Yarasala
Posts: 185
Joined: 5/10/2010 Status: offline
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quote:
ORIGINAL: Shark7 quote:
ORIGINAL: taltamir but how is such a system improving the game compared to the current system? Just slow research down even more, or mod out the highest end things so there are only 3 tech levels. or both. Actually, what I like is an open-ended research system. I'll explain. Basically, I would do away with the components 'Laser, Blaster, Death Ray' and simply have techs such as 'Beam Weapons, Ballistic Weapons, Torpedo Weapons, etc'. These would be open ended techs, but there would be some type of curve that would make each point of improvement exponentially harder to achieve than the previous one. So long as you keep research funded, you keep making improvements over time. There are no redesigns or retrofits (unless you want to change a design to carry more or less weapons or add types). But there would be an additional cost for maintainence as ships are automatically 'upgraded' as they visit fuel depots (that is as the tech improves, the ships automatically benefit from the breakthrough). You do not have to mess with it or redesign your ships every time you turn around. You could even have multiple research areas on the same system. Shields for example could research strength, power consumption and recharge. Lasers would research power consumption and damage, etc. These would not have to be 1 breakthrough = 1 point, but could even be a minor percentage. Say that your shield has a typical power consumtion of 200, at each breakthrough level you gain 0.5% improvement in this case you get 200 * 0.005 = 1 point of improvement. The next breakthrough would be 199 * 0.005 = .99 (you'd need to track a couple of decimal points). As you can see with power consumption formula like this for more RP expenditure you actually get a diminishing return...it will always cost power, and the more you improve it, the less the next improvement will gain. Some aspects (the ones that reduce starting stats) would eventually hit a point where an improvement would show no actual improvement gain. With carefull balance of RP requirements you would eventually hit a point where the systems stabilize, but always allow you to continue improvement, though with an RP cost so high the game would be over before you hit the next advancement point. Basically it is a soft-cap system. Anyway, this is a dream, little more. But I thought I'd try to explain the system I favor...again I am not adding this to the wishlist thread...this system would likely be satisfying to only myself and a small percentage of others. I'm one of the group who likes the current system more, although that could do with some improvements. Your systems sounds very like the SEV system to me. I found that tedious, I like it more when research is about significant breakthroughs and discoveries, and that's simply not the case when every research "success" brings only one point more damage or something like that. The MoO2 system with a lot of very different components was neraly ideal for me in this respect (apart from the fact that some components that were quite useless). On the other hand, when at the end of the research tree, I could live with a system that works like you describe but only begins then.
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