ORIGINAL: Erik Rutins
ORIGINAL: Jorgen_CAB
I just don't understand why the option was not done in a way I would ever consider using it. You could easily have given some efficiency bonus for multiple research so there would be both benefits and drawbacks with both. That would have made it a bit more sense.
From a pure game design standpoint, I understand and agree with what you've said. The minor incentives of concurrent crash research and running side projects with much higher research bonuses don't make up for the optimization of getting a tech into your ships and economy faster.
At the same time though, there's a more philosophical question of verisimilitude within the living galaxy. If we gave some kind of additional efficiency bonus for multiple concurrent project, why would splitting your research across three concurrent projects make you effectively better at researching those projects? Why would it cost you say 3000 research to focus everyone on a new hyperdrive, but only say 2000 research for that same hyperdrive if you were also researching two other projects at the same time? Outside of pure game design, how would you rationalize that? I can imagine some, but none were convincing enough for me or Elliot to opt for the pure game design choice there.
Regards,
- Erik
Have you actually ever seen research work like they do in a game....
There a millions of reason why you would like to split research into many different areas in real life... first of all allot of research in different areas are depending on each other, the other is administration, making sure you are not duplicating work and pure interest and devotion of the scientific community.
Not to mention the cost of switching specialised equipment, lab buildings, personnel that you need for different types of research... In real life there is a steep curve of diminishing return of investment into specific areas of science after a certain point. The other VERY important thing about real life is the we don't know where something will lead... we don't know the future as we do in a game that has a tech tree.
I think i could go on and on why concurrent research should and would be way more efficient in real life.
In my opinion I could see that the game simply had different pools of research in different areas that would be way more realistic, but you also would need more research period unless you want to wait 50-100 years between technologies I suppose. Each step would need to be much smaller so you feel there is some progress.
I have no issue with how the research model work in the game, it is a tried and proved method for games and work well.