Author Topic: Unpopular science  (Read 1442 times)

0 Members and 1 Guest are viewing this topic.

Offline Omnivore (OP)

  • Chief Petty Officer
  • ***
  • O
  • Posts: 38
  • Thanked: 16 times
Unpopular science
« on: November 04, 2012, 05:17:30 PM »
It took over thirteen years, despite having ten academies, to finally get a Logistics/Ground Combat scientist on board with the team.  However he couldn't be assigned immediately as there was a big rush on for another research project tying up all the labs.  One month before that project ended I get the message: "Scientist Randall Hemingway has developed a severe medical problem that has forced him to retire."  Sure enough, when I looked, that was the name of my one and only, long awaited, Logistics/Ground Combat scientist... woe is me!  :'(

Despite being a stumbling block in my game, it is pretty cool that things like that can not only happen, but do, and have a real impact on things.  Now if I can just resist the urge to go all SM on Aurora and shanghai the Navy's best logistics expert into the science department....  :-\
 

Offline Thiosk

  • Commodore
  • **********
  • Posts: 784
  • Thanked: 1 times
Re: Unpopular science
« Reply #1 on: November 05, 2012, 02:20:14 AM »
Build academies.
You'll be swimming in scientists before you know it!
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2796
  • Thanked: 1054 times
Re: Unpopular science
« Reply #2 on: November 05, 2012, 06:42:39 AM »
It is cool and something that, if you work with it, can really shape one game to be different from another one. No MK-specialist? Go with full EW instead, for example. Or a game where I had no PP-specialist, which meant that PP-tech were always the last ones to be researched.