I like the tech-model i've read here. There is although one thing that i think really would make gameplay more fun and interesting.
In stead of having a number of RP to gain new techs u have a probability of getting new techs. I'll give an example of what i mean. RP does still exist but they work in a different way.
Lets say that we are spending RPs on "Bridge building". We spend 15 RPs each turn and 150 RPs are required. With the current model it would take 10 years to gain the tech. But my proposal is that instead every new turn would provide a 10% chance in gaining the new tech.
15 / 150 = 0,1 = 10%
If the number of RPs changed to 18 then the chance of gaining this new tech would be:
18 /150 = 0,12 = 12%
This would make the game more realistic and fun. Beacouse many scientific discoveries has been really random accidents.
I think that this idea will save some (but not much) memory space since stockpiling RPs is unnecessary, especially if you want to research many techs at the same time.
[This message has been edited by Stuff2 (edited May 13, 2000).]
In stead of having a number of RP to gain new techs u have a probability of getting new techs. I'll give an example of what i mean. RP does still exist but they work in a different way.
Lets say that we are spending RPs on "Bridge building". We spend 15 RPs each turn and 150 RPs are required. With the current model it would take 10 years to gain the tech. But my proposal is that instead every new turn would provide a 10% chance in gaining the new tech.
15 / 150 = 0,1 = 10%
If the number of RPs changed to 18 then the chance of gaining this new tech would be:
18 /150 = 0,12 = 12%
This would make the game more realistic and fun. Beacouse many scientific discoveries has been really random accidents.
I think that this idea will save some (but not much) memory space since stockpiling RPs is unnecessary, especially if you want to research many techs at the same time.
[This message has been edited by Stuff2 (edited May 13, 2000).]
Comment