So, after the latest dev statement[kerbaldevteam.tumblr.com]
, there is much speculation about what the career mode is going to be like, which is allegedly the focus right now.
I personally am looking forward to career mode, no matter how it manifests. If you have a set budget when building a rocket, it will force you to build something simpler, and simpler usually works better. Maybe this will reduce the "my giant rocket won't get into orbit" complaints.
I'm wondering how career mode is going to mesh with the current 'trial and error' style of play that is dominant now, though. If your failures are going to cost money and set back your progress, you'd have to be more careful with your rocket design and learn faster. Though, I suppose that is what sandbox mode is there for. Perhaps you could design your stuff in sandbox mode and actually run them through missions in career mode?
Another point. Missions. How's that going to work? Is it going to be a scripted sequence of events that you can eventually finish completely, or procedurally generated based on your progress level? I'm also not sure if missions will award money to make the next rocket, or if you'll just be given the money regardless of the previous mission. A good idea would be to have a base rate that you can build a rocket from, and previous mission would add to that rate. so, the better you did last mission, the better you can make your rocket, but there's never a situation where you don't have enough money to continue.
I don't know what to think about the whole 'tech tree' concept. It could turn out to be a good game mechanic if it was done really well, but I have this sinking feeling it's going to hold players back, like levels in an MMO or something.