Difference between revisions of "Career"

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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''' 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]]. With [[0.24]] a second type of career mode was added, which adds [[contract]]s, [[funds]] and [[reputation]]. The '''science''' game mode behaves like the career mode prior to 0.24.
  
 
==Overview==
 
==Overview==
The key differences with the Sandbox mode KSP has long had are that the new [[Research and Development]] facility is open, science activities yield Science points and descriptive "flavor text", and the player can build only with parts from the nodes in the [[technology tree]] they've unlocked thus far.
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[[File:R&D logo.png|thumb|The logo of Research and Development]]
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Both career and science game mode have an open [[Research and Development]] facility. The player has to conceive and do missions and perform scientific experiments. Those yield Science points which can be used in the Research and Development facitlity where new parts can be “researched”, which is immediately unlocking all parts of that [[technology tree]] node. Because the player can use only parts which are already unlocked, every game starts with the [[Start]] node unlocked.
  
Career progression comes by performing science activities to "research" and unlock currently locked nodes. Every game starts with the [[Start]] node unlocked already.
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The career mode has since version 0.24 also [[Funds|monetary costs]] for each part used and [[contract]]s given by [[agencies]] to earn money to fund future missions of the space program. The [[Mission Control]] building is only available in Career mode. Additionally [[reputation]] as another measure of success is added.<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>
  
Career mode in future version {{Check version|0.24|d=f}} is expected to have [[Funds|monetary costs]] for each part used and missions to earn money to fund future missions of the space program. Like the R&D facility, the [[Mission Control]] building expected in [[0.24]] will likely be available only in Career mode.  Additionally [[contract]]s and [[reputation]] are given by [[agencies]].<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>
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== First missions ==
 
 
=== First missions ===
 
 
The easiest first mission is simply “launching” the [[Command Pod Mk1]]. This is similar to the earliest Apollo missions, though there was the fatal [[w:Apollo 1|Apollo 1 fire]].
 
The easiest first mission is simply “launching” the [[Command Pod Mk1]]. This is similar to the earliest Apollo missions, though there was the fatal [[w:Apollo 1|Apollo 1 fire]].
  
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Crew and EVA Reports only yield science points the first time performed in a situation and biome. Surface Samples can be repeated, but with diminishing results each time up to six times. So, visiting the same biome multiple times without having new science modules on board isn't very productive.
 
Crew and EVA Reports only yield science points the first time performed in a situation and biome. Surface Samples can be repeated, but with diminishing results each time up to six times. So, visiting the same biome multiple times without having new science modules on board isn't very productive.
  
==== Science modules ====
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=== 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.
 
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.
  
=== Middle game ===
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== Middle game ==
 
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.
 
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.  
 
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.  
  
=== Late game ===
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== 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.
 
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 ==
 
{{Box|type=warning|The following sections are missing citations to prove their validity.}}
 
=== 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 ===
 
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>
 
  
 
== See also ==
 
== See also ==

Revision as of 16:33, 22 July 2014

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 activities. With 0.24 a second type of career mode was added, which adds contracts, funds and reputation. The science game mode behaves like the career mode prior to 0.24.

Overview

The logo of Research and Development

Both career and science game mode have an open Research and Development facility. The player has to conceive and do missions and perform scientific experiments. Those yield Science points which can be used in the Research and Development facitlity where new parts can be “researched”, which is immediately unlocking all parts of that technology tree node. Because the player can use only parts which are already unlocked, every game starts with the Start node unlocked.

The career mode has since version 0.24 also monetary costs for each part used and contracts given by agencies to earn money to fund future missions of the space program. The Mission Control building is only available in Career mode. Additionally reputation as another measure of success is added.[1]

First missions

The easiest first mission is simply “launching” the Command Pod Mk1. This is similar to the earliest Apollo missions, though there was the fatal Apollo 1 fire.

The first rockets could possibly go anywhere in the vicinity of Kerbin, especially with techniques like explosive decoupling. But most early rockets will barely, if even, exit the atmosphere. However, 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 Kerbal Space Center, even with only Start node parts. KSC comprises three special surface-only biomes. Regular biomes outside these special biome locations include opportunities for science while the vessel is flying or in space.

There are three science activities that can be done from the start:

Crew and EVA Reports only yield science points the first time performed in a situation and biome. Surface Samples can be repeated, but with diminishing results each time up to six times. 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.

Middle game

Later nodes will be difficult at best without visiting other 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 biomes, 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.

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.