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. ![Smile :)]({SMILIES_PATH}/icon_smile.gif)
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$$ to increase the chance a specialist gets techX by 10% (depending the exact mechanism by which the scentist promotions are selected).
I feel this is not as elegant, but does allow more direct influence on the type of scientists trained.
![Smile :)]({SMILIES_PATH}/icon_smile.gif)
The annual lost RP only increases with the number of labs you have operating.
I only suggest a small additional chance though.
If you have a good DS guy and do a lot of Defence research, you would be more likely to get a def guy, but not by much. (a fixed amount)
Say, you have 60% of your RP generated in DS and the rest divided among the others, you'd get a single 10% increased chance for a DS guy.
I was not suggesting to calculate the relative percentages of RP generated on a per type basis and restricting the type of scientist based on that..... come to think of it, that might work too. Could use those percentages to weight the odds of a type, by adding to the chance.
It really depends on the code mechanism that is used in the officer/scientist generation though.
Another idea, but which would require more coding:
grants, that work like the investments made in the civvies.
Pay 1000$$ 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.