Booster R&D

This forum supports the Early Access Program for the PC for Buzz Aldrin's Space Program Manager (SPM). iOS, Android and Mac releases are still in development. SPM is the ultimate game of space exploration. It is the mid 1950s and the race for dominance between the US and the Soviet Union is about to move into a new dimension: space. Take charge of the US or Soviet space agencies - your duty is be the first to the moon. Carefully manage your budget by opening programs, spending R&D funds on improving the hardware, recruiting personnel and astronauts and launching space missions in this realistic turn based strategy game.

Moderator: MOD_BuzzAldrin

Post Reply
User avatar
CowboyRonin
Posts: 360
Joined: Fri Aug 14, 2009 12:17 pm

Booster R&D

Post by CowboyRonin »

Is it WAD that rocket R&D runs at about half the pace of payload (capsule/probe) R&D? My real concern with this is
that, with the failure penalties to reliability, it is possible to lock a player in a cycle of failures and
rebuilds with the human-rated rockets that pushes Mercury into the 1970s. I'm not advocating completely removing
the reliability penalty for failures, but it needs to be in some scale with how long it will take to rectify
the failure. If a failure imposes a 1-year penalty to get to R&D reliability, it doesn't take many of those
(especially when the Redstone and Atlas max out around 70%) to really add to the timetable.

If the mechanics are WAD, then I would like to propose allowing the opening of the Mercury project after the orbit
goal (i.e. Sputnik/Explorer), with penalties to capsule reliability tied to the X-15 goals. That will allow the
player to push R&D onto the Redstone and Atlas earlier in the game, while waiting on the X-15 to finish up the
(much easier to research) capsule.
Matrix forum liaison to Buzz Aldrin's Space Program Manager team
WitW/WitE2 Alpha tester
Post Reply

Return to “Buzz Aldrin's Space Program Manager”