I have to say the mission failure rate is unrealistically high, and the punishment is too harsh, it is very frustrating.
It completely makes the game unenjoyable as I have to worry whether launching is going to complete(rarely) or if it is going to be a catastrophic failure which is going to completely destroy my space program
You should lower the realiablity ratings to what they truly are, something that is rated 90% shouldnt fail 4 out of 4 times, thats more like(What the hell am I paying for research for when I could get better from the monkeys) 0%
Mission Failure
Re: Mission Failure
Hi darquen,
Thanks for the feedback. Notice that a 90% reliability for a mission component is actually quite low. Let's say that the reliability for your Mercury capsule is 90% and that it gets used in 7 steps. The chances of the capsule succeeding in all seven steps is: 0.9 ^ 7: 0.4782969, that is 47.83%. This means that more than half the time, there will a problem in at least one mission step. That's why you also need to invest in your Mission Control personnel, since they are the ones that jump in in order to save the day when something goes wrong.
Cheers,
Thanks for the feedback. Notice that a 90% reliability for a mission component is actually quite low. Let's say that the reliability for your Mercury capsule is 90% and that it gets used in 7 steps. The chances of the capsule succeeding in all seven steps is: 0.9 ^ 7: 0.4782969, that is 47.83%. This means that more than half the time, there will a problem in at least one mission step. That's why you also need to invest in your Mission Control personnel, since they are the ones that jump in in order to save the day when something goes wrong.
Cheers,
Re: Mission Failure
Yes, Mission Control management is a very important part of the game, it's your "second chance" when something goes wrong (and yes, things will go wrong quite often). If we take Apollo 13 as an example, in the game it would be a "Lunar Flyby" where Mission Control saves all the steps from "Earth-Moon Coast" to "Capsule Separation"
Believe me, with properly trained Mission Controllers, things usually go smoothly. Of course, there's no guarantee of having two very unlucky dice rolls in a row, but... that's bad luck !

Believe me, with properly trained Mission Controllers, things usually go smoothly. Of course, there's no guarantee of having two very unlucky dice rolls in a row, but... that's bad luck !

Nicolas Escats
Buzz Aldrin's Space Program Manager Contributor
Buzz Aldrin's Space Program Manager Contributor
Re: Mission Failure
I always recruit MC personnel with an inteligence( I'm assuming that is what the light bulb represents.) of at least 80+ if I really need people fast I'll go with 75+,but really find that if you spend the time and cash in training them it is well worth it. Another thing that seems to help is make sure that you get them to specialilze in each one of the depts. ie: one MC person at 90+ for GNC, another member at 90+ for Crew and payloads, and so on. It really helps.
Re: Mission Failure
Indeed, the lightbulb is their "learning ability". The more they have, the more they get out of advanced training.knightrun wrote:I always recruit MC personnel with an inteligence( I'm assuming that is what the light bulb represents.) of at least 80+ if I really need people fast I'll go with 75+,but really find that if you spend the time and cash in training them it is well worth it. Another thing that seems to help is make sure that you get them to specialilze in each one of the depts. ie: one MC person at 90+ for GNC, another member at 90+ for Crew and payloads, and so on. It really helps.
Once we finish with the implementation of the gameplay features, we'll focus our efforts on polishing the UI, so that all this stuff becomes more clear.
Cheers,