Posted by: Commodore_Areyar
« on: March 17, 2010, 09:03:36 AM »Eventually you'll have to research the improved research tech though, no matter how much RP you waste in the process by having your energy weapon guy do it.
The annual lost RP only increases with the number of labs you have operating.
I only suggest a small additional chance though.
If you have a good DS guy and do a lot of Defence research, you would be more likely to get a def guy, but not by much. (a fixed amount)
Say, you have 60% of your RP generated in DS and the rest divided among the others, you'd get a single 10% increased chance for a DS guy.
I was not suggesting to calculate the relative percentages of RP generated on a per type basis and restricting the type of scientist based on that..... come to think of it, that might work too. Could use those percentages to weight the odds of a type, by adding to the chance.
It really depends on the code mechanism that is used in the officer/scientist generation though.
Another idea, but which would require more coding:
grants, that work like the investments made in the civvies.
Pay 1000$$ to increase the chance a specialist gets techX by 10% (depending the exact mechanism by which the scentist promotions are selected).
I feel this is not as elegant, but does allow more direct influence on the type of scientists trained.
The annual lost RP only increases with the number of labs you have operating.
I only suggest a small additional chance though.
If you have a good DS guy and do a lot of Defence research, you would be more likely to get a def guy, but not by much. (a fixed amount)
Say, you have 60% of your RP generated in DS and the rest divided among the others, you'd get a single 10% increased chance for a DS guy.
I was not suggesting to calculate the relative percentages of RP generated on a per type basis and restricting the type of scientist based on that..... come to think of it, that might work too. Could use those percentages to weight the odds of a type, by adding to the chance.
It really depends on the code mechanism that is used in the officer/scientist generation though.
Another idea, but which would require more coding:
grants, that work like the investments made in the civvies.
Pay 1000$$ to increase the chance a specialist gets techX by 10% (depending the exact mechanism by which the scentist promotions are selected).
I feel this is not as elegant, but does allow more direct influence on the type of scientists trained.