Changing the way research requirements are displayed
Posted: Sun May 15, 2016 11:15 pm
Currently, there are a number of parameters that go into defining a technology, including the costs: Time, Number of researches ("cycles"), and Number of Science Packs per research.
A research time of 100 cycles, 30 seconds per cycle, and 1 red is functionally the same thing as a research of 50 cycles, 60 seconds per cycle, and 2 reds. One need only scale scale the variables such that cycles * (time per cycle) and cycles * research packs required stays the same, creating an infinite set of equivalent researches. This is using three parameters to define two things, filling the screen with extra information that just adds a layer of complexity for users to try and understand.
What I suggest is the following: removing the "cycles" definition. A research should only include total time and total number of science packs required. This will make the interface easier to understand and interpret, eliminating the need for mental math.
Since the game already allows science packs to be partially consumed and multiple science labs can each research half of one cycle to create one full cycle, this should also be easy to implement. At it's simplist, cycles can be hardcoded to 1, and only allow modification of cycle time and science packs required. Then clean up the UI and fix that data and you are done!*
*well, and test it, but who needs to beta test when you have us chumps?
A research time of 100 cycles, 30 seconds per cycle, and 1 red is functionally the same thing as a research of 50 cycles, 60 seconds per cycle, and 2 reds. One need only scale scale the variables such that cycles * (time per cycle) and cycles * research packs required stays the same, creating an infinite set of equivalent researches. This is using three parameters to define two things, filling the screen with extra information that just adds a layer of complexity for users to try and understand.
What I suggest is the following: removing the "cycles" definition. A research should only include total time and total number of science packs required. This will make the interface easier to understand and interpret, eliminating the need for mental math.
Since the game already allows science packs to be partially consumed and multiple science labs can each research half of one cycle to create one full cycle, this should also be easy to implement. At it's simplist, cycles can be hardcoded to 1, and only allow modification of cycle time and science packs required. Then clean up the UI and fix that data and you are done!*
*well, and test it, but who needs to beta test when you have us chumps?