Research handicapping (MP Teams)
Posted: Tue Mar 21, 2017 2:01 pm
A few of us play a Bob's modded game together on separate teams with separate research. Some of us play more than others
and the overall ability of the players differs. Also some of the more frequent players have a lot of blueprints so advance quicker in the mid and end game.
I was wondering if it is possible for a mod to be developed which would allow for a research multiplier which would mean that certain player forces require more science packs in order to complete research.
I've been having a rudimentary look myself but I'm thinking this isn't currently possible since I am not able to modify science pack recipes after the game has been created and players have entered.
Effectively we want:
Player 1 on Force 1- Newbie -research costs 0.5 times normal
Player 2 on Force 2 - Casual player - research costs normal
Player 3 on Force 3 - Hardcore with blueprints coming out of his ears - research costs 3x normal
... etc
Alternatively would it be possible to write a mod which effectively sets up the teams and research handicap before the game even starts?
Thanks in advance
DT
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
I was wondering if it is possible for a mod to be developed which would allow for a research multiplier which would mean that certain player forces require more science packs in order to complete research.
I've been having a rudimentary look myself but I'm thinking this isn't currently possible since I am not able to modify science pack recipes after the game has been created and players have entered.
Effectively we want:
Player 1 on Force 1- Newbie -research costs 0.5 times normal
Player 2 on Force 2 - Casual player - research costs normal
Player 3 on Force 3 - Hardcore with blueprints coming out of his ears - research costs 3x normal
... etc
Alternatively would it be possible to write a mod which effectively sets up the teams and research handicap before the game even starts?
Thanks in advance
DT