Original Post
I've been thinking about space 4X games, and the standard research system really bothers me. To me, the current system is selecting which results I want and devoting resources and time until I acquire them. For me, it is about as engaging and exciting as watching a download or install progress bar.
Some games have variations on the standard system.
Some of the more common variations:
I'd like research to require active involvement, and I want it to be engaging and exciting instead of a chore. I'd like to see my overall technological progress and feel satisfied from personally accomplishing some feat of skill, though I must decide what those skills should be. I think random events should keep the system refreshing and challenging, but should not decide the success or failure of a skilled player.
It's going to be difficult for me to devise a system, so I could definitely use input.
One idea I'm considering is making a portion of research the result of performing actions. For instance, putting outposts on an inhospitable planet might contribute research towards terraforming because of the data collected from each planet. Of course, this idea would need careful application or it would devolve into tedium.
More to come.
Some games have variations on the standard system.
Some of the more common variations:
1) Overdriving research. The more resources I invest the faster I research a project, but overdriving is inefficient. I get diminishing speed increases the more resources I invest. I must decide between overdriving or investing the resources in a more efficient area.
2) Reverse engineering. I acquire a game object and can reverse engineer it to get research benefits. I must decide between using the object in its capacity - perhaps risking it, or if and when I want to destroy it to unlock research benefits.
3) Research has perils. If I research a plague to use on my enemies, it might accidentally infect my planets causing problems for me. I must decide if I am willing to take a risk on a project, or pass it up for safer but less effective project.
4) Locations provide research benefits. An energetic location might provide a research bonus to energy research. The location may be easy or difficult to defend. I must decide if I want to perform accelerated research in a new or risky location or perform regular research in my established and safe locations.
5) Diplomatic actions provide research benefits or technologies. Empires can trade research or technologies, or steal them with subversive actions. I can decide on a carrot or stick approach, and face the consequences of either or both.
6) Refinements to existing technologies versus unrefined breakthroughs. I can devote resources to improve an existing technology, or I can research a breakthrough that is weaker but has more potential for improvement. I must decide if I refine what I have or if and when I should advance.
2) Reverse engineering. I acquire a game object and can reverse engineer it to get research benefits. I must decide between using the object in its capacity - perhaps risking it, or if and when I want to destroy it to unlock research benefits.
3) Research has perils. If I research a plague to use on my enemies, it might accidentally infect my planets causing problems for me. I must decide if I am willing to take a risk on a project, or pass it up for safer but less effective project.
4) Locations provide research benefits. An energetic location might provide a research bonus to energy research. The location may be easy or difficult to defend. I must decide if I want to perform accelerated research in a new or risky location or perform regular research in my established and safe locations.
5) Diplomatic actions provide research benefits or technologies. Empires can trade research or technologies, or steal them with subversive actions. I can decide on a carrot or stick approach, and face the consequences of either or both.
6) Refinements to existing technologies versus unrefined breakthroughs. I can devote resources to improve an existing technology, or I can research a breakthrough that is weaker but has more potential for improvement. I must decide if I refine what I have or if and when I should advance.
I'd like research to require active involvement, and I want it to be engaging and exciting instead of a chore. I'd like to see my overall technological progress and feel satisfied from personally accomplishing some feat of skill, though I must decide what those skills should be. I think random events should keep the system refreshing and challenging, but should not decide the success or failure of a skilled player.
It's going to be difficult for me to devise a system, so I could definitely use input.
One idea I'm considering is making a portion of research the result of performing actions. For instance, putting outposts on an inhospitable planet might contribute research towards terraforming because of the data collected from each planet. Of course, this idea would need careful application or it would devolve into tedium.
More to come.