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 Research limit lock 
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Joined: Tue May 18, 2010 11:19 am
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I'm sure this is somewhere, but I can't find it so I'll ask again.
How do you raise the total that your Research points can be
accumulated up to? :?: I'm stuck at 9,750 and any more Research I
accumulate is just lost. There must be a way to raise this
limit to pay for the more advanced equipment.


Tue Jul 20, 2010 9:10 pm
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Joined: Fri Jun 25, 2010 1:16 am
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Deathbird wrote:
I'm sure this is somewhere, but I can't find it so I'll ask again.
How do you raise the total that your Research points can be
accumulated up to? :?: I'm stuck at 9,750 and any more Research I
accumulate is just lost. There must be a way to raise this
limit to pay for the more advanced equipment.


Why don't you just invest the 9,750 into what ever you are interested in and then invest the rest when we get it?


Tue Jul 20, 2010 9:14 pm
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Joined: Thu Jun 17, 2010 5:27 pm
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The limit increases by a small amount each rank.

You can partially research a technology. Simply click Research and your points will be put towards that tech. Keep researching and once the Remaining points is 0 you will get the tech and unlock the next one for research.


Tue Jul 20, 2010 10:49 pm
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Joined: Fri May 07, 2010 12:43 am
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They should make it more clear to people about this, its hindering their progress severly. Maybe send them a notification when they reach research cap.

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Wed Jul 21, 2010 4:04 am
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Robert wrote:
They should make it more clear to people about this, its hindering their progress severly. Maybe send them a notification when they reach research cap.

God forbid they ever check the FAQ :evil:

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Wed Jul 21, 2010 4:37 am
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Cothordin wrote:
Robert wrote:
They should make it more clear to people about this, its hindering their progress severly. Maybe send them a notification when they reach research cap.

God forbid they ever check the FAQ :evil:



..or the ingame tutorial where im quite sure its written too

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Wed Jul 21, 2010 6:39 am
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yes but it seems people dont notice it. If you notified them when they reach research cap with an additional message explaining partial research in a few words, less people would be losing progress because of misunderstanding.

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Wed Jul 21, 2010 6:56 am
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Joined: Tue May 18, 2010 11:19 am
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Thanks guys.
I didnt catch on till I saw your answers. I had no clue that
you didn't need to pay the entire cost all at once. Durrr :oops:


Wed Jul 21, 2010 10:30 pm
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Joined: Sat Jul 17, 2010 1:05 am
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Put the research information in bars. Don't just display it as numbers.

When everything else you can fill partially is in bars, of course people are going to think this is an all or nothing sort of thing.


Thu Jul 22, 2010 2:32 am
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Jeff_Wilson63 wrote:
Put the research information in bars. Don't just display it as numbers.

When everything else you can fill partially is in bars, of course people are going to think this is an all or nothing sort of thing.

I dont see how that will help, at all. I mean useful for people who are incapable of understanding fractions, but for this? No. And honestly I dont understand how people arnt figuring this out. I mean are people afraid of experimenting a little bit? Cuz honestly, first day, "Huh wonder if I have to max this thing out.../click button...huh guess not".

In the mean time I agree this should be added to the tutorial, and have the info go up the first time they view the research screen.

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Thu Jul 22, 2010 3:24 am
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Cothordin wrote:
Jeff_Wilson63 wrote:
Put the research information in bars. Don't just display it as numbers.

When everything else you can fill partially is in bars, of course people are going to think this is an all or nothing sort of thing.

I dont see how that will help, at all. I mean useful for people who are incapable of understanding fractions, but for this? No. And honestly I dont understand how people arnt figuring this out.

I really have to "huh?" this.

1) People don't realize that partial research can be done.

2) You put something on the page people look at while doing research that shows that partial research can be done.

Please explain how that wouldn't help, because I don't understand your objection at all.

As to how people aren't figuring this out . . . Please name one thing besides research that can be done partially that isn't displayed as a bar or percentage. When there's only one exception in a series of 8 or more, people (particularly those new to the system) will forget or overlook the exception -- regularly.

Note that I'm not talking about whether bars or numbers or whatever display the information better. I'm talking about consistency throughout the interface. If partial efforts are displayed in bars in some places, they should be used everywhere. Otherwise people will get confused.


Thu Jul 22, 2010 4:45 am
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Jeff_Wilson63 wrote:
As to how people aren't figuring this out . . . Please name one thing besides research that can be done partially that isn't displayed as a bar or percentage. When there's only one exception in a series of 8 or more, people (particularly those new to the system) will forget or overlook the exception -- regularly.

Ahem...
Decks
Cargo
and if you want to push it...
Attack
Defense
Scan
Upkeep

All of these have a max limit that is defined by certain variables, same as research. All of these are shown as fractions (except for the pushers, in which case they could be shown as a total used out of total possible. But that would be a PITA)

Maybe it will help, maybe. But I think what would help better is to just smash it into peoples heads that you can do research in parts.

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Thu Jul 22, 2010 5:22 am
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If any of those have a limit it's news to me. What are their limits?


Thu Jul 22, 2010 8:47 am
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Jeff_Wilson63 wrote:
If any of those have a limit it's news to me. What are their limits?

Decks and Cargo are already fractions so I dont think Ill actually have to explain the limits for that.

As for the pushers, by finding out what tier of research your at in a certain module type, and by look at your inventory for stuff from radiant lockers, one can find how much space it would take to get the most of a certain stat out of your ship. Then you can take the number of decks required and apply it to how many decks you have total, if you have enough space to fit more well you not using all of that stats that's available.

EXAMPLE
740 Decks
Heavy Disruptor Cannon= 133 Attack/31 Space, Highest researched weapon
Light Quantum Devastator =150/33 (limited to 2) Radiants
Light Singularity Launcher = 187/37 (limited to 1) Radiant
Missions Items/Tier rewards= 200/0
No tactical Officers = 0/0

So...
740-37=733Deck 387Attack 1Cannon
733-(33*2)=667Deck 687Attack 3Cannons
667-(31*5)= 512Deck 1352Attack 8Cannons
So if the player has less then 1352 Attack then they're not reaching the limit but still using Attack.
You can apply this to any module type/stat, but I highly doubt theyre will ever be bars for each stat.

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Thu Jul 22, 2010 5:52 pm
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All that's listed as percentage: "Space: X / Y"

Research isn't.


Thu Jul 22, 2010 11:43 pm
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Jeff_Wilson63 wrote:
All that's listed as percentage: "Space: X / Y"

Research isn't.

Well then maybe it should be listed as a fraction

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Thu Jul 22, 2010 11:55 pm
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Hrm, well that bites. With my minerals and artifacts I can be gone for just over a day before they're filled up. With research, I can't be gone for over 10 hours before I'm screwed.

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Tue Jul 27, 2010 3:57 am
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Robert wrote:
They should make it more clear to people about this, its hindering their progress severly. Maybe send them a notification when they reach research cap.


Shhhh, don't let the ignorant people know the research secret!

Those newbies = easy to smack around. Easy kills, hacks, raids, and invaions with their weak tech versus the smart player's much higher tech's.

If those newbies are too dumb to check tutorials, wiki, or figure out an easy "spend research" click, they deserve their fate as farms for the smart ones.


Tue Jul 27, 2010 4:28 am
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