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Published on July 18, 2009 By Frogboy In Elemental Dev Journals

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This is a very very early implementation of the research screen.

We have a lot of work to do on research as we’ve been experimenting with lots of different ideas for the past few months.

The goal was to have something very different from Galactic Civilizations but also something that is easy for people to add their own techs, distinguish different factions with their own techs, and allow for infinite researching.

In this UI, the player has researched the ability to research 3 things at once (no penalty).  This option gives us a lot more flexibility in terms of letting people make interesting choices on what kind of civilization they want to develop (we’ll explain more on this as we get closer).

More to come.


Comments (Page 2)
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on Jul 18, 2009

Scoutdog
I'm mostly optimistic about ∞ research, but then, there's something to be said for the feeling of accomplishment you get when you can finally say "I know everything" and drop that slider back down......
Personally, I'm the 'high tech nerd' so I like never finishing the tech tree...

 

Of course, if I never finish the tech tree I may never get around to unleashing my Vorlon like strength upon the mere Humans (Centauri, Narn, Drazi, etc etc) around me.

on Jul 18, 2009

Scoutdog
I'm mostly optimistic about ∞ research, but then, there's something to be said for the feeling of accomplishment you get when you can finally say "I know everything" and drop that slider back down......
Ditto.

I prefer exactly this. Civ4, I just kept pouring resources into there, and it felt pointless.

 

on Jul 18, 2009

Nights Edge
Are you considering any sort of tech randomisation or exclusive paths?
Seconded.

on Jul 18, 2009

I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll.

I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions.

on Jul 18, 2009

Frogboy
I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll.

I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions.

Just like the MoM spellbook!


Also, this part is directed to Astrath the person who doesn't like the term "research technology".  In this case Research is the verb.  If you look at the other tabs.

 

Design Units.

Study Spells

Negotiate Treaties

 

These are all things to do.  I much prefer this to your no verb arrangement.

 How would you rewrite the other three to be consistent with your "technological research" tab.

Spell studies?

treaty negotiations?

Unit Designs?

 

those are all significantly less straightforward.  Like I said before verbs state that you're doing something which I like.

on Jul 19, 2009

Frogboy
I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll.

I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions.

More better news! Man, is there anything this game wont have?

on Jul 19, 2009

Frogboy
I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll.

I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions.

This is exactly what has been on my wish list. This is one of the things that will give the game a lot of replayability. Very good news!

on Jul 19, 2009

Frogboy
I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll.

I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions.

 

This has been high on my wish list and will give the game a ton of replay value I think. I hope there is soem of that in the spell research as well... (?)

on Jul 19, 2009

curses, the resolution of that image is not high enough for me to extract a quality rip of those emblems for use in avatars.  I really like the bird over the field in farming.  It makes me want to go role-play for some reason (I ran a campaign that took place in a world mostly covered in grasslands, of which that reminds me)

 

I really like the sound of these random techs.   I'm very curious to see how it will work.  I can't imagine not having things like "farming" or "education" as techs in only a few games.   I'd  guess all the techs seen here are in all games.

Also, would techs available change from person to person like  in MoM, and must have some sort of tech-trade system?   or bleed over based on culture (a tech becomes available when your civilization recieves enough culture of the other place)

on Jul 19, 2009

KellenDunk I was referring to the wording of all of them, not just the Tech one.

 

Anyway its about as minor a thing as minor can be.

on Jul 19, 2009

Frogboy
I don't know if this counts as tech randomization but we are planning to have a pool of techs that are are inserted into games based on whether they make their probability roll.

I.e. certain techs would show up in some games but not in others. Not core techs but ones that spice things up in different directions.

This is game is going to be soo cool, thanks again for the update!

I agree with Denryu, I hope it works with spells too.

on Jul 19, 2009

In this UI, the player has researched the ability to research 3 things at once (no penalty).

It seems to me like it should be the other way around.  There should be penalties for focusing on only one research item.  It makes sense from a logical perspective - adding more people to a project has diminishing returns.  If a nation put all of its resources into researching a single thing then yes, it would go faster, but there would be a lot of waste.

I also like it from a gameplay perspective, as it penalizes people for going full bore down one tech path at the cost of completely ignoring other aspects of research.  It can be done in an emergency to get a critical tech, but the more prudent thing in the long term would be to keep multiple research projects going on at once.

certain techs would show up in some games but not in others.

Awesome!

on Jul 19, 2009

Cauldyth

In this UI, the player has researched the ability to research 3 things at once (no penalty).
It seems to me like it should be the other way around.  There should be penalties for focusing on only one research item.  It makes sense from a logical perspective - adding more people to a project has diminishing returns.  If a nation put all of its resources into researching a single thing then yes, it would go faster, but there would be a lot of waste.

I also like it from a gameplay perspective, as it penalizes people for going full bore down one tech path at the cost of completely ignoring other aspects of research.  It can be done in an emergency to get a critical tech, but the more prudent thing in the long term would be to keep multiple research projects going on at once.

Seconded

Edit: Primarily as it would nudge it slightly closer to the system broadly agreed upon in this thread: https://forums.elementalgame.com/329572/page/4/#replies i.e. the more specific and focused your research (potentially in an effort to min max) the greater cost you pay for that focus.. and as a result you get some really interesting decisions to make

on Jul 19, 2009

Hey frog, this keeps looking better and better.  I am really looking forward to more and more info as we approach the beta.  I will likely be ordering this very soon. (MOM was my 2nd favorite game of all time.)

on Jul 19, 2009

Looks and sounds great, I'm really looking forward to checking this out.  In terms of "future tech 1" type techs, I never did like those in Civilization IV.  I would have rather had the tech tree just end, but that is my own personal preference.

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