Gateway's Crazy Idea, Part 3
Conclusion
The above is a simple overview of the research model I prefer. I realize it may sound quiet complex and perhaps confusing, thanks to my semi-coherent writing, I must note that most of the mechanics are "under the hood," i.e. the players won't see.
From a player's perspective, he/she will know only a few things:
1) The tech tree vary from time to time, there is no one golden path that would always work, as the pre-quisites may change from time to time. This makes the game more repayable.
2) It is not beneficial to rush funding a research project, unless it is absolutely necessary. Putting all the eggs in one basket can have serious consequences should a roadblock occurs.
3) Do not trust the estimates I see on the research screen whole heartedly. They are there to give me some idea of the time the research may take, but are by no mean necessarily accurate, not to mention roadblocks can in principle occur at the final step towards completion.
4) The Research Model is kind of like blind research when it comes to THEORETICAL FIELD and when any given APPLICATION may pop up. However, I do have control over the specific APPLICATION I want to research.
Now there are some ideas I am toying:
1) Technology Shock idea (originally conceived for MOO3, but was not implemented).
Tech Shock is a feature intended to keep technology research on a smooth pace, rather than the crazy 1-tech-discovery-per-turn frenzy (or even 2 or 3 tech!) that can plague the game (e.g. SMAC/X, Civ2). Basically, the concept is that the society cannot cope/deal with all these new inventions should they arrive too quickly (ethical/moral acceptance, adjustment of world views, etc). As such, should a myriad number of new technology come popping up in a short time, there will be social backlashes. Of course, the danger of tech shock would also depend on the kinds of technology invented. Frontier researches are more likely to scare people than the wheels
Other games, like Civilization 3, attempts to maintain a smooth tech-research path by setting a minimum number of turns restriction between inventions. Tech Shock can be thought of as a incentive rather than a restriction, compare to Civ3's method.
2) Complete blind research option
This shouldn't be too difficult to code. It can be done simply by not allowing the players to adjust the funding level for specific APPLICATION, and allocate RPs for APPLICATION category evenly among all available APPLICATIONS. The player can, of course, still view the estimated progress, as well as click on the tech to see a description of it. This way the same GUI will still be usable, no need to change it. This would, of course, be a game setup option.
3) Adaptive Blind research option, or Need-Driven model
This is conceivable much harder to design and may even frustrate players. Nevertheless, the idea is that while the player still retain control over allocation of RPs among various FIELDS and the category of APPLICATION as a whole, the funding level of individual APPLICATION are not even as was in Complete blind research model. The actual funding level of each individual APPLICATION invention is influenced by allocation to each FIELD, as well as the need of the society. Moreover, players aren't allowed to see the individual funding level of APPLICATION inventions, except its description, and maybe progress estimation.
For example, if the society is involved in an offensive war, offensive military technology may be given priorities (but a major defeat may shift the focus to defensive capabilities). However, when a society is at peace, planet development technology will be given priorities. Now the transition isn't a sharp, but gradual one. Other factors that may influence funding are governmental policies, diplomatic relations, faction profiles, planet conditions, plan randomness, and etc.
This research model may perhaps more "realistic," but significantly harder to design and balance. In addition, it may lessen player's fun but taking away the control. However, this model can provide very interesting gaming.
----------------------------------------
Just another of my incessant babbling... ^_^
For some information on the inspiration for the above model (i.e. the original, not the final, moo3 model), follow the link below.
-Gateway103
Conclusion
The above is a simple overview of the research model I prefer. I realize it may sound quiet complex and perhaps confusing, thanks to my semi-coherent writing, I must note that most of the mechanics are "under the hood," i.e. the players won't see.
From a player's perspective, he/she will know only a few things:
1) The tech tree vary from time to time, there is no one golden path that would always work, as the pre-quisites may change from time to time. This makes the game more repayable.
2) It is not beneficial to rush funding a research project, unless it is absolutely necessary. Putting all the eggs in one basket can have serious consequences should a roadblock occurs.
3) Do not trust the estimates I see on the research screen whole heartedly. They are there to give me some idea of the time the research may take, but are by no mean necessarily accurate, not to mention roadblocks can in principle occur at the final step towards completion.
4) The Research Model is kind of like blind research when it comes to THEORETICAL FIELD and when any given APPLICATION may pop up. However, I do have control over the specific APPLICATION I want to research.
Now there are some ideas I am toying:
1) Technology Shock idea (originally conceived for MOO3, but was not implemented).
Tech Shock is a feature intended to keep technology research on a smooth pace, rather than the crazy 1-tech-discovery-per-turn frenzy (or even 2 or 3 tech!) that can plague the game (e.g. SMAC/X, Civ2). Basically, the concept is that the society cannot cope/deal with all these new inventions should they arrive too quickly (ethical/moral acceptance, adjustment of world views, etc). As such, should a myriad number of new technology come popping up in a short time, there will be social backlashes. Of course, the danger of tech shock would also depend on the kinds of technology invented. Frontier researches are more likely to scare people than the wheels
Other games, like Civilization 3, attempts to maintain a smooth tech-research path by setting a minimum number of turns restriction between inventions. Tech Shock can be thought of as a incentive rather than a restriction, compare to Civ3's method.
2) Complete blind research option
This shouldn't be too difficult to code. It can be done simply by not allowing the players to adjust the funding level for specific APPLICATION, and allocate RPs for APPLICATION category evenly among all available APPLICATIONS. The player can, of course, still view the estimated progress, as well as click on the tech to see a description of it. This way the same GUI will still be usable, no need to change it. This would, of course, be a game setup option.
3) Adaptive Blind research option, or Need-Driven model
This is conceivable much harder to design and may even frustrate players. Nevertheless, the idea is that while the player still retain control over allocation of RPs among various FIELDS and the category of APPLICATION as a whole, the funding level of individual APPLICATION are not even as was in Complete blind research model. The actual funding level of each individual APPLICATION invention is influenced by allocation to each FIELD, as well as the need of the society. Moreover, players aren't allowed to see the individual funding level of APPLICATION inventions, except its description, and maybe progress estimation.
For example, if the society is involved in an offensive war, offensive military technology may be given priorities (but a major defeat may shift the focus to defensive capabilities). However, when a society is at peace, planet development technology will be given priorities. Now the transition isn't a sharp, but gradual one. Other factors that may influence funding are governmental policies, diplomatic relations, faction profiles, planet conditions, plan randomness, and etc.
This research model may perhaps more "realistic," but significantly harder to design and balance. In addition, it may lessen player's fun but taking away the control. However, this model can provide very interesting gaming.
----------------------------------------
Just another of my incessant babbling... ^_^
For some information on the inspiration for the above model (i.e. the original, not the final, moo3 model), follow the link below.
-Gateway103
Comment