springel
Posts: 363
Joined: 1/2/2005 From: Groningen, NL Status: offline
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The unit design process still confuses me a bit. Designing a model is pretty fast in my current game, so I am often presented with a choice to design something new, from the same list. Completely new types of model are not so common. For instance I recently researched rocketry, for which the description tells me that it will allow me to build rocket launchers. But I assume the basic type of rocket launcher has still to be discovered by the Design Office before I can order to actually make a prototype? Because I haven't seen them in the available choices for design. When there is a dependency on something else, how can I find that dependency? But then I have to decide to develop a new model of an existing type, but I would like to know for which types there are new components. Like a better new personal armor is a good reason to design a new model of infantry and MG etc. types, but I somehow must remember from some report that such new armor is available. Or should I just pick a type, walk through a design, and then reject it when there is no real new component? Is such a trial with rejection free? I think I discovered that one should not make many small upgrades to a model, as each upgrade will raise the price of the next iteration. Is this correct? I guess that after playing enough games you will get the whole science and tech network in your head, but I find discovering the structure of that network hard work.
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