Aurora 4x

VB6 Aurora => Aurora Suggestions => Topic started by: Alfapiomega on January 08, 2014, 04:10:14 PM

Title: For science!
Post by: Alfapiomega on January 08, 2014, 04:10:14 PM
Hello everyone :)

A lot of times I have been reading through posts here claiming that during the course of the play the person who is playing faces a problem - before he even manages to finish building a ship it is already outdated. With the introduction of NPC countdown I myself think of running a second campaign simulating the current state of affairs. However how to do this? If I gave the states the capacity they have now the research would be extremely fast (quite a lot of labs at start and even if not, very easy to build) and would lead to severe "obsoleteness" of the ships that are yet to be even finished.

For this I ask for a simple tool - Steve, would it be possible to introduce something that we saw in many other space 4x games, so called research setting? Think of Civilization or Space Empires or maybe Galactic Civilizations II. In all of these you can decide how fast (costly) the research will be. For Aurora I imagine a simple box (like many others already) that would say: Research cost: 10. If you increase this number to say 50 the research would be 5x slower (the technology costs would go up by a number of 5), if to 100, then it would be ten times slower. If you decreased it to 1, they would be 10 times cheaper (no idea why anyone would do it but say that you may need it). Or just make it 1 as basic with the possibility to increase the costs and thus slow down the technological progress in the game.

I for one would really love this. It would give us the possibility to play with bigger empires while creating fleets that are not obsolete but top of the line and not having to refit them every five months when the empire is not capable of supporting so many ships.

I have no idea if it's easy to implement or not but please consider this. No idea how many users would use this but I certainly would and I think that it could give us a tool to further shape the campaigns to our liking.

Would this be possible? Please?

(http://i.imgur.com/9QHRG.jpg)
Title: Re: For science!
Post by: JacenHan on January 08, 2014, 04:36:10 PM
I really like this idea, having ships remain top of the line for longer than a year would be nice.

It would also cut down on the number of obsolete fleets I have lying around.
Title: Re: For science!
Post by: Erik L on January 08, 2014, 04:44:22 PM
Part of my SOP is to set a design breakpoint. Like I won't redesign a ship until I have a new engine. Then any components that have been updated since get incorporated into the new ship. I'll also occasionally do "electronic" updates. This gives me something like a Tribal, Tribal A (engine refit), Tribal A+ (electronic refit), Tribal B (new engine on a A+), etc.
Title: Re: For science!
Post by: Hydrofoil on January 08, 2014, 05:08:20 PM
I think this would be a great addition +1 from me!
Title: Re: For science!
Post by: Alfapiomega on January 08, 2014, 05:10:53 PM
Part of my SOP is to set a design breakpoint. Like I won't redesign a ship until I have a new engine. Then any components that have been updated since get incorporated into the new ship. I'll also occasionally do "electronic" updates. This gives me something like a Tribal, Tribal A (engine refit), Tribal A+ (electronic refit), Tribal B (new engine on a A+), etc.

I use this as well. But the fact is that if you increase the size of the starting population and resources (which is likely with multiple NPR's) you will face a period of rapid developement. I always play at marathon/crawl speed so being able to set the research speed would give me (and I think many others too) the ability to better immerse themselves in the game.
Title: Re: For science!
Post by: Charlie Beeler on January 09, 2014, 08:25:42 AM
Functionally this already exists.  The tech 'Research Rate' controls the base number of research points that each lab produces.  Initial value is 200, and it caps out at 1500. 

Now if you really want to slow things down, and have database access, just change the table values.  Just be aware that the base value of 200 is fixed and not controlled from the table.
Title: Re: For science!
Post by: Alfapiomega on January 09, 2014, 09:05:19 AM
Functionally this already exists.  The tech 'Research Rate' controls the base number of research points that each lab produces.  Initial value is 200, and it caps out at 1500. 

Now if you really want to slow things down, and have database access, just change the table values.  Just be aware that the base value of 200 is fixed and not controlled from the table.

Well then it can not be lowered by us at this point, correct? Not to mention that I don't have the database access.

Again, no idea how hard it would be to implement this but it wouldn't be bad for anyone and it would be only positive for those who want this (me i.e.).
Title: Re: For science!
Post by: Bremen on January 09, 2014, 10:33:58 AM
In my experience ships being outdated before they're built is mostly a problem in the early game; once you have the early techs and the remainder are more expensive, it can be years before a major update is developed.
Title: Re: For science!
Post by: Theodidactus on January 09, 2014, 04:37:01 PM
I just RP this.
During periods with stronger central government, or really visionary leaders, research laboratories might get nationalized or all rally behind truly useful projects, working at breakneck speed.

During most periods, research slowly fractures off...important projects get only 1 or 2 labs, "expand civilian economy" and corporate gene sequencing become a priority, and research into mightier particle accelerators or stronger AIs languishes.

Title: Re: For science!
Post by: Alfapiomega on January 15, 2014, 02:56:24 AM
Any more ideas? Almost everyone said they are already doing this so I think it might be viable.

Steve, would it be hard to implement?
Title: Re: For science!
Post by: Charlie Beeler on January 15, 2014, 07:59:18 AM
Again, this is already in the game.  Don't advance your "research rate" tech and don't build additional research labs and your rate of advancement will be very slow after you've acquired the first few levels of tech.  Keep your start population down will limit your start research points and research labs.  Use a convention start with a small population and things really slow down. 

Sorry, no need in my eyes for a mechanic to cripple research any further. 
Title: Re: For science!
Post by: SteelChicken on January 15, 2014, 08:17:38 AM
Research does not need to be any slower.  Like Charlie says, dont build labs, dont increase the research rate and give yourself less starting techs....or start convential if you want to stay in the lower techs longer.
Title: Re: For science!
Post by: Alfapiomega on January 15, 2014, 09:01:35 AM
Guys, you are missing the point. I am not trying to cripple research but to have a tool that I could use for certain scenarios.

I can of course hack a database but I am not that good to avoid cripling it + as you mentioned the game has parametres hardcoded now.

I can't slow myself via research because that would leave every other race at normal pace. The tool I am pleading for would make it harder for every race in the universe to research and thus keep the balance it has now.
Title: Re: For science!
Post by: Black on January 15, 2014, 09:06:26 AM
Well NPR research is already crippled althought there should be some improvements in 6.4 i think.
Title: Re: For science!
Post by: Charlie Beeler on January 15, 2014, 09:08:49 AM
The issue you're running into isn't that the AI NPR's are advancing thier tech as fast or faster than you are.  At present the AI NPR's don't do much research.  Steve is working to change this.  

What you are seeing is the result of something different that he did do though.  AI NPR's start with something like 3x the RPs the player race has.  Steve has discussed this elsewhere as something he's looking at changing once the he irons out how the AI does research.  
Title: Re: For science!
Post by: SteelChicken on January 15, 2014, 10:20:05 AM
The issue you're running into isn't that the AI NPR's are advancing thier tech as fast or faster than you are.  At present the AI NPR's don't do much research.  Steve is working to change this.  

What you are seeing is the result of something different that he did do though.  AI NPR's start with something like 3x the RPs the player race has.  Steve has discussed this elsewhere as something he's looking at changing once the he irons out how the AI does research.  

Exactly.  NPR's dont do research very well.  All you can really do is give them a bunch of extra tech points to begin with.
Title: Re: For science!
Post by: waresky on January 15, 2014, 01:26:57 PM
+1

But...WHERE is STEVE?

Waitn for 6.4.

Waitn for Aurora II.

Change Core program..

Ah..if Steve return to LOVE Aurora we see a change...otherwise, not.

R.I.P.:D

:P
Title: Re: For science!
Post by: Hydrofoil on January 15, 2014, 05:40:44 PM
+1

But...WHERE is STEVE?

Waitn for 6.4.

Waitn for Aurora II.

Change Core program..

Ah..if Steve return to LOVE Aurora we see a change...otherwise, not.

R.I.P.:D

:P

id love to make my own version of Aurora i just never know where to begin on such large projects.
Title: Re: For science!
Post by: Triato on February 06, 2014, 12:47:09 PM
Well, eventually NPRs will have a research capacity similar to the player, then we will not be able to RP a slow research rate by slowing it ourselves without getting into a disavantage against NPRs and a feature to setting the general research dificulty for a hole scenario would be very usefull.
Title: Re: For science!
Post by: Sematary on February 06, 2014, 12:54:20 PM
+1

But...WHERE is STEVE?

Waitn for 6.4.

Waitn for Aurora II.

Change Core program..

Ah..if Steve return to LOVE Aurora we see a change...otherwise, not.

R.I.P.:D

:P

What are you talking about? Steve is on the forums almost daily. He posts in the Mechanics talking about what 6.4 is going to be. Its in the debugging stage right now with most features already added. Keep in mind he has a job and a lot of family living close to him on top of that what little time he has outside of work and family is not completely taken up by programming Aurora, or looking for bugs.
Title: Re: For science!
Post by: MarcAFK on February 09, 2014, 06:23:11 AM
Not to mention the time it must take to run through the hellfire of AMM-spam going on in the 6.4 test campaign.
Honestly it's a good thing he's back playing through the new version, so many new features are coming as a result of this work. Not to mention bug fixes.
Title: Re: For science!
Post by: Shipright on February 11, 2014, 04:16:00 PM
Quite a few games have this mechanic and as was stated its meant to regulate a rate game wide not just the player race.

We can RP lots of things without actual mechanics but the point of the game is to provide mechanics so we don't have to. Otherwise I'd just RP a pan and pen into Aurora!
Title: Re: For science!
Post by: Jorgen_CAB on February 11, 2014, 05:35:05 PM
I would not be against having a multiplier on the option screen for tech costs. That could be useful in scenarios you want to start with Earth at 10.000.000.000 people for example, although this obviously have other implication as well.

In these situations it is just easier to imagine that your 500 million are equivalent of 10 billion and multiply all population for RP reasons by twenty. That will keep the balance of progression to a more reasonable level.

I also use a few other tricks in my RP campaigns. I prohibit huge changes in how you change labs from one area to another. I charge that faction with a one time wealth cost of half what that lab produce in RP in a year for doing so (using SM mode). I also limit the total wealth accumulation of a faction to its yearly wealth income. This will curb a lot of gaming with changing lab between projects on a whim and make myself feel it when I do. Limiting total wealth is also a must on conventional starts in my opinion.
Title: Re: For science!
Post by: Theodidactus on February 11, 2014, 07:32:04 PM
As you may have seen in my electon-related threads, I tend to vary research depending on who is in power and what form his or her power takes. A lot of my research labs sit idle when the state is not issuing fat contracts to pursue new weapons technologies. In fact, technically in my current scenario the "ruling government" is prohibited from having any actual control over scientific research at all....

so from here on out I expect most of my research will go into mining, expanding the civilian economy, and construction.