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 Planetary Researching 
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Joined: Thu Aug 11, 2011 9:48 pm
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Why not there be a research tab under a planet under your control that allowed you to research a planet. What I'm saying is that with each level of research the new techniques that you've researched on your planet increase the efficency of your planetary production on that planet.

Example

Level 1 researching - Cost = 1000 Research Points; Reward = +5% production boost for that planet only
Level 2 researching - Cost = 2000 Research Points; Reward = +10% production boost
Level 3 researching - Cost = 3000 Research Points; Reward = +15% production boost
Level 4 researching - Cost = 4000 Research Points; Reward = +20% production boost
Level 5 researching (max) - Cost = 5000 Research Points; Reward = +25 production boost

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Thu Nov 03, 2011 8:24 pm
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Joined: Sun May 29, 2011 8:41 pm
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So less than 1 day's RP for me to get +25% my best planet?

Figures need work, but the idea is great.

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Thu Nov 03, 2011 8:26 pm
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Joined: Sun Aug 28, 2011 11:12 am
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I like it, but It shouldn't be that easy, I think it should be like the lab
You put research in to try and find something (meaning levels of research) But you have a chance of failing, and the chance INCREASES everytime you get another 'level'.
And the Research cost should be more like

First find : 5,000 Research
Second find : 15,000 Research
Third find : 45,000 Research
And so on, but overall yeah make it harder to get then +1 :)

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Thu Nov 03, 2011 11:53 pm
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Joined: Wed Mar 02, 2011 5:30 am
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a compromise would be to have a ramped system with a lower bonus.

1000RP = 2%
20000RP = 4%
400000RP = 6%
8000000RP = 8%

and so for a example

this would allow lower level players to get some bonuses but keep high level from getting a big boost for cheap.

also just to make sure that it is stated it is resource independent


Fri Nov 04, 2011 9:25 pm
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Joined: Thu Jun 17, 2010 11:45 am
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I know of players that produce 40,000 RP/hour. They could easily get to the second level of research in just 1 hour.

I think there should also be diminishing returns. This would mean everyone gets the best benefit initially, but large players wouldn't get so much out of it.

1000RP = 2%
20000RP = 3.5%
400000RP = 4.5%
8000000RP = 5%

This system could potentially work with another idea I posted Here as well - random planet bonuses:

Me wrote:
I play Sins of a Solar Empire, and one game feature that I really like is that once you've colonised a planet, you can "explore" it to search for useful materials that you would not otherwise know are there. These bonuses help to differentiate planets even more than simply by their class (Terran, Icy, Volcanic, etc), give players some additional options once they've colonised a planet, and give a player more to think about when deciding what to build/how to specialise a planet.

The useful materials come in two different forms:

Advanced Devices: These devices give your entire empire a boost of some kind, such as improved weapon damage, but these are extremely rare.
Planet Bonuses: These bonuses are varied and relatively plentiful, and can be both good and bad, improving or reducing some aspect of the planetary stats. Planets can have more than one of these each. Examples include veins of rare resources which boost mining output, or military prisons that reduce max population but increase defence. Some of the bonuses are planet type-specific as well, for example, the Massive Pure Glaciers bonus gives a boost to trade income but can only be found on Ice planets.

I've been thinking that planet bonuses could be adapted for Galaxy Legion. There are two possibilities;

[*]We could have a system where immediately upon colonisation, a random effect occurs, (Automatic) or;
[*]We could have a system where once a planet has been colonised, players get the chance to explore/scan the planet. (A clickable option)

There are lots of bonuses that we could have in the game as well, and since Galaxy Legion has significantly more planet types than Sins has, the list of bonuses could be significantly bigger. We could come up with a list, but firstly, what do people think of this idea?


By conducting research on a planet, you could find new discoveries. The planet could hold bonuses - or dangers. It would certainly make the game more interesting.

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Sat Nov 05, 2011 10:29 am
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Joined: Mon Nov 29, 2010 9:48 am
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I think there can be two ways we can include the soase idea.

an 'optimization' feature that was previously stated above. it would optimize production on the planet. if optimization is not cool enough, call it 'environmental analysis'.

i also agree that it needs to be on a planet to planet bases. as in, one research tier wont get you all of your planets optimized. each planet is different. so unless the tree intends to have a different tier for each planet type or rarity, we need to have the research go directly into the planet. it shouldnt be too much. i figure start it out at

5% = 1000
7% = 5000
10% = 25,000
15% = 50,000
20% = 100,000
25% = 500,000

because some players have over 100 planets, this can add up quickly. its not exceptionally overpriced, but its high enough to where it will offer easy bonuses up to 10 or 15% depending on the players daily pull, but if they want to max out all their planets at 25% itll be like trying to find an artifact in the ct lab for the amount of research itll take...

as for discoveries, i love the idea. i was thinking something along the lines of 25 energy to search, and you can search 1 time per planet, or 5 times total for all planets (so instead of searching once on 100 planets (100 searches total) you get to search 5 times on any planet, but only 5 times per day (5 searches total).

these searches can yield anything from zero space (or special space) buildings to archaic ship modules from races that preceded the prejor. either way, LOVE THIS IDEA.

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Sat Nov 05, 2011 10:45 am
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don't want to let this one die

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Sat Feb 04, 2012 3:27 pm
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