Well, there's already a tech 10 "you win" node, which was one of the first things I added when I gained the ability to modify the stock tree, so you may be a bit behind in the updates ;)Equitis1024 wrote: That being said, the endgame of BTSM is therefore very enticing to me. I love the idea of having a fleet of reusable ships stationed around the solar system, using them to ferry cargo around to build bases on and above celestial objects. I really want it to make sense for me to do things like build a refueling base on Minmus or the Mun, shuttling propellant up to an orbital station, and having interplanetary vessels restock there in order to save 700dv on a trip out of Kerbin's SOI. And similar setups at Duna and elsewhere, etc. Though that sort of stuff is all possible in BTSM, the incentives weren't quite there yet for me. I think part of it was just that Tech9 was the end of the game, so why put in the effort if the fun was going to end immediately afterwards? A tech10 'you've beaten the game' node might be enough to overcome that reluctance for me though. Or some totally different challenge like the doomsday clock idea you've mentioned before.
But yeah, the end game is definitely something I want to work more on in the future for pretty much the same reasons that you mention. What's in there so far is just the beginning of that really, but for now I want to hold off on developing it any further as it looks like Squad potentially has their own base-development stuff coming in the next release. I'm not sure if it's only going to apply to Kerbin, or to other celestial bodies, but I do want to see what they put in before putting any additional time into it.
It's really only towards the end of the game though, so I can see why that aspect wouldn't be apparent to people going into it.DaveYanakov wrote:For the non-permanence argument, have any of you seen seen the persistent space station networks being built?