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Regarding Research Pacing
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ZombieMoses

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usa
PostPosted: Mon Oct 24, 2011 6:48 pm    Post subject:  Regarding Research Pacing
Description: For anyone who cares about how quickly research becomes available/is completed
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I'm sure I'm not the only person to consider this, nor I am the first to discuss it, but at the moment I lack the time required to find a thread on which this has been debated.

I currently cannot stand the research system. It takes far too long to research necessary technologies while at the same time concentrate on winning a match. The problem lies in two issues. First, you may only research one item at a time. Second, the player has no way of adjusting or boosting their research rate. With the current research rates it takes an absurd amount of time to research even the majority of upgrades and technologies available to the player.

I recently played a game against a single easy, barely-aggressive AI on a very large map (thus taking them even longer to field attacks) and it took me five hours to research exactly 68% of the Hiigaran tree. So keep in mind that after the first thirty minutes, my resourcing was robust enough to research constantly without interruption, except where I deemed one technology should be moved to the top of the queue.

The above is ridiculous in my opinion (it is of course, my opinion, not divine or anything). In a truly tactical game, where resources must be consistently used to replace losses (perhaps of the research station/module itself) and to fund expansion, this would take even longer. My ideal 1v1 scenario involves a fight which lasts no longer than two hours and where at least 50% of the research items are completed (currently impossible). Personally, I think the above is perfectly reasonable, even with the extensive (and very high quality) content added within Homeworld Complex 8.

I'm wondering if it is possible to make significant changes to the research dynamic, such as adding multiple queues (via multiple ships or redundant modules) or at the very least allowing players to alter the rates at which things are researched. The latter would seem very easy to accomplish, either with game options, research boosting techs or power-ups, or both at once. I'd prefer the former, but I am aware that depending on fundamental coding of the game and such, some things are much more difficult than others to implement.

Thank you for your time. Keep up the good work! Smile

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Nakamura

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hungary
PostPosted: Mon Oct 24, 2011 9:02 pm    Post subject:  
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Welcome to the forums, son of Kobol.
Very nice post.
I agree with the research speeds needing a boost...
It would add some more diversity to the game.

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Beghins

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PostPosted: Tue Oct 25, 2011 8:09 am    Post subject:  
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I can increase the Research Speed , cause an engine limitation, there's no parameters to adjoust it.
Anyway, A research burner function has been implemented for the next release, you can burn all queued researches in 1 second but you've to pay x2, it's just tested and perfectly working.

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ALC

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PostPosted: Tue Oct 25, 2011 10:09 am    Post subject:  
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I like that research burner idea.
I wonder if the AI will make use of it.

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Nakamura

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hungary
PostPosted: Tue Oct 25, 2011 11:07 am    Post subject:  
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For now cutting the time requirements would help a lot too.
I will love that research burn though.

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ZombieMoses

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usa
PostPosted: Tue Oct 25, 2011 3:27 pm    Post subject:  
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Research burn seems like a possible solution. As long as it is requires considerable sacrifice, it would be nice if one realizes they need certain techs immediately, such as when their forces are attacked unexpectedly or they realize they need to switch their build strategy to counter their opponent.

After all, there are certain points in the game where I am simply wasting resources because I simply cannot spend them FAST enough. The Hiigarans especially rely on multiple ships to store their resources and if they reach their crew limit, they simply cannot expand that storage.

I think this would be a great balance in matches where one opponent is concentrating on constant and expendable attack waves while another is using less expendable, but better equipped (upgraded) forces to counter.

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Nakamura

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hungary
PostPosted: Tue Oct 25, 2011 5:55 pm    Post subject:  
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ZombieMoses wrote:
Research burn seems like a possible solution. As long as it is requires considerable sacrifice, it would be nice if one realizes they need certain techs immediately, such as when their forces are attacked unexpectedly or they realize they need to switch their build strategy to counter their opponent.

After all, there are certain points in the game where I am simply wasting resources because I simply cannot spend them FAST enough. The Hiigarans especially rely on multiple ships to store their resources and if they reach their crew limit, they simply cannot expand that storage.

I think this would be a great balance in matches where one opponent is concentrating on constant and expendable attack waves while another is using less expendable, but better equipped (upgraded) forces to counter.

I like the thinking.
We should play some games, it would be useful to give some multiplayer feedback, which is far too rare now (and is only about lag/OoS)
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