Research Suggestions

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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meyerg
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Research Suggestions

Post by meyerg »

Research seems to be an important aspect of this game. Has implementing a "leaking effect" been considered? By a leaking effect, I mean a technological advantage is hard to maintain. In the modern era, if one country had a significant advantage in an area, other countries could catch up more easily than the country paving the way.
I played Empire on the old ARPANET (invented by Al Gore [clarification: he invented the ARPANET not Empire]), and countries lagging behind the leader received a small amount of research due to the overall amount of research being performed. WAW could implement this by general area (ASW, subs, air force, etc.) Just a thought.
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YohanTM2
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RE: Research Suggestions

Post by YohanTM2 »

I agree with you on this Meyerg.
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Becket
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RE: Research Suggestions

Post by Becket »

In GGW@W, the player has a number of competing priorities -- units, supply, repair, resources. You will never have enough production to do all of this. If you add an ability to coast on the research expended by other players, then you have significantly changed the game and made it easier to avoid spending on research.

If I let the Germans get to 10 in armor land attack when I'm still at 6, then I'm in big trouble. The game shouldn't reward me by making it easy for me to catch up; instead, I've dug myself a big hole and will have to fight my way out of it.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
YohanTM2
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RE: Research Suggestions

Post by YohanTM2 »

ORIGINAL: Becket

In GGW@W, the player has a number of competing priorities -- units, supply, repair, resources. You will never have enough production to do all of this. If you add an ability to coast on the research expended by other players, then you have significantly changed the game and made it easier to avoid spending on research.

If I let the Germans get to 10 in armor land attack when I'm still at 6, then I'm in big trouble. The game shouldn't reward me by making it easy for me to catch up; instead, I've dug myself a big hole and will have to fight my way out of it.

Sure, but captured technology, spies etc. all assisted in "the other side" getting a leg up. Are you suggesting that those factors are baked into the spend?

That might make sense to me.
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Oleg Mastruko
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RE: Research Suggestions

Post by Oleg Mastruko »

Getting to each new tech level becomes costlier and costlier, so in that sense it is easier to catch up than it is for tech leader to keep the tech gap, if that helps.

Oleg
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Becket
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RE: Research Suggestions

Post by Becket »

When you capture factories in the game, they can be used to produce either supplies or research points, easing the burden somewhat. So, in a way, capturing territory increases your ability to research.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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