Zenra
Posts: 179
Joined: 4/25/2002 From: Grand Rapids, MI, USA Status: offline
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quote:
ORIGINAL: Wreck <snip> I can see how being near a neutron star might help with say hyperdrive research. But how does it help develop Desert Colonization? Hospitals? It should not. Instead, on a per-tech basis, define a set of helpful research locations. If you want to colonize Desert planets, build a station on a desert planet. Or two. Or N! Make propulsion and torpedoes benefit from massive stellar objects; high energy stuff needs to be close to a star, colonization depend on the particular type of planet, gas extractors benefit from gas giants, etc. There may be many techs -- i.e. computers -- with no location dependence at all. 2nd, make all research stations give a diminishing rate of return. Here's how one might compute that: for each station, compute its base rate of research along with any multipliers. Now sort them, best to least. Then degrade the amount of research you get for the Nth best station, via exponential decay, using perhaps 0.9 as the base. So, the best station gets its full research amount, 2nd gets 0.9x as much, 3rd gets 0.9^2, etc. Huge empires thus can research faster than small, but it does not scale linearly with size, and a small empire with good multipliers might still beat a large one without. +1 on this. I was already thinking a diminishing return formula was in order, but I really like Wreck's addition of setting appropriate research locations to realize a bonus. I definitely agree with the OP - forcing research locations out into other systems would make DW an even better game due to the premium it would place on exploring, expanding into and exploiting the value of those locations with respect to the research bonuses provided.
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Mitchell
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