An idea for restructiring research
Posted: Fri Aug 01, 2014 5:40 pm
So we have somewhat realistic production chains, however it seems as if we are just using them to produce fancier research bottles. I offer an alternative approach that would be somewhat more realistic and in the end I think more fun. What if research labs lived up to their name? Here below is a quick outline of what I am proposing.
1 Labs accumulate knowledge slowly over time and more quickly as they are being used, this is used to unlock higher tiers of research labs which are faster at producing resultant technology and as an efficiency modifier for the lab itself.
2 Remove the research tree, or rather replace it with a map showing what has been researched and what paths are still open.
3 Start with an initial Lab that accepts two inputs, allow the research to be guided by what the is placed into the research lab for research.
4 Once an item has been created in the lab (i.e. a prototype) it is then unlocked for manufacturing.
5 Continued research into an existing item by itself should lead to improvements in said item.
6 Each item has an associated knowledge value and minimum requirement for manufacturing. Knowledge can be lost when labs are destroyed (an immediate penalty to all knowledge values *Items being manufactured cannot fall below the minimum
knowledge value for that item) or when an item is not manufactured for a long period (this is how we retire items... note a direct example if tractors have replaced plows then the knowledge of making plows would disappear over time) which would lead to items no longer being available.
7 Lastly, manufacturing itself adds a small bonus to the knowledge value of an item which over time would unlock higher versions of the item.
An example,...
Hmmm I wonder what would happen if I place iron, copper, and sulphuric acid in this level three research lab....sometime later... Eureka our scientists have discovered fuel cells.
Or hmmm I have all this copper and iron, I wonder what the research lab can make with that... sometime later.... COOKWARE.... ummm not what I was expecting keep researching.... and then they discover Iron gears.
One last one lets add iron, copper, and coal to the lab and see what happens.... after awhile .... Graphite ... and so on.
With such a system we bring back discovery into the game and also add some additional risk to the player by losing knowledge. In such a system knowledge becomes a commodity itself. I also think it would help with keeping the list of manufacturing items manageable, for instance why show me wooden crates if I am no longer making them anymore? Or maybe a player just likes wood crates and we end up with smart crates made of wood and electronics. It would be interesting to see how manufacturing lists would evolve over time with different players.
1 Labs accumulate knowledge slowly over time and more quickly as they are being used, this is used to unlock higher tiers of research labs which are faster at producing resultant technology and as an efficiency modifier for the lab itself.
2 Remove the research tree, or rather replace it with a map showing what has been researched and what paths are still open.
3 Start with an initial Lab that accepts two inputs, allow the research to be guided by what the is placed into the research lab for research.
4 Once an item has been created in the lab (i.e. a prototype) it is then unlocked for manufacturing.
5 Continued research into an existing item by itself should lead to improvements in said item.
6 Each item has an associated knowledge value and minimum requirement for manufacturing. Knowledge can be lost when labs are destroyed (an immediate penalty to all knowledge values *Items being manufactured cannot fall below the minimum
knowledge value for that item) or when an item is not manufactured for a long period (this is how we retire items... note a direct example if tractors have replaced plows then the knowledge of making plows would disappear over time) which would lead to items no longer being available.
7 Lastly, manufacturing itself adds a small bonus to the knowledge value of an item which over time would unlock higher versions of the item.
An example,...
Hmmm I wonder what would happen if I place iron, copper, and sulphuric acid in this level three research lab....sometime later... Eureka our scientists have discovered fuel cells.
Or hmmm I have all this copper and iron, I wonder what the research lab can make with that... sometime later.... COOKWARE.... ummm not what I was expecting keep researching.... and then they discover Iron gears.
One last one lets add iron, copper, and coal to the lab and see what happens.... after awhile .... Graphite ... and so on.
With such a system we bring back discovery into the game and also add some additional risk to the player by losing knowledge. In such a system knowledge becomes a commodity itself. I also think it would help with keeping the list of manufacturing items manageable, for instance why show me wooden crates if I am no longer making them anymore? Or maybe a player just likes wood crates and we end up with smart crates made of wood and electronics. It would be interesting to see how manufacturing lists would evolve over time with different players.