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[*] We need to think what to do about the spare RP's left over each turn (either another use for them (is this the place for refinement?) or bear in mind that they will need to be easily redirected back into the economy somehow.) (open question)
It could be the place for refinement, but I really think research should be able to be distributed between research and refinement. Can't we just put it back into the current tech, or the next tech to be researched.
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[*]We would prefer a broad tech tree with multiple viable routes through.
Categories should be as directly related to gameplay and particularly strategy as possible (i.e. no 'mathematics' category, but 'Ships' might be o.k.) (open question)
I think few categories, but things like offense, defense, travel, economy, relations, leasure.
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[*]Research cost will scale with galaxy size. (open question)
I don't like this idea. First, it is obviously unrealistic (don't shoot me!), I mean woo, a galaxies size determines the laws of the universe.
Secondly, players will get confused, because the research will go one speed in a large galaxy and another speed in a small galaxy.
Third, by changing the speed of research, your basically going to make all galaxies gameplay the same. You'd expect a small galaxy to be a quick battle and a large galaxy to be a slow battle (the game will take a while to play), but with this research speed idea, all galaxy sizes will take the same length of time to play. Luckily we're not going to make other things change based on galaxy size, such as build time of colony ships, etc (then playing in a small galaxy would pretty much be the same as playing in a large galaxy).
Also, what is this problem I am hearing about to do with galaxy sizes?
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[*]Randomly block out different techs each game or not?
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Discussion here and here.)
No, only if the race cannot use the tech.
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[*] Many categories (10+) or fewer (6-8 )? (
Discussion here and here).
Fewer.
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[*]Will it be possible to develop applications without knowing the theory, if all the prerequisites have been met, maybe at some kind of penalty? (
Discussion here.)
Maybe, but thats like skipping branches, skipping prerequisites. You could but maybe that fancy laser you get is unreliable, or needs to be refined before it can be used.
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[*]Should we have techs that reduce the cost or time of research generally (or for particular categories). ? (Nobody ever suggested we shouldn't in the game design thread, and it'd be silly to legislate against it. The answer to this question is 'yes, as game balance needs it, to be determined later. The possibility for techs like this will be built in.' If anyone really disagrees, post here, otherwise this is simple enough that I don't think we need further debate on it.)
Yes, I supose it would be a good idea. Maybe something like anti-spill/anti-break test tubes eliminates the overhead of accidents, therefore reducing research costs for all projects.
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[*]Do we want to repeat the outline of the tech tree to extend the research game? (
Discussion here.)
Some kind of recursive techs would be cool. Though recursive techs tend to be just refinements.
Maybe we could have random techs. So, if a weapon has certain stats, then a random tech could be created, given a random name and walla, the super ultimate laser 3000, with 6000 damage. Basically stats like damage would be chosen based on how far ahead in research you are, ie the further ahead the more damage. Also things like cost and size should be proportional to the damage, range, etc.
Another alternative is to have heaps of premade techs (maybe 100 or 1000, no asking too much), that are randomly placed onto the end of the tech tree.
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[*] Should we try to hardwire choices with race bonuses to particular techs, or try and make it dependant only on strategic position. (
Discussion here.)
I think certain techs could be cheaper for certain races.
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[*] Do we want to achieve multiple paths by balancing all techs perfectly, or by deliberately introducing several 'prefered paths' or tech families? AND How can we produce genuinely alternative gameplay styles and support this with the tech system? AND How do we do this whilst keeping things relatively simple and fun?
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Discussion here.)
This would probably be based on the categories you have:
offense, defense, travel, economy, relations, leasure.
If the categories represent different styles of play, well then there you go. Though, some players may have a style all their own, so you cannot guess how someone will play. I think just make the categories like I have suggested: offense, defense, travel, economy, relations, leasure, plus more I didn't think of.
And I think that clear paths should be removed. SO that there is no one clear path or not even a few clear paths. The path you choose should be based on category. So you want weapons, look to offense category.
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[*]What happens to research on projects you can no longer afford, or want to cancel? (
Discussion here.)
It is kept, so it can be picked up next time. Think of it is priceless data. It should be filed away and backed up, ha ha. Your scientists should be able to look back on past projects in their research database. They would see that project X was never completed, so an ambitious young scientist will want to prove himself and complete it. Sorry for the story, heh.