Memnoch wrote:mr.WHO wrote:This is not Civilisation or Master of Orion we don't need huge research tree and mechanics.
It's not a question of need. And who is "we" by the way. Who do you speak for exactly?
i guess for himself. he just wants to give his voice more weight.
Also i disagree with this because it reads to me like a Plot/Story Checklist, and when you are finished there is nothing more to do, so you either move on or start over.
in my opinion research in X needs a long "Tech Tree", not necesarily an extensive/branching one, just "linear" progression which makes older ships/objects weaker compared to newer ones - because Games usually last very long. This could be based on a Formula instead of defining what each Tech Level does by itself (making the "tech tree" basically endless)
This does not mean there will be no fundamentally new Tech which was not there at the beginning, but this stuff should imo not be introduced by regular progression of the Game but by Story/Plots. Once they are done the new Tech might also get regular gradual improvements via the regular research (or it might not if it doesnt make sense)
i guess i will explain my mod idea how i wanted to implement R&D in XR by describing the core points:
The first Points are describing how Research is done and used by the Nonplayer Factions, how the player can make use of it and research himself is explained after that
=> Research is done by special "Research Stations" which produce "Tech Points" for a cretain Region/Set of Factions. For example Omicron Lyrae, DeVries/Cantera, Albion, Home of Light(+Cold Star+ part of Toride).
=> Depending on how much the faction/region is ahead/behind in Research this necesary Time/requirements for further progression change (its easier to catch up with existing stuff than to stay ahead, or get there for that matter)
=> Said Tech Points will gradually Improve the Shield and Weapon Systems and to a lesser degree (because vey difficult in X to balance/counter-balance) Radar, Speed, Maneuverability and Cargo of all Ships created by/for the Factions in the Region.
I am not yet sure if there should be targetted research to definite goals (eg upgrading Shields, Upgrading Weapon Systems etc.) or if each Level should provide a Bonus to all of them, but not uniformly for each type of System (at certain times Shields from a region will be better, on other times their Weapons). Maybe use some Research preferences like the Player can have described below, just more granular (not just a preffered direction, but define the chance if all are equal in progress)
=> Already existing Ships will not immediately profit from new available tech, but they will be upgradedon Shipyard visits. This will also not be an upgrade to the best available but it will be based on each factions readiness to "pay" for upgrades. Government/Research Factions will upgrade to higher levels, Energy/Food Suppliers to a bit lower ones. The same applies to new Ships, although they usually start with better tech (to account for this the beginning tech level for every region is not 1 but a higher value like 10)
Special Research Rules for certain Factions:
=> Xenon: they dont do active Research (which economy should power that?
) but instead every Ship they kill and every Ship of them which is destroyed adds to their Knowlege/Research pool. This way you can keep the relatively tame by simply not interacting with them, or turn them into an unstoppable threat which simply steamrolls the Universe (how long can you survive?).
=> Khaak: not sure about these, maybe make them similiar to Xenon or use the lower end of the galactic tech level as their base level when spawned and let them upgrade each Ship through Individual Nividium Mining (meaning that they get more Dangerous the longer you leave them alone, but usually they mind their own buisness and dont actively look for a fight)
=> Pirates: the Tech Level for their New/spawned Ships is based on their Home Region, similiar to the Civil Factions (at the lower end though). But instead of Upgrading they will attempt to capture better Ships, possibly swapping them for their outdated ones, possibly adding them (if their current one is still modern enough)
How to integrate the Player into this:
=> The player can choose how modern he equips Ordered/Upgraded Ships on Nonplayer Shipyards. The Available Tech depends on the Shipyard Owner and may be restricted by Faction Standings (meaning that you basically can always buy Battle Ships unlike in X3, but because the factions dont give you their newest and shiny tech their usefulness might only lie in suppressing local pirates, not in overthrowing the government which sold you he Ships)
=> R&D itself is an mid game addition and End Game Content/Goal which is made available simultaneously with own Ship Production
=> Similiar to the Factions you have to put Ressources into research. if you just want to keep up with the others you can get this done for basically an apple and an egg, but if you want to get and stay ahead you have to constantly put lots of ressources into it (and indirectly this will cause the others to advance faster because you reduce their research requirements)
=> You can build Ships based on your Tech Level on Nonplayer Shipyards, but this will give the related Faction basically some free Research points if your Tech is more advanced than theirs. the same is true for Upgrades. To avoid this you must build your most modern Ships (or do your Hi-End Upgrades) at your own facilities
=> (this is a follow up to the third point of the nonplayer core points if individual research topics/directions are implemented instead of gradual overall progress) The Player cannot directly choose which Systems will be upgraded to which level. Instead he can give a Research Direction, like improve Shields or improve Weapons. If all Tech Directions are on a similiar Level this will advance with 90% probability, if its behind this increases, and if the resarch on this topic is really far ahead compared to the other Systems another system is more likely to be upgared. If the Player does not give a direction the probability for each tech type/system to advance is related to how much ahead/behind it is to other systems. This also avoids "constantly" giving a new Research Direction. And you can be sure that when you choose Shields as your Research Prioriy your Shields will be always the best available if you constantly put enough ressources into it - and the other Systems are also not completely left behind
Further Notes:
=> As described above the Tech Tree is not really presentable to the Player and also is not intended as such. Instead the Object Info should contain Info on how old an Ship is, when it was last Upgraded and how far this Upgrade has gone (to Hi-tech or maybe just catching up to the current requirements) and the Info on Research is abstracted into how far ahead/behind the Galactic average a faction is. because thats the relevant part.
=> i used the term ship here extensively, but most of this also applies to stations, with the difference that they are upgraded by their own crew in place
=> also the Research might be internally done in steps, but its nothing which is noticeable in regular gameplay, for example a tech level progress for Shields gives them 5% more capacity (and regen), and a tech level for weapons increases their DPS by 5%. This is barely noticeable for 1 or 2 Tech levels difference, if at all, but if the difference is 10 or more tech levels the older ones are easily outclassed (60% more DPS and Shields for the newer ones at that point).
PS This are just my personal thoughts/ideas about this Topic, nothing more.