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Saturday, February 13th 2010, 12:12am

Research Ideas

How about setting Research Points?

Say each level of Each research is worth so many points?

Then on each planet, you can specify which technology it gathers research points for. Then you can exchange them once you obtain enough of the research points.

And you can stop gaining points for the research at any time. However, you don't lose them. Just put on hold.
This allows you to change to another research if you need to without losing the time you spent researching the other one.

It can also lead to another resource that can be traded or exchange perhaps? Even Raided.
This can allow people to steal "research notes" and advance their skills. Considering stealing technology. Can give the game a new edge.

Only the homeplanet cannot be raided for research notes. Provides some kind of safeguard.

Each level of Research Lab, increases the amount of points gathered each day. Also, with the Alliance Research Network and the Intergalactic Network, both would also increase the number of points.

However for the alliance research network, only people that researching the same thing as you on one of your planets and one of theirs can connect to increase the amount. Would make sense, right? Can only increase if both sides are researching same thing.

Same goes for the Intergalactic network, to gain more points, two or more of you planets must be researching the same thing.

In order to exchange points for research, you have to send your "research notes" back to your homeplanet.
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Saturday, February 13th 2010, 6:30pm

That's actually a really interesting idea. Let me see if I understood the idea correctly though.

I think the idea would really need to be ironed out before it could be seriously looked at though. Like how many different "on hold" researches could you have at any given time?
If it's limitless it would allow people to hide way too much Resources (ie. Start a tech to spend the Res, then click another to spend more res, then another...etc.). Perhaps a limit based on the lvl of Labs you have built.

Having higher ranked players freely exchanging Research with lower players could unbalance things a little bit, so there would have to be some safe guards in place to eliminate that.

I love the idea of being able to Raid people's planets to steal their Research, although I have no idea how that could be implemented.

Anyhow, It's a good idea. Maybe you could mull it over a bit longer and try to come up with actual ways for things to work.

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Saturday, February 13th 2010, 11:03pm

Well, let me see if I can explain better.



There isn't actually a hold on the research. Because each day you just gain research points. Which yu have to exchange for the next level of that particular Technology.



Think of research points as research notes, and as another resource. Resources can be stolen, right? Same with Research notes. People raid you planet and take your research notes and it adds to their points. Allowing them to get more points quickly.



Each day, your research labs would continue researching what you tld it to research. But like real life, it takes resources to run a lab. And the more resources you donate often to the lab each day, the quicker it researches, (more points). Just like adding more people to research.



Most higher civilizations would consider lower rank players a primative civilizations and are unikely to trade. So with a ranking system, we can keep some players from doing that.



I also think if Tyberious impements a story mode in the future. He can create different Species and races. And only certain ones will be allow to trade researches with other certain races. All races can research and trade, but not with other certain races.



However, for raiding, I think it would be best to not be able to know what is on the planet as regards to what researching there is until the raid is done. And it say something lke "As the raid ends, your soldiers discovers a research lab and finds research notes for 5 different Technologies. You collect the notes and carefully add them to your own."



This can also open up some ideas for the expedition. For Example: During an expedition to the uncharted area of 1:001:16, your teams discovers a long abandon research center with many research notes. You collect the notes and return home." something like that.

The idea of research points also opens a new way to play the game. Miners invest in mines, Fleeters invest in Fleets, Researchers invest in research.

Miners provide resources to the game, Fleeters keep the galaxy in working order by providing a sense of justice, researchers have the most advance technologies.

Right now, the research point system in Statistics is the lowest. This is a way to bring that up siginifcantly and make the game more challenging at same time.
Lord Rahl, the beginning of your end has come. Prepare for war!

This post has been edited 1 times, last edit by "Lightning Thief" (Feb 13th 2010, 11:08pm)


Fut004

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Monday, February 15th 2010, 3:27pm

I see where you're going with this.

The only problem I see is the base cost for each hour of research. Every tech would need it's own hourly rate or something.
I guess after that's figured out, it'd be as simple as doubling the cost to cut the research time in half (or 1/4).

As for raiding to steal Research Notes (as you call them) I think it'd only be fair to have a specialized ship and mission to do such a thing. If you were attacked and lost not only 1/2 your Res as well as a hours of researching it'd be a huge hit to you. Maybe some sort of Black-Ops ship capable of avoiding Planetary Defense and orbiting fleets (new Technology perhaps "Cloaking" vs "Detection" to see if you're good enough to Research Raid the planet), if successful you come away with only Research info, no res or anything.

I do agree that this would fit in nicely with a Story Mode for GC though.

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Tuesday, February 16th 2010, 1:18am

I think I get what he is saying,

your labs generate notes as research live say a level one lab produces 5 notes in 20 minutes and you have a cost of five note for a level 1 computer tech, and you also have to pay a crystal and deuterium cost, but rather than wait for these researches its done instantly.

a stealth ship does not "steal" research technology, just the notes as they are a generated resource

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Tuesday, February 16th 2010, 3:17pm

your labs generate notes as research live say a level one lab produces 5 notes in 20 minutes and you have a cost of five note for a level 1 computer tech, and you also have to pay a crystal and deuterium cost, but rather than wait for these researches its done instantly.

a stealth ship does not "steal" research technology, just the notes as they are a generated resource


Makes sense. "Research Notes" are a resource used to increase your Tech Levels and losing them will not drop your Levels down at all.
I just think it'd be a huge hit if a normal attack stole your Res and Research Notes, seeing how losing just Research Notes is costing you time and Res.
I still think the idea has good merit to it though.

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Tuesday, February 16th 2010, 3:46pm

That is why it probably should have a seperate ship. Also, If people didn't want to lose the research notes, they should just move them, like they do any other resource.



Make a university where all research notes can be stored until exchange for the technology. Similar to a safehouse perhaps. However, maybe only on homeplanet. If they move them each day, they have nothing to worry about. Even if they get attack and lose the notes for a day. It would only be a small amount. No a huge amount of time lost. Just a days worth of notes lost.



It is just like the other resources in ever way except it isn't made to build fleets or buildings, just for research.
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