Slider for Researching time.

I think that there should be a slider for researching time.

Right now it seems that as long as you have the resources you can research anything in any order and it will not affect the outcome of the game. I enjoy trying to outthink my opponet by researching the righ things at the right times. If everything only take 3 mins to research what is the point?

If there is a "slider" the multiplayer games can be kept at the same speed, or even sped up like people are asking for.

Also if there is a "slider" players will be able to partake in a Huge Epic game that lasts months upon months if wanted to.

I do not know much about coding but it seems that this would not be hard to impliment at all. Selecting an option on the game start up menue for slower research will just change teh code for the length of researching times. EX. Selecting Fast will make every tech research 50% faster...
14,268 views 4 replies
Reply #1 Top
The problem is A) its to late, B) if you add all the options people want (even the simple sliders...) you end up with millions of options to deal with, which leads to C) the devs have to balance all possible option combinations -- and believe it or not, a research slider does effect balance, severely!

Edit: For example, if you don't have culture researched when your opponent starts spamming towers, a "long" research slider is really debilitating; if you have the slider set really "short" then you can research something when you need it and have it in time, rather than planning ahead... (or being scouted ahead to prepare for?).
Reply #2 Top
Opposed to a simple slider, which DOES affect balance as Ron explained, I would rather see a re-shuffling of the Tech Tree, (which iirc is already in the works) and making certain specific techs more time-consuming than others. i.e. the ship prototypes, building types and other core features necessary for ANY empire research quickly, while the empirewide bonuses like damage increases and Resource mining rate increases take a significant investment in time, forcing players to choose EITHER one OR the other, not both. (in the short term at least)

Again, though, these cant be really made into simple on/off options. They need to be hard-wired and balance tested by developers and beta testers. (perhaps a mod could be made. I stink at coding, so Ill have to defer to others here)
Reply #3 Top
I still wish for simultaneous research of military and civilian techs, and I am all in support of longer research times for certain techs.
Reply #4 Top
Yeah, I am just throwing idea out there atm to try and get researching up to the level it should be. Right now it seems researching does not play as dynamic a role as it should.

I was basing the sliders on GalCiv2, while that is a turn based and not RT4X, it did offer amazing gameplay options and playback ability even though you could only change 6 different areas.

I posted alot about this idea way back before beta 2 started and no one really seemed to take it into consideration. They were too worried about the AI and balance issues and the like. I dont really worry about that stuff becasue I know that it will be taken care of by the time of final release by the devs with input from the beta testers.

I thought the whole idea of beta testing was to try and make the game more enjoyable to a large group of people and providing replayability through the use of simple things, like sliders. Not grumbling about this needs balanced and that needs balance, we need this type of ship and that type. While I understand that this is vital in beta testing I feel that alot of this Epicness has slipped thrugh the fingers of us beta testers, it is up to the devs now, way too late for us...