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Research Suggestions

Posted: Tue Sep 07, 2004 4:29 am
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.
greg

RE: Research Suggestions

Posted: Tue Sep 07, 2004 2:14 pm
by YohanTM2
I agree with you on this Meyerg.

RE: Research Suggestions

Posted: Tue Sep 07, 2004 2:39 pm
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.

RE: Research Suggestions

Posted: Tue Sep 07, 2004 4:10 pm
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.

RE: Research Suggestions

Posted: Tue Sep 07, 2004 5:39 pm
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

RE: Research Suggestions

Posted: Tue Sep 07, 2004 5:56 pm
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.