Author Topic: Research Strategies  (Read 3060 times)

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Offline Kurt (OP)

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Research Strategies
« on: April 23, 2007, 06:52:04 PM »
I'm curious about how people do their research in Aurora.  All weapons and defense systems have multiple systems, most of which require seperate research.  For instance, laser weapons have laser type, capacitor recharge rate, and focal size.  I have noticed in my games that I tend to research each sub-system up to the same level, and then design a new weapon to use on my ships.  For instance, I typically will have a 15 cm laser (3rd research level), with recharge rate also researched to 3rd level, with laser type also researched to level 3.  It is pretty much the same with any other weapons systems I am using.

I noticed that I tend to do this because it is cheaper to research the third level in another subsystem than it is to go ahead and research the 4th level in one of them.  For example, if I have previously researched all of the 2nd level laser subsystems, and I just finished research on 15 cm focal size, which is a 3rd level system, then it is cheaper to research 3rd level capacitor recharge rates than it is to research 20 cm focal size, which is a 4th level subsystem.  Thus I tend to end up with lasers, or missiles, or whatever, that are composed of sub-systems that are researched to the same level across the board.  

I'm curious about how many people do this as well, or if others have different research strategies.   Has anyone tried pushing one sub-system to a high level before researching any other systems, and if so, how did that work out?

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline wildfire142

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« Reply #1 on: April 23, 2007, 07:30:51 PM »
Tend to push the racial tech as far a nd as fast as I can while building up a support base, until smacked by precusors then I tend to turttle up and research weapons until I can defeat the precursor then the cycle repeats.
« Last Edit: December 31, 1969, 06:00:00 PM by wildfire142 »
 

Offline Kurt (OP)

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« Reply #2 on: April 24, 2007, 04:07:02 PM »
Quote from: "wildfire142"
Tend to push the racial tech as far a nd as fast as I can while building up a support base, until smacked by precusors then I tend to turttle up and research weapons until I can defeat the precursor then the cycle repeats.


I do the same, as far as researching economics related techs first.  I was asking more about people's strategies for weapons research, though.  I was curious about this because I always seem to do it the same way, and I'm not sure if it is because at some level I think it is more efficient, or if it is just because it is easier.  I thought maybe others had thought this through, or had different strategies.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline wildfire142

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« Reply #3 on: April 25, 2007, 06:39:22 AM »
Tend to pick one system and push it as far as needed then switch back to economic research. Then next time either push the tech further or pick a different system to advance.
« Last Edit: December 31, 1969, 06:00:00 PM by wildfire142 »
 

Offline Erik L

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« Reply #4 on: April 25, 2007, 09:01:26 AM »
Depending on what area "shines" from the random tech start, that system becomes the primary weapon system. So I'll usually be 2-3 levels higher in it that others. If it's one of the systems that use capacitors, then I will most likely relegate missiles to the lowest rung and not research much in there.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Kurt (OP)

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« Reply #5 on: April 25, 2007, 12:17:27 PM »
Quote from: "Erik Luken"
Depending on what area "shines" from the random tech start, that system becomes the primary weapon system. So I'll usually be 2-3 levels higher in it that others. If it's one of the systems that use capacitors, then I will most likely relegate missiles to the lowest rung and not research much in there.


I'm thinking more about the balance between sub-systems within a weapons system, rather than which weapons system you went with.  That is a good point, though, about the random tech assignment at the start of the game.  I usually go with zero research points at the start of a game, so this aspect hadn't occurred to me.  

Of course, now that I've thought about it, the random research assignment at the start of the game might just prove the concept I'm talking about.  For instance, if you start with laser type researched to level 2, capacitors researched to level 4, and laser focal size at level 1, then are you more likely to research level 5 in capacitors first, to extend your lead in that area, or are you more likely to research focal size because you can make the biggest gains for the least amount of research effort?  I know that I would research laser type and focal size, because I could make big gains in capability for substantially less investment in research points than it would take to raise my capacitor level to level 5.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Erik L

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« Reply #6 on: April 25, 2007, 01:12:31 PM »
Quote from: "Kurt"
Of course, now that I've thought about it, the random research assignment at the start of the game might just prove the concept I'm talking about.  For instance, if you start with laser type researched to level 2, capacitors researched to level 4, and laser focal size at level 1, then are you more likely to research level 5 in capacitors first, to extend your lead in that area, or are you more likely to research focal size because you can make the biggest gains for the least amount of research effort?  I know that I would research laser type and focal size, because I could make big gains in capability for substantially less investment in research points than it would take to raise my capacitor level to level 5.  

Kurt


Given your example there, I'd research focal area and type until my cap 4's could get me a 5 sec refire, then research cap 5.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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« Reply #7 on: April 26, 2007, 10:10:27 AM »
At the moment, research doubles at every level. That wasn't worked out in any particularly scientific way and the large increase will often lead to the research strategy laid out by Kurt. However, dropping by the rate of increase by any significant amount leads to much smaller research requirements. For example, each level at the moment is approximately 100% higher than the previous level, which for many missiles techs leads to a 12 step progression from 1k - 2m. If that increase was changed to +50%, the progression would be from 1k to 86k, which would make getting to the max research levels MUCH faster.

There are some other ways in which research might be affected. In addition to random starting tech, there are also ruins (which still dont create tech at the rate I want them to). I have also been considering specialised research facilities, only one of which can be built per planet, which would give bonuses to research in a particular area (missiles, power systems, fighters, propulsion, etc - I would have to come up with some categories). In this case you would probably dedicate individual populations to being a Fighter Research Station or Engine Research Station, etc. This idea could also apply to officers, so that any officer with a research bonus might also have a research speciality where his bonus is doubled or even tripled.

I am also considering adding wrecks and salvage modules to the game (as I recently starting playing EVE again and they are a recent addition to that game :)). Perhaps it would be possible to allow research of alien wreckage with a chance of either gaining new tech or gaining points toward a background tech. Maybe even learning to duplicate a specific alien device such as an engine or weapon without having the usual background tech requirements.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Kurt (OP)

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« Reply #8 on: April 26, 2007, 01:14:54 PM »
Quote from: "Steve Walmsley"
At the moment, research doubles at every level. That wasn't worked out in any particularly scientific way and the large increase will often lead to the research strategy laid out by Kurt. However, dropping by the rate of increase by any significant amount leads to much smaller research requirements. For example, each level at the moment is approximately 100% higher than the previous level, which for many missiles techs leads to a 12 step progression from 1k - 2m. If that increase was changed to +50%, the progression would be from 1k to 86k, which would make getting to the max research levels MUCH faster.

Ah, you see where I was going with this.  I too am not sure what to do about this, which is why I was merely asking for people's strategies to confirm if I was seeing what I thought I was seeing.  I have several nebulous ideas, but they need to percholate a while before they'll coalesce.  

Quote from: "Steve Walmsley"
There are some other ways in which research might be affected. In addition to random starting tech, there are also ruins (which still dont create tech at the rate I want them to). I have also been considering specialised research facilities, only one of which can be built per planet, which would give bonuses to research in a particular area (missiles, power systems, fighters, propulsion, etc - I would have to come up with some categories). In this case you would probably dedicate individual populations to being a Fighter Research Station or Engine Research Station, etc. This idea could also apply to officers, so that any officer with a research bonus might also have a research speciality where his bonus is doubled or even tripled.

I am also considering adding wrecks and salvage modules to the game (as I recently starting playing EVE again and they are a recent addition to that game :)). Perhaps it would be possible to allow research of alien wreckage with a chance of either gaining new tech or gaining points toward a background tech. Maybe even learning to duplicate a specific alien device such as an engine or weapon without having the usual background tech requirements.

Steve


Hmmm...I like the idea of specialized research facilities.  There are several different ways you could do this.  Officer bonuses are one way.  A special research facility that produces extra points if used in its specialty is another.  I kind of like the idea of having racial specialties, which would give every race a bonus in a certain, limited type of research, which would reflect their particular specialty.  Missile engines, laser focal size, warhead strength, whatever.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Randy

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« Reply #9 on: April 26, 2007, 02:39:04 PM »
Specialized research sounds interesting. It would give more incentive to build research centers on other planets too. :-)

  So far my attempts at searching ruins have been rather pointless. Only 1 effect so far - an extensive ruins site was exhausted after about 8 months examination - with absolutely nothing found.

The other 6 sites I am searching (2 with extensive, 4 with substantial), all using teams rated at 100+ have found nothing in about 3 years of exploraton...
« Last Edit: December 31, 1969, 06:00:00 PM by Randy »
 

Offline Erik L

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« Reply #10 on: April 26, 2007, 03:12:50 PM »
What happens to your research capital investments once you've maxed out all the tech areas? I know, that will take a long time to do, but it can happen.

What I'd like to see is a number of specialized, limited access trees that can only be gained through ruins, or study of precursor ships. Maybe something along the lines of SEIV's Crystallurgy, Religion, Temporal Studies, etc trees. Ideally something that is not "uber-game breaking", but something that is different from the normal tech also. Strong in some points, deficient in others.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Kurt (OP)

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« Reply #11 on: April 26, 2007, 03:46:39 PM »
Quote from: "Erik Luken"
What happens to your research capital investments once you've maxed out all the tech areas? I know, that will take a long time to do, but it can happen.

What I'd like to see is a number of specialized, limited access trees that can only be gained through ruins, or study of precursor ships. Maybe something along the lines of SEIV's Crystallurgy, Religion, Temporal Studies, etc trees. Ideally something that is not "uber-game breaking", but something that is different from the normal tech also. Strong in some points, deficient in others.


I like the idea of tech "areas" which only open if certain events occur, whether it is encountering a precursor ship or investigating ruins, or whatever.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »
 

Offline Steve Walmsley

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« Reply #12 on: April 27, 2007, 05:54:48 AM »
Quote from: "Randy"
 So far my attempts at searching ruins have been rather pointless. Only 1 effect so far - an extensive ruins site was exhausted after about 8 months examination - with absolutely nothing found.

The other 6 sites I am searching (2 with extensive, 4 with substantial), all using teams rated at 100+ have found nothing in about 3 years of exploraton...

I wanted the ruins to be for long term study but I have made the term too long :)

I have changed ruins to the following for v1.6 (annual chance of Tech/Annual chance of exhaustion)
Scattered (20/50)
Significant (40/40)
Extensive (60/30)
Damaged Installation (75/25)
Intact Installation (100/20)

Even this may not be high enough to get the effect I want but I need to err on the side of caution.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik L

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« Reply #13 on: April 27, 2007, 12:53:21 PM »
Split the topic from Steve's listing of the research areas on. It is now under Mechanics.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Paul M

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Re: Research Strategies
« Reply #14 on: April 16, 2009, 06:24:00 AM »
Quote from: "Kurt"
I'm curious about how people do their research in Aurora.  All weapons and defense systems have multiple systems, most of which require seperate research.  For instance, laser weapons have laser type, capacitor recharge rate, and focal size.  I have noticed in my games that I tend to research each sub-system up to the same level, and then design a new weapon to use on my ships.  For instance, I typically will have a 15 cm laser (3rd research level), with recharge rate also researched to 3rd level, with laser type also researched to level 3.  It is pretty much the same with any other weapons systems I am using.
Kurt

Pretty much the same for me.  I tend to view the primary and secondary systems as forming a new development but I might for example design a 2nd generation system using 1st gen subsystems.  And then later come back and upgrade it.

Galmarrh NTE M21R is a nuclear thermal engine with internal armour 1 and reduced thermal signature, 90% fuel efficiency.
Galmarrh NPE M11R is a nuclear pulse engine with interal armour 1 and reduced thermal signature, 80% fuel efficiency.
Galmarrh NPE M21S is a nuclear pulse engine with internal armour 1 and supressed thermal signature, 80% fuel efficiency.

Galmarrh NTE C100 is a nuclear thermal engine for civillian use.
Galmarrh NTE C280 is a nuclear thermal engine, with 76% fuel efficiency and reduced power output for civillian use.

Also I might deploy say 2nd generation systems on a first genetion weapon gives lower damage but generally a better system for the size.

Energy Packet Launcher (Thermal) I is 60K max range, capacitor 2
Energy Packet Launcher (Thermal) II is 100K max range, capacitor 3