The need to complete certain projects to unlock another is, IMHO, a step backward compared to BARIS. In real life, an advanced project can be started while lessons from ongoing projects are absorbed. I think it will be more realistic if research progress and maximum R&D reliability are throttled based on the status of prerequisites. If one is willing to take the risk and bypass certain building-block projects, he should be allowed to do so as in real life.
Also, it will be great if the skill level of scientists grow with experience.
project dependencies
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- Site Admin
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Re: project dependencies
We have both modeled in the game so there are some blocks which can't be skipped and others which just make progress harder if you haven't achieved them. It can certainly be tweaked if people think it adds to the gameplay.
All personnel will gain in skill over time - that's all planned but not in yet.
All personnel will gain in skill over time - that's all planned but not in yet.
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- Lance Corporal - Panzer IA
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Re: project dependencies
You can skip missions to some extent can't you? Since the unmanned Mercury Redstone was glitched, I just chose a manned Mercury Redstone and went from there. I guess I pretty much played it safe for the most part though.
Jason
Jason
Re: project dependencies
Yes, some of the subsequent missions in the same program can be run but, if there are unachieved goals from previous missions, you get a penalization on the components's reliabilities. So yes, you can launch a manned suborbital flight having skipped the suborbital unmanned test, but you'll need to be luckier to succeed!
Cheers,

Cheers,
Re: project dependencies
Any chance for a flowchart or similar to show what is required and what is recommended before proceeding?
Re: project dependencies
This seems like something we as players could create on our own. Except that right now I wouldn't bother with the game having the potential to change frequently.jgf1123 wrote:Any chance for a flowchart or similar to show what is required and what is recommended before proceeding?
Re: project dependencies
Yes, players can create it, but that doesn't mean they should have to. There are some games where exploring what unlocks what is part of the game; discovery is part of the fun. But in a large engineering project with a well-defined goal -- land a person on the moon -- a project managers and engineers lay out a roadmap with milestones of what needs to be achieved to reach the goal on schedule, in budget.HTower wrote:This seems like something we as players could create on our own. Except that right now I wouldn't bother with the game having the potential to change frequently.jgf1123 wrote:Any chance for a flowchart or similar to show what is required and what is recommended before proceeding?