Re: Another Approach to Research
I posted this Last month on the cdmag.com forums...so I guess I agree.
quote: I'll tell you what I would like to see someday in a 4X game's research model...uncertainty.
It always seemed weird to me that I KNEW that exactly "X" turns from now I could start producing "Y" technology that had "Z" effects.
In 'reality' (there is that "R" word!) research is anything but certain. The time required is not certain and the results are never known.
I would like to see something that said..."Stage II particle physics" with perhaps a short explanation that this is a 'good field for possible projectile weapons or such and results could be expected in 5-10 turns.
Then the actual results and the time required would be randomized by the game. So the above "Stage II particle physics" research project could actually end up running "over budget" and take 12+ turns and instead result in a more efficient propulsion system...or perhaps NOTHING but allowing access to the next level in the tech tree or even a possible 'dead end' once in awhile!
With a system like this we would finally have a 4x game that could avoid the same old ruts. I don't about you guys but the main reason I stopped playing MOOII/CIV is because the technology trees got old. Its not that the trees themselves lacked anything it was just the fact that I had played the games some many times and I and developed a 'style'. I did the same research in the same order and produced the same units in the same order...because it was the 'best' fit for my style. Throw in a little random time for research and some random results and it's a whole new ball game IMO.
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The Grumbling Grognard
[This message has been edited by Scott Clinton (edited 16 August 2000).]
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The Grumbling Grognard
I never could understand how an animal could gnaw it's own leg off... Then I got married -- Henny Youngman (King of the One-liners)
God said to me: I'm gonna kick your *** 'cause all you do is ask, ask, ask! -- Ian Hunter
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