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Old April 18th, 2006, 05:55 PM
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Default Research Paradigms

I was thinking about the "Bleeding Edge Technology" racial trait in Stars! (newly researched components cost double but miniaturization is much faster than normal) and how that could be implemented in an SE4 mod, and that got me thinking - why limit research paradigms to two? So I came up with a couple of mutually exclusive racial traits:

Standard Technologists - Research as normal.
Cutting Edge Technologists - Race is geared toward the latest & greatest new toys. New components/facilities are gained several tech levels in advance of normal, but they do not advance as far up the tech tree (you might start with an APB equivalent to a normal race's APB III, but the best APB you can get is only equivalent to a normal APB VIII, for instance)
Refined Technologists - Race wants to make sure technology is properly tested before use. New components/facilities are gained several tech levels after normal, but they are able to advance farther (you might require Energy Stream Weapons level 3 just to get an APB I, but you can research more powerful APB's than a normal race)

This would be implemented in a mod by duplicating the tech tree for each paradigm and modifying the level requirements, of course. You'd have to have an Imperial Aspirations style "required" trait a la Adamant to enable one and only one research trait be chosen. (OK, you could take Imperial Aspirations and no paradigms and play as a race of Luddites with pumped-up stats... might be interesting for an AI race or some ancient peacekeepers or something something )

And of course there are other possibilities for research paradigms, such as the Bleeding Edge mentioned above - I just mentioned a few to get you guys started!
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Old April 18th, 2006, 06:49 PM
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Default Re: Research Paradigms

Why not do it like Stars! and make cutting edge technologists have double components, and refined technologists have halved component costs?
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Old April 18th, 2006, 10:06 PM

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Default Re: Research Paradigms

Two more, Tinkers and Techno-Leeches, both of which would require a ton of work on a modder.

Tinkers; A race able to combine different techs into totally new components, facilities, mounts, ect. Extreme example: Computers and Combat Support to get Master Computers that have a bonus to a ships offense.

Techno-Leeches; A race that does very little research on it's own. Instead it steals technology from other races, including racial techs. You'd have to change all the racial techs so that they could be stolen (and once you have done that never start a high-tech game or everyone would have all the techs.)
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Old April 19th, 2006, 05:59 AM
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Default Re: Research Paradigms

How 'bout;

-Ancients; They start with good tech (mid-game for the other races) but research VERY slowly, considering they're stuck in ancient paradigms. Some of their technology will not be as efficient as the max level of other races, some tech will be slightly more efficient, and a few techs will be much more efficient. You could also give Ancients some special Ancients-only techs (such as ultra-long-range warp openers far up the tech tree, or other pweddy trinkets), or even create multiple Ancients, each with their own special techs (such as Ancient Explorers, with ultra-long-range warp openers and enormous suplly bays, Ancient Imperialists with heavily armoured but slow superbattleships, Ancient Technocrats with efficient all-round tech etc.). These guys will be able to get some really good techs, but they'll still be researching long after most other races have scrapped their research centers for resource or intel facilities and the like.

-Primitive Barbarians; These guys can never research really good technology, although they can steal something. They're a race with primitive technology trying to maintain a foothold in a galaxy full of people with magic boom-guns and other advanced technology. Therefore they are more set for defense; they stop researching relatively quickly, but they can board and analyze enemy ships to see if they can produce a lower-efficiency version of some alien technology (say, the enemy has a ship with APB X, you board it, analyze and you get APB VI or something. Not higher.) but other than that, they won't get far. There are compensations, however; although their ships may be slow, they are more heavily armoured than most and have better combat capabilities (fierce defenders of their realm) and what technology they do posess they refine. For example, they might be able to build the most spectacular warheads, as they're more than willing to die for their people, but they won't get any really good long-range heavy-hitting weapons. The mainstay of their weapons will probably consist of seekers, warheads and projectile cannons; maybe a few low-tech energy weapons as "heavy" support. They will be able to build ships faster (but not much faster) than most; this to offset their poorer weapons. They will also have very good boarding parties, to take over the nasty alien boom-boom ships.

-Diplomats; These guys cannot research much, they have to trade for tech. However, they have enhanced production of resources, ships and units, to allow trade to occur without hampering their capacity to defend themselves. The tech they can research, is mostly geared towards trade; expensive but highly efficient components, which can be placed on ships which can be traded for other ships. Say, you have high engine tech and they have high weapons tech; you build them a long-range fuel-efficient scout ship, they build you an armoured defense ship. Human players only.

edit: More ideas! yay!

-Environmentalists; Eco-friendly technology, takes a looooong time to research but they are highly efficient in storing and using supplies. Most comps can store at least some supplies. Resource production is higher. (An alternative may be that Organics production is higher, Minerals production is slightly lower and Rads production is a lot lower - they're more considerate of the environment than of their economy, and are willing to take the production hit if it means safeguarding their environment.) They also have (much) better conditions, value and happiness improvement plants; therefore, human players might trade a planet to an Environmentalist to build a high-efficiency improvement plant or two on it, then trade it back in exchange for boatloads of mins and rads, or a good ship or whatever.

-Expansionists; These guys have fast, but low-efficiency engines and good colony modules and cargo bays. They're all set for rapid expansion into their neighbouring systems. Their research mainly focuses on the necessary implements for expansion; colony modules, cargo bays, engines, hulls etc. Their research facilities produce only a little research, but they're cheap and quick to construct, so there's room for one or two on most colonies, and once expansion really gets underway they're gonna produce a LOT of research points. Weapons tech and such has to be traded for.
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Old April 20th, 2006, 10:17 AM
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Default Re: Research Paradigms

And then everyone fell silent
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Old April 20th, 2006, 03:42 PM
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Default Re: Research Paradigms

Quote:
Ed Kolis said:

Standard Technologists - Research as normal.
Cutting Edge Technologists - Race is geared toward the latest & greatest new toys.
Refined Technologists - Race wants to make sure technology is properly tested before use.

I just mentioned a few to get you guys started!
I would approch it this way. Cutting or bleeding edge would have lower research cost in everything, but they would need two on board to keep one working. Easily simulated by doubling the cost of all the componets.

Refined tech would take more to research before full production, which is what refining is really. But once refined things would be light, reliable, and cheap to produce. Maybe double research cost and half componet cost.

If these ratios are balanced, there could be other different levels. Bleeding edge is 1/2 research cost and double system cost. Cutting edge is 3/4 research and 150% cost. Normal guys, then refined items at 150% research and 3/4 cost and brilliantly artistic that take 2x research and cost half as much.

On another thought, you could have people wanting the latest and greatest required to retrofit their ships and only produce ones with the newest componets. Destroying any tech two levels down or more of the current one and not allowing repair. I don't know how a mod could do this. advantages could be added in retrofit costs. I am not sure if repair rate should be same, increased or decreased. At first I thought increase it, but after writing the stuff below, maybe decrease would be best. After al, who the heck can repair this new fangled stuff anyway.

The sated "Good enough for my grandfather" types could have very high retrofit costs, but repair of damage would be easier.
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