Research - Thoughts and Ideas

Research discussion

Something which we haven't seen discussed a whole lot to date is Research. I had a look through the search feature and didn't come up with much, but some of the more recent first game impression threads have had a mention or two.

From the looks of it the two TEC research trees are completed too quickly, in the way that there isn't sufficient research items available.

Something else I saw mentioned was that some feel research is too fast, while others feels it takes too long a time to research any given research item. (Meh)

Beyond increasing the available research items to make it more varied and fleshed out, something someone (ynnnaD) mentioned was that subsequent constructed research stations could decrease overall research times by a set percentage, with diminishing returns per research structure. I think that'd fit in well to accommodate varied tastes expressed throughout the forum, IF additional research items were to be implemented in the TEC research trees that is.

Also several people have expressed interest in being able to research each Capital ship individually as opposed to unlocking them all at once. That's something I agree with completely, and believe is something that would make each game play out differently, as you choose to adopt different strategies initially, or adapt throughout any given game.

With that aside, I think a review of the tech trees is in order.

First, if the capital ships were to be incorporated in to the tree as separate techs, then it's likely best to intermix some prerequisite for some of the Frigate/Cruisers that are similar in type and performance. Something akin to what Angros mentioned in a different thread.

Percirien Light Carrier -> Sova
Krosov Siege Frigate -> Marza

Where as the Dunov and Akkan are two ships I think should be readily available earlier then any of the other ships. And finally the Kol should be the top of the food chain, with some pre-reqs in Auto-Cannon/Gauss technology.

The capital ship factory is fine as a Stage 2 tech, but it should only open for the Akkan and the Dunov initially. Later stage research would then unlock the rest of the ships. The argument that they need to be available early to "level up" isn't valid because there's plenty of Insurgents/Pirates/Other player battles throughout a game to level up several ships several times. And from what I've read so far they aren't meant to be the bulk of the fleets, but a supplement to spearhead fleets in to combat. Frigates and Cruisers are the bulk, the core.

That aside, there's a couple other things that I think needs some extra thought.
Namely the techs that increases Crystal and Metal mining. For starters they are placed too high up in the tech stages, and secondly they are far too costly on crystals to warrent researching them.
Something that's been done in previous games is to make one cost more of the opposite resource. Say Crystal production increases costs more Metal and little Crystal to research. Metal mining on the other hand requires more Crystal and little Metal. However that isn't optimal as, again, crystal is so limited especially early on.
So striking a balance between Crystal/Metal expenditure is better.

That's my initial thoughts.

A re-ordering of the combat tech tree is definitely needed. And I'll leave the devs to figure out the optimal setup.

Lets get the ball rolling people. Chime in with your feedback.
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Reply #1 Top
Namely the techs that increases Crystal and Metal mining. For starters they are placed too high up in the tech stages, and secondly they are far too costly on crystals to warrent researching them.


Not to threadjack, but this leads to something that I have been experiencing, and that's costs in general. The early game leaves me really hurting for crystal and buying a lot of it on the black market. However, once I burn through the tech tree - which we've pointed out goes pretty damn quick, suddenly I've got all the "money" in the world and nothing to do with it.

When i have my fleet at the cap, and all of the research done, I don't even bother building mines in captured planets any more. All I am using the money for is to pay for ships lost in battle. (I don't both with bounty)

As suggested in other threads, it would be great if we could funnel funds in to some sort of SC "Experimental research" or something.

Alternatively, be able to "rush buy" units for extra money.

Basically, the end game gets to a mop-up phase if you've build a strong empire. Money means nothing, research is done, and it's just a matter of going planet to planet wiping them out. I became a rich and powerful warlord - let me spend my money on something
Reply #2 Top
In the beginning of the game, or at least to me it seams that its a race between to methodologies. Research or Production... In the Research category its a rush for either Weapons Technology or Empire Tech (Guns & Butter). While in the production category your rushing to build your military and logistics foothold in your solar system(Warships, Trading Vessels, and Structures).

This creates a unique situation that diversifies the game. All paths are not absolutely correct, and all paths are not wrong. Through Research or Production you can ultimately win the game. And I think that's what makes this game so amazing, and by making the Research cheaper you ultimately make the decision of which path to set your empire on course less important and worthwhile.
Reply #3 Top
I put forth an idea in my post about researching. An option to increase/decrease to speed it takes to research techs would make everyone happy:)
Reply #4 Top
An option to increase/decrease to speed it takes to research techs would make everyone happy:)


"Everybody" is a pretty bold statement.
Reply #5 Top
The way I have edited the research in my game files, there are unlimited tech levels in certain techs (weapons, hulls, shields, and the resource structures) which means that even in the late game you always have something to spend your money on, although with the increased costs every level the higher techs get horribly expensive. This is probably terrible for game balance, but it's pretty good fun to have level 20 hulls and laughing as that one AI that didn't bother teching up sends his ships to certain doom into your system.
Reply #6 Top
*probably*
Reply #7 Top
Yeah, it is a bold statement, I was generalizing accualy   

There are some that want research faster, some slower, some want to leave it how it is. It could proboly get modded in by some but I don't think it would be that hard to make an option to slow down/speed up teching (I don't have any knowledge in the scripting of a game so if I wrong it is due to ignorance).
Reply #8 Top
The way I have edited the research in my game files, there are unlimited tech levels in certain techs (weapons, hulls, shields, and the resource structures) which means that even in the late game you always have something to spend your money on, although with the increased costs every level the higher techs get horribly expensive. This is probably terrible for game balance, but it's pretty good fun to have level 20 hulls and laughing as that one AI that didn't bother teching up sends his ships to certain doom into your system.


Yep, I did the same. It isn't that unbalancing, since it gets quite expensive. The only problem is, that the AI can't cope with it, but that could easily be solved by the devs.

I mean, paying over 10'000 credits for further 5% armor points isn't that excessive.