Separate science from part R&D

gutza1

New Member
Nov 14, 2025
10
5
Something that always bothered me in KSP is that unlocking new parts is dependent on science. Not only is that completely unrealistic but it also creates an awkward progression system - you can leapfrog decades of development just by doing science and have little incentive to do repeat missions or build infrastructure.

To me, science should be the objective of your program, and part R&D is a tool to achieve that objective. A more true-to-life R&D system would have you invest money and time into developing specific parts or advances, perhaps with contractors. In addition, there could be a "base tech level" that is constantly advancing in the background. This system would also naturally result in the game having distinct "time eras," with gameplay lasting multiple in-game decades and evolving with the passage of time rather than arbitrary science points.
 
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I completely agree with you. I just posted some ideas in another post, but that had so many aspects, that posting them here might be helpful idea.
In KSP i always wanted to do meaningful exploration in Space, but due to the science point system the progression was kinda meh. Why should i go to another planet, if i got everything for my upgrade right here? (Okay, that is a bit exaggerated, but despite the curiosity of the player there is no progression benefit of going there).
Instead, it would be really cool to need probes to "unlock" the planet bit by bit.
  • For example, unless you have analyzed the atmospheric pressure and composition, you get 50% or 25% more less durability on heat shields and other rocket parts.
  • Radar highlights good landing spots or later building spots
  • With a visual probe you can discover science hotspots where you have to take different instruments. Each hotspot could have multiple zones to let the player decide to fly multiple missions or a rover...
  • Resources are always at smaller spots, so scanning with a spectral sensor is vital if one wants to "use" the planet.
  • Building Bases on a planet is locked by the need for a sample return mission
  • planets or komets give different resources that have to be returned (even at different quantaties) to enable important gateway technologies
  • Placing big space telescopes on an lagrange point to find nearby, suitable starsystems for interstellar travel
 
I didn't mind science points as a currency. But that only takes you so far, because once you unlock everything; you still have points. KSP handled this by converting it into cash.

What I'd like is mission specific unlockables. Get to the Moon, unlock a Colony Part; that sort of thing. The goal is to keep moving the Frontier outward.