That's a problem with your equation, not necessarily all equations. And we can't expect to correct for all possible player oddities... Are we also going to worry that the tech rate will be too low if no players do any research? I think we have to assume that if a game starts, most of the players will stay in the game, and those in the game will act "normally" on average...Ablaze wrote:I’m still convinced that no equation can successfully address all the issues. If 15 people join a multiplayer game and then 10 of those people drop out before doing anything this model will break, and no amount of tweaking the equation will fix that.
If we really wanted, I suppose we could attempt to correct for dropped players by adjusting the threshold tech cost at which the increased cost factor levels off, to account for the actual number of players in the game. I'm rather reluctant to do this though, as it starts to get back into changing tech costs, or future tech costs at least, according to the gamestate, which will be extra confusing and problematic...
How to deal with dropped players is really a bigger issue than just trying to keep the tech rate balanced though... I suspect that whatever solution we used to fix that problem as a whole will correct the tech rate balance as well. This might involve replacing dropped players with AIs... (or finding replacement players if possible...)
It occurs to me that the threshold for tech cost increase of the equation system is somewhat like a "level", except that it doesn't depend on the events system to be implemented... And the threshold value can be calculated ahead of time, as it doesn't depend on the gamestate, so we can display the whole tech tree with costs for techs from the start of the game, rather than having to worry about how to indicate to the player when they've entered this or that phase of tech cost adjustments. If they want to know how much a tech costs, they'll look at the tree... in that case, it doesn't matter to the player whether they're in the pre or post threshold phase. (This isn't like hiding a formula from the player... everything they need to know is visible from the costs of the techs from the start of the game)The level based system, however, would work fine.