It's what's staggered me with all their estimates - they seem to think they can work on all these separate things then just assemble them like so much lego and have it all work.
I mean in theory that's possible but it's god-level project management when it happens - and often a mini-upset of it's own as any sensible PM would have planned a lot of time to sort out all the conflicts
The kickstarter rewards made this apparent.
2 million to create SQ42 and multiplayer dogfighting module (first goal).
500k to add one ship (second goal).
250k to add another ship.
100k for each new star system at 4 million... hmmm, how are they coming along?
500k for 4 new ships plus a whole load of other stuff! Erm... but previous ones required 250k or 500k each!
3 MILLION!!!!! so that backers would start with a Class 2 space suit!
1 million to move Austin devs to a bigger office. Wait? That was meant to be a kickstarter reward?
1 million to open a sound studio (erm, also apparently they said 1 million for the mocap studio as well) AND Occulus Rift support for the Hangar module! Erm... wait, Rift support? At 12 million? Where the hell did that go? Oh right, fell by the wayside.
1 million for an extra ship and a digital handbook!
Another ship costing a million....
And another...
1 million for SC's version of Shinrarta! Oh my. Earlier they were saying 100k per new system. this must be one special system!
Skipping foward quite a few now, because its all a bit silly...
Ooh, pets for 1 million!
And finally, obviously running out of ideas as to how to milk backers, ship modularity for 1 million at 65 million.
At this point CIG just stopped inventing stretch goals, probably realizing direct ship sales was a good enough way of milking as any.
Overall though, its clear they were just making up those numbers as they went along. Nobody was doing proper cost and effort estimates on those features.