest first mission is simply “launching” the Command Pod Mk1. This is similar to the first Mercury and Vostok missions.

The first rockets could go anywhere in the vicinity of Kerbin, especially with techniques like explosive decoupling. However, most early rockets will barely, if even, exit the atmosphere. Even so, landing in a new biome means a fresh opportunity for science activities.

It's easy to unlock the first four nodes of the tech tree by performing science activities around the Kerbal Space Center, even with only Start node parts. The KSC contains many special surface-only biomes. Regular biomes outside these special biome locations include opportunities for science while the vessel is flying or in space. At first only Crew Reports can be done without upgrading any building. Crew Reports only yield science points the first time performed in a situation and biome. So, visiting the same biome multiple times without having new science modules on board isn't very productive.

Science modules

To accelerate the amount of science returned, it's wise to unlock nodes offering new science modules. With these it is possible to gain even more science to compensate for the fact that technology tree nodes become increasingly expensive. Upgrading the Astronaut Complex and Research and Development facility allow taking EVA Reports and Surface Samples.

Middle game

Later nodes will be difficult to unlock without visiting other celestial bodies. Kerbin's moons Mun and Minmus are primary targets for the middle game as they can be reached quickly and easily. Both also feature biomes, greatly increasing the amount of science that can be collected.

It will be important to unlock various batteries and solar power generators for transmitting data. Missions will generally be larger and demand greater mastery of the maneuver node system in Map view.

Late game

With good strategy and diligent "mining" to exhaust biome+situation combinations, it's possible to finish the tech tree with just Kerbin and its moons; but it's often faster and more exciting to figure out how to intercept with other planets. Eve and Duna are certainly reachable with conventional rockets. For manned exploration of distant planets, and the high multipliers for doing any Science on them, acquiring the LV-N Atomic Rocket Motor will be very helpful.

See also

References

  1. First Contract Playthrough” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.