Research Idea/Thought

I just read the journal about the betas being torturous to its testers and thought I should post something.

I've only joined the beta testing recently, and have had only moderate time to be involved. I too have been trying to create a game from scratch using c++ and DirectX, mostly for fun as there is much to do as one person. I have made a planetary terrain though.

Anyway, I think the methods being implemented to gather user information to not only add content, but actually functional fundamentals to Elemental, are great!! I have a great appreciation for the developers of Elemental. Kudos!

My thoughts for the research is this:

The current category structure is good, but having to research another level at, say lv 6, just to access a tech that could have been chosen at the first level creates a game play direction. What I mean is that some techs will go unused as taking them will cost valuable time.

Example: Military research has a separate tech string for stronger troops vs number of troops built. I think this will cause a general rule to disregard one of them, depending on how the final mechanics work.

I think what might be better is use something similar to the spell research, but only slightly.

Say that researching lv 1 gives you 5 points, and the tech of Farming would cost 4 points. You would have 1 point extra to save for the next level to get either a greater tech, or two early techs. With this you could also incorporate techs which require a certain lv with in the catagory to "purchase" it regardless of the tech research "cost".

I just think this would allow a more robust usage of the research available, and thus allow for a more complex research tree.

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Reply #1 Top

I also agree here, though envision a slightly defferent implementation. I think I would like to see more of a flat cost based on tech color (green vs yellow vs orange), and when you chose your tech tree you also choose a color to go after.

Since most games Mining in Green but I tend to ignore it because early game it really just isn't worth the time spent on it. But by the later game I am finding a huge time cost associated with then acquiring it.

I am of the feeling while the techs are good and the trees themselves are good, We need to reevaluate how we acquire them during research. Having to waste 100 turns because I need Refined housing to jump from L3 to L4 city to get that extra 4 pop I need. And it doesn't show up till after 5  breakthroughs in the civ tree later.

I won't lie that kind of randomness could lose the game for me. And would be a gamebreaking mechanic for alot of people.

No one likes to lose because the one thing you need to compete you got unlucky and didn't get thanks to a RNG.

Reply #2 Top

I agree too. There should be a civ style tech tree. Plus there is a minor thing to fix. If you start with a hero who has +1 tech resource bonus. Then you should get a popup which warns you to choose a tech before going to next turn if you click tu end turn button. I lost 2 turns beceause of it :). Also tech tree should be richer I guess.