Research balance suggestion

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Jorgen_CAB
Posts: 885
Joined: Wed Mar 17, 2010 7:53 pm

Research balance suggestion

Post by Jorgen_CAB »

I suggest that research would have some sort of diminishing return on investment over time. It is quite realistic that more is not always better in a linear fashion for the same resources used. I certainly think that research bonuses need to not stack in a linear way, they are often too easy to get very high values on.

Soo... ten research stations should not give ten times the number of research points, but should still cost ten times more than one station.

The rate of diminishing return obviously would be a balance thing, but I think that less linear mechanics the better a game generally become and less of a snowball gameplay is as well.
DasTactic
Posts: 1360
Joined: Mon Oct 10, 2005 7:16 am

Re: Research balance suggestion

Post by DasTactic »

I think this is a great idea. Especially if you keep the specialization percentages which often are enough of a draw-card.
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Bleek
Posts: 817
Joined: Wed Oct 26, 2011 7:55 am
Location: United Kingdom

Re: Research balance suggestion

Post by Bleek »

I'd say this is a good idea 👍
I've been beta testing myself for decades.
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Thineboot
Posts: 523
Joined: Mon Mar 21, 2022 2:19 pm
Location: Earth

Re: Research balance suggestion

Post by Thineboot »

They have changed recently how stacking bonuses work, they went from x1, x1, x1, ... to x1, x½, x¼, ..., which limits the sum to twice the highest value instead of infinity.
It shouldn't be to hard to come up with a similar solution for rampaging research as well.
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