Suggestion : Research Time

Hi,

I though of something.
For the research part of Galactic Civ 2, I think that it would be nice to add a "unknown" factor. Let me explain.

Instead of saying that researching "Tech bla bla" will take 22 weeks, it could be a range like 18-24 weeks. The computer could decide when it's over by random numbers or other algorithm. Also, have a 1% chance that this research could be over right now, because of a lucky deduction by the scientists. That % could be tested each week and enhanced by many factors.

And if in another expansion Heroes are available, there could be scientist heroes that could have influence on those ranges, %, etc.

In real life, we don't know exactly when a research will be over, we approximate. I think that system get it real close.
5,171 views 6 replies
Reply #1 Top
Nice idea but the problem is luck verses strategy. The more 'luck' you inject into the game, the more likely there will be less skilled players topping the score charts simply because they were extra lucky.... I don't like that prospect at all.
Reply #2 Top
Hrm, if luck was an extremely rare thing, I doubt that less skilled players would 'top the charts'. I'd say the skilled players would still be up there, the less skilled would just get a boost now and then.
Reply #3 Top
Techs not being discovered when there supposed to drives me insane this idea is awful. It's bad enough that bugs like the research treaties not working in DA have this effect without introducing it intentionally Your idea has a big thumbs down from me.
Reply #4 Top
Hrm, if luck was an extremely rare thing, I doubt that less skilled players would 'top the charts'. I'd say the skilled players would still be up there, the less skilled would just get a boost now and then.



Luck is already a big part of the game. That is a slight deterance for me to bother posting scores as is, so with even more luck injected, it will be even more pointless to post scores.

I have to be honest though, the main reason i don't post scores is because i find it a little tedious to persue a total victory. Normally when the AI is mostly routed, i get very, very bored continuing on and so have to start again. You know, i have to save my sanity somehow!
Reply #5 Top
I didn't mean to infect a lot of luck. Basically, my idea was to specify a range instead of a static time to make it look more "real".

I don't want to compare games here, but I found that the research system of Rebellion is quite nice (my opinion) because you have no clue when something will be produced by these researches and this reflects, in my mind, the reality.

So I though of a "time range" for GalCiv2. Considering luck, if any is to be injected, I would make it extremly rare indeed.
Reply #6 Top
I didn't mean to infect a lot of luck. Basically, my idea was to specify a range instead of a static time to make it look more "real".



Yes it would be more realistic, but i don't think it would improve the game - i could be wrong?

In my view, it is nice to be able to tweak the economic slider bars to get it just the way i want. If technology research was inprecise, it would mess that up a bit.