WanderingHead -> RE: tech limits at WS+2 and beyond (10/14/2007 9:56:05 AM)
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To be clear, noone should expect a change like this in the stock scenarios any time soon (unless everyone agrees, and I can't see that happening). Mods only. As for luck, I have several arguments for it in this case: - war is not like chess, there are real surprises, and not just surprises that are planned by the enemy.
- anyone who works in engineering can attest to the difficulty of maintaining a schedule, particularly when faced with solving unknown and unforeseen problems. It simply cannot happen that in Summer 1939 you can predict "by Fall 1940 we will have proximity depth charges developed, tested, bug free, and distributed through 75%+ of the fleet" with any confidence. You can't necessarily predict the coal mine fire that shuts down your factory and delays things 4 weeks.
- in this case, you have many chances to make research every turn. Over the long term, it will average out. The real impact would be that you would either have some uncertainty of when you get something, not likely to be much more than +/-1 turn, or you pay extra in order to buy certainty. That uncertainty is quite realistic.
- the randomness I envision would only be incurred when you try to do research very quickly, the goal being higher average expense for faster research, cheaper for slower research (with slower research also likely implying more diversified research).
What I have come up with so far increases both the average cost AND the uncertainty when you try to research more quickly. Let m=max(1, 1+level-WS). This is nothing new, simply the existing basic scale factor, if we remove the artificial low cap at WS+2 and above then the research limit is hard_limit = 3 * m E.g. at WS and below hard_limit=3, at WS+1 hard_limit=6, at WS+2 hard_limit=9, etc. Keep this limit the same, but also apply the following random limit, which is unknown to the player: rand_limit = 2*m + rand(3*m) The player is allowed to do research up to the hard limit. At the end of the turn, when production is finalized, the implemented limit is imp_limit = min(hard_limit, rand_limit) If the player has committed more than rand_limit points for a field, then those excess points are not awarded but the resources are expended. With this system, the hard limit is 3*m and you can do 2*m worth of research with no randomness. As soon as you exceed 2/3 of your maximum expenditure, however, you have a chance that you are not going to get all that you are paying for. At low levels, with hard_limit=3, if you spend 3 then you only have a 1/3 chance of losing 1 point. At higher levels, say hard_limit=12, then if you exert the maximum expenditure of 12 you still have a 1/3 chance of losing something, but that loss could be from 1 to 4 points. I.e. it can be bigger. The effect is to increase the cost and the uncertainty only when you try to go fast, not when you go slower.
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