Preventing Research Concentration
Posted: Tue May 10, 2005 3:36 pm
There has been some discussion on this board regarding the in-game effectiveness of concentrating research and building only the resulting superunits. Here is just one option I thought of for addressing the situation.
Averaging Performance:
Armor divisions aren't really comprised of just tanks. The typically WWII armor division had lots of infantry. And the majority of infantry formations had at least some armored vehicles. So, there is some logic in using combined stats for units. For example, perhaps the ground comabt ability of an armor unit = (ground of armor + average ground of all land units) / 2. In that way, focusing research on one unit type only has limited benefits. And at some point, upgrading the land combat of infantry might be the best bang for the buck in improving the killing power of armor.
While the rationale for doing so becomes more abstract, the same might be done for fleets or aircraft under the assumption that research is shared and applied across platforms so that the land attack of a heavy bomber might = (the land attack of heavy bombers + the average land attack of all aircraft types) / 2. (While I use land attack for the example, it really applies to any stat). While this approach prevents superunits from evolving it still does recognize investments in a given realm, so that when nations invest in naval technology it helps all naval units and when they invest in ground units, it helps all ground combat. This approach makes it far more difficult for a nation to cherry pick individual units from each realm and improve land, sea and air - instead it becomes much more necessary to concentrate on a range of units within a given sphere or to just try and raise everything and accept only marginal progress.
Averaging Performance:
Armor divisions aren't really comprised of just tanks. The typically WWII armor division had lots of infantry. And the majority of infantry formations had at least some armored vehicles. So, there is some logic in using combined stats for units. For example, perhaps the ground comabt ability of an armor unit = (ground of armor + average ground of all land units) / 2. In that way, focusing research on one unit type only has limited benefits. And at some point, upgrading the land combat of infantry might be the best bang for the buck in improving the killing power of armor.
While the rationale for doing so becomes more abstract, the same might be done for fleets or aircraft under the assumption that research is shared and applied across platforms so that the land attack of a heavy bomber might = (the land attack of heavy bombers + the average land attack of all aircraft types) / 2. (While I use land attack for the example, it really applies to any stat). While this approach prevents superunits from evolving it still does recognize investments in a given realm, so that when nations invest in naval technology it helps all naval units and when they invest in ground units, it helps all ground combat. This approach makes it far more difficult for a nation to cherry pick individual units from each realm and improve land, sea and air - instead it becomes much more necessary to concentrate on a range of units within a given sphere or to just try and raise everything and accept only marginal progress.