Skip to main content
GameDev.net gamedev.net
🔒 Locked

Research and implementation

Started by Acharis Jan 2, 2011 at 11:54 PM 2 replies 1.2k views
Original Post
Acharis
Acharis
You spend research points, the technology pops up. So far so good. But how about implementation of the new technology? What about the cost of building newly researched things, infrastructure needed, better factories high-tech enough to be able to produce this new warp generator, laying out energy lines to allow use of the new electricity invention, etc. In games it feels like it's mostly about scientists work, without any need for engineers or workers or builders. Only military units have implementation stage, since you have to build the new ones. But everything else starts working from the void...

List of things that have implementation stage in games (a short list :D):
- new units are unlocked, you have to build them from scratch
- technology unlocks "wonders" (Civilization series) which have to be built to bring the effect


Should there be an implementation stage or would it make a game too complex and confusing?
How could we make such implementation stage?
Nypyren
Nypyren
Implementation stage works fine in many games - I think players generally understand the feature.

I think as long as the technology affects something tangible (something you can produce somehow, anyway), the "implementation stage" would make sense. If an implementation stage would detract from the fun of playing your game then maybe you could think about taking it out.

Some things make much more sense with an implementation stage. Unlocking new weapons in X-Com wouldn't make any sense if you didn't have to build the guns afterwards!

Other things would be much more tedious, so they don't have an implementation stage: Imagine if you had a bunch of existing Zerglings and had to bring them all back to your hive to get their movement speed upgrades installed (injected?)!
Humble Hobo
Humble Hobo
Well, I think in most cases it's a matter of convenience.

In a fast-paced real time strategy, you don't want to add unnecessary micromanagement. When you upgrade that war elephant to a heavy war elephant, it makes it a whole lot less confusing to automatically upgrade every elephant on the field. Having to upgrade each one individually would be a pain, and slow the game down.

That said I'm sure you could find examples where it adds to the strategy, instead of taking away.
Acharis
Acharis
For Starcraft research and implementation stage does not apply, since you have no research points. Everything costs minerals and gas. So if you invent zerglings upgrade we could say you paid for implementation as well since you paid with resources.

I assume the system being used in heavier strategies (like Cilivization or Master of Orion) with turns so enough time to think is provided. Also where is a distinction between research points and resources and you can not perfectly convert resourses into research points. So a race with excellent research capabilities might have troubles implementing it (like psylons in MOO2 going bankrupt when trying to build titans they researched early :D).

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.