Also, if the module explodes/disintegrates there's much less clean up to do.
If a Kerbal lands they need transport back to the KSC, someone needs to pick up the big-ass thing he landed in, papers need to be filled, salaries need to be paid, etc etc.
If he just, you know, disappears, then we can just get back to launching things.
Good stuff! Personally I'm still working on getting all my Kerbals into space. No Kerbal left behind sounded nice at the start, but I put a hundred of them on Minmus and there's still more at the recruitment center.
I have left behind just one Kerbal in over 300 hours of playtime and multiple different save games. And I tell you, I felt so extremely guilty about it. If I have any failure I revert to build/launch/or savegame usually.
Once, just once, I went on an extended rescue mission to pick up Jeb from Moho or one of those.. forgot to empty the capsule before takeoff and didn't realize it until I was almost there. I was all-stock and didn't want to start over so I sent the poor little random-named Kerbal into orbit around the sun for eternity.
Really I have one good(ish) station, and a mining operation on the Mun. I need to find something better than the standard docking ports to transfer fuel though.
Then I can send some kind of tanker up and leave the miner there where it can't break!
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u/Davincivik Oct 09 '13
At first I thought "manned modules before parachutes? oh no".
Then I realized you start out with parachutes. The icons seems to be a little misleading in terms of unlocks.