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| Research improvement ("leveling up") | |
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+5~sciocont bill2505 US_of_Alaska The Uteen Commander Keen 9 posters | |
Author | Message |
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Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Research improvement ("leveling up") Thu Feb 17, 2011 1:18 pm | |
| With the recent update of research tree into a web and inclusion of branches, research "levels" weren't updated, and it's a bit unclear how will they work, or if they will be included at all.
For new members or for old ones wanting to refresh their memory, improving (or leveling up) a technology increases it's effectivity, increasing it's bonuses and allowing FPs/TOs to be smaller or more powerful.
The current research concept has too much Inventions to level up each of them, but on the other side, leveling entire branches is too general to allow for more significant gameplay value.
So, should we include leveling? If so, how will it work? Discuss.
Last edited by Commander Keen on Thu Feb 17, 2011 5:05 pm; edited 1 time in total | |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Research improvement ("leveling up") Thu Feb 17, 2011 3:00 pm | |
| What's wrong with it working normally, but with inventions? Each research has a level, which doesn't affect the inventions, just the bonuses that research gives you (assuming they still do with inventions, I don't see why not), and some researches, when levelled, unlock inventions (or more of them, possibly better versions of the previous invention).
Maybe I'm missing something, but I would have thought that would work. | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Research improvement ("leveling up") Thu Feb 17, 2011 3:42 pm | |
| Maybe I'm just being dumb now, but what are those researches you talk about? Are they Inventions? Breakthroughs? Or the whole branches containing Inventions and Breakthroughs?
Or are there any researches in additions to these three things above? | |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Research improvement ("leveling up") Thu Feb 17, 2011 4:09 pm | |
| - Commander Keen wrote:
- Maybe I'm just being dumb now, but what are those researches you talk about? Are they Inventions? Breakthroughs? Or the whole branches containing Inventions and Breakthroughs?
Or are there any researches in additions to these three things above? Um... The actual content of the tree... The things that aren't inventions, that affect your civilisation. Things like writing, and maths. They're supposed to give your civilisation bonuses in production and efficiency, and things like that, aren't they? Is my idea of what the research tree is outdated? ...I know I just said tree... I should have said web. I mean web. I'm not that outdated. Hang on, let me take a look at the last post, I might not have been very clear... - The Uteen wrote:
- Each research has a level, which doesn't affect the inventions, just the bonuses that research gives you As in, when you level up a research, it becomes more advanced, and so increases its effectiveness in your civilisation, therefore giving higher bonuses. Maybe that's not what levelling does. Did. Well, whatever it did, it continues to do.
and some researches, when levelled, unlock inventions (or more of them, possibly better versions of the previous invention). Some might not give you an invention at first, but do when you level them. Levelling a research could get you better versions of an invention. Or they give you different inventions entirely.
Maybe I'm missing something, but I would have thought that would work. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Research improvement ("leveling up") Thu Feb 17, 2011 5:28 pm | |
| Why can't levels be attached to everything? It would all be behind the scenes, and the player doesn't even have to know about it if they don't want to (options - notifications - hide/show research leveling). | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Research improvement ("leveling up") Thu Feb 17, 2011 5:35 pm | |
| - Quote :
- Um... The actual content of the tree... The things that aren't inventions, that affect your civilisation. Things like writing, and maths. They're supposed to give your civilisation bonuses in production and efficiency, and things like that, aren't they? Is my idea of what the research tree is outdated?
Maths and similar aren't inventions? Until now I thought all researches are either Inventions or Breakthroughs. Maybe you meant FPs? - Quote :
- Why can't levels be attached to everything? It would all be behind the scenes, and the player doesn't even have to know about it if they don't want to (options - notifications - hide/show research leveling).
How would it work then? More specificaly, how would levels be attained? The player should be able to put effort into leveling up certaing branches (or inventions). | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Research improvement ("leveling up") Thu Feb 17, 2011 9:27 pm | |
| - Commander Keen wrote:
-
- Quote :
- Um... The actual content of the tree... The things that aren't inventions, that affect your civilisation. Things like writing, and maths. They're supposed to give your civilisation bonuses in production and efficiency, and things like that, aren't they? Is my idea of what the research tree is outdated?
Maths and similar aren't inventions? Until now I thought all researches are either Inventions or Breakthroughs. Maybe you meant FPs?
- Quote :
- Why can't levels be attached to everything? It would all be behind the scenes, and the player doesn't even have to know about it if they don't want to (options - notifications - hide/show research leveling).
How would it work then? More specificaly, how would levels be attained? The player should be able to put effort into leveling up certaing branches (or inventions). It would be done by using related TOs, or continuing research along branches that the Research or invention was on. Eg. researching animal interaction would improve gathering. | |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Research improvement ("leveling up") Fri Feb 18, 2011 2:44 pm | |
| - Commander Keen wrote:
-
- Quote :
- Um... The actual content of the tree... The things that aren't inventions, that affect your civilisation. Things like writing, and maths. They're supposed to give your civilisation bonuses in production and efficiency, and things like that, aren't they? Is my idea of what the research tree is outdated?
Maths and similar aren't inventions? Until now I thought all researches are either Inventions or Breakthroughs. Maybe you meant FPs? I thought inventions were FPs. Inventing FPs... Sorry, I've misunderstood by the looks of it. ...I don't think there's a page on the wiki explaining what the terms mean, so could someone explain exactly what Inventions and Breakthroughs are? And where FPs come into it? | |
| | | bill2505 Learner
Posts : 112 Reputation : 0 Join date : 2011-01-09 Location : Greece
| Subject: Re: Research improvement ("leveling up") Fri Feb 18, 2011 3:19 pm | |
| - The Uteen wrote:
- Commander Keen wrote:
-
- Quote :
- Um... The actual content of the tree... The things that aren't inventions, that affect your civilisation. Things like writing, and maths. They're supposed to give your civilisation bonuses in production and efficiency, and things like that, aren't they? Is my idea of what the research tree is outdated?
Maths and similar aren't inventions? Until now I thought all researches are either Inventions or Breakthroughs. Maybe you meant FPs? I thought inventions were FPs. Inventing FPs... Sorry, I've misunderstood by the looks of it.
...I don't think there's a page on the wiki explaining what the terms mean, so could someone explain exactly what Inventions and Breakthroughs are? And where FPs come into it? with reasearch lvling you mean something like this you reasearch 1 medicine. the lvl 2 becomes availiable but it cost more and may need other reasearches be done before i becomes availiable. if yes i like it | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Research improvement ("leveling up") Fri Feb 18, 2011 4:57 pm | |
| - Quote :
- ...I don't think there's a page on the wiki explaining what the terms mean, so could someone explain exactly what Inventions and Breakthroughs are? And where FPs come into it?
Inventions make up the bulk of the research web. Researching them can give new FPs or other bonuses, but they can't unlock new research branches. Not all Inventions will be discovered, some will be randomly skipped by the game to allow for more variety between nations. Breakthroughs are like Inventions, except they can unlock new branches, and that makes them way more important than ordinary Inventions. Breakthroughs will also be always discovered, so you won't be deprived of any important area of research. FPs can be unlocked by any Invention or Breakthrough. - Quote :
- with reasearch lvling you mean something like this
you reasearch 1 medicine. the lvl 2 becomes availiable but it cost more and may need other reasearches be done before i becomes availiable. if yes i like it Something like that, but without any prerequisites. Leveling up just gives the research greater bonus. We already have huge loads of Inventions, and complicating it by differentiating every level would be hell both for players and designers. | |
| | | bill2505 Learner
Posts : 112 Reputation : 0 Join date : 2011-01-09 Location : Greece
| Subject: Re: Research improvement ("leveling up") Sat Feb 19, 2011 6:54 am | |
| - Commander Keen wrote:
-
- Quote :
- ...I don't think there's a page on the wiki explaining what the terms mean, so could someone explain exactly what Inventions and Breakthroughs are? And where FPs come into it?
Inventions make up the bulk of the research web. Researching them can give new FPs or other bonuses, but they can't unlock new research branches. Not all Inventions will be discovered, some will be randomly skipped by the game to allow for more variety between nations.
Breakthroughs are like Inventions, except they can unlock new branches, and that makes them way more important than ordinary Inventions. Breakthroughs will also be always discovered, so you won't be deprived of any important area of research.
FPs can be unlocked by any Invention or Breakthrough.
- Quote :
- with reasearch lvling you mean something like this
you reasearch 1 medicine. the lvl 2 becomes availiable but it cost more and may need other reasearches be done before i becomes availiable. if yes i like it Something like that, but without any prerequisites. Leveling up just gives the research greater bonus. We already have huge loads of Inventions, and complicating it by differentiating every level would be hell both for players and designers. about the players part i dont thing that you are right specialy in a game that is complex like this.having lvled reasearches without prerequisites will be easily exploited(by reasearching only one reasearch again and again .also it will feel a bit strange. i dont say that every lvl will have a prerequisite but i dont thing the opposite will be good. ifor example in a game i play in order to reasearch lvl 1 urban planning you have to have lvl 10 architecture(example) .the same goes for lvl 2.at lvl 5 you have to have 15 lvl architecture. of course this is just an oppinion | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Research improvement ("leveling up") Sat Feb 19, 2011 8:27 am | |
| - Quote :
- having lvled reasearches without prerequisites will be easily exploited(by reasearching only one reasearch again and again
Researching one research again and again will slow down research of new technologies. If you wish to sacrifice that, you can. Also, the more you level something up, the harder will it be to level it up. At some point, leveling up will become disadvantageous. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Research improvement ("leveling up") Sun Feb 20, 2011 10:21 pm | |
| Ok, here's a sum-up of my original idea for levels:
Levels are simply just different advancements of a single (invention?/technology? Don't know what we're referring to the things that get researched as now.) Basically, they are different advancements of a stop on the tech tree/web/whatever.
Here's an example: Cannon has three levels- each level increases reliability of the cannon.
Basically, once you've researched something, you don't immediately have the best version of it. You start out with the simplest form, then build and improve on that with research.
I visualize it like this- you have the network of interconnected technologies/researches/whatever - each of these is represented as a small flat block, with lines drawn towards others to show their correlation. A technology with levels has many blocks stacked on top of each other, and each of these can have different connections than the bottom block, representing the simplest form of the tech.
I'm not sure if that was very clear. Please tell me if you didn't understand it. | |
| | | Mysterious_Calligrapher Biome Team Lead
Posts : 1034 Reputation : 26 Join date : 2010-11-26 Age : 32 Location : Earth, the solar system, the milky way...
| Subject: Re: Research improvement ("leveling up") Thu Feb 24, 2011 6:52 pm | |
| - ~sciocont wrote:
- Levels are simply just different advancements of a single (invention?/technology? Don't know what we're referring to the things that get researched as now.) Basically, they are different advancements of a stop on the tech tree/web/whatever.
Who's updating the little dictionary that we had hanging out somewhere on the forum? I feel like someone needs to before we all get confused. - ~sciocont wrote:
Basically, once you've researched something, you don't immediately have the best version of it. You start out with the simplest form, then build and improve on that with research. I understand this, but have no idea how we would implement it, save with a lot of random numbers for failure rates, then animating each failure and figuring it's probability for every level. | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Research improvement ("leveling up") Fri Feb 25, 2011 5:25 pm | |
| - Quote :
- Who's updating the little dictionary that we had hanging out somewhere on the forum? I feel like someone needs to before we all get confused.
It's on the wiki now. Feel free to find either the original dictionary thread and post your changes. I'll get them on the wiki. - Quote :
- Cannon
has three levels- each level increases reliability of the cannon. Reliability isn't the best example, because there's no nearly no way how to simulate it without inducing a lot of micromanagement. Computers would be a better example, when you first start with machines big as houses and have to level up to get microprocessors (Effectivity would be increased with each level). - Quote :
- I visualize it like this- you have the network of interconnected technologies/researches/whatever - each of these is represented as a small flat block, with lines drawn towards others to show their correlation. A technology with levels has many blocks stacked on top of each other, and each of these can have different connections than the bottom block, representing the simplest form of the tech.
Honestly, I don't understand it much. Maybe a graphical example could help? | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Research improvement ("leveling up") Fri Feb 25, 2011 9:58 pm | |
| - Commander Keen wrote:
-
- Quote :
- Who's updating the little dictionary that we had hanging out somewhere on the forum? I feel like someone needs to before we all get confused.
It's on the wiki now. Feel free to find either the original dictionary thread and post your changes. I'll get them on the wiki.
- Quote :
- Cannon
has three levels- each level increases reliability of the cannon. Reliability isn't the best example, because there's no nearly no way how to simulate it without inducing a lot of micromanagement. Computers would be a better example, when you first start with machines big as houses and have to level up to get microprocessors (Effectivity would be increased with each level).
- Quote :
- I visualize it like this- you have the network of interconnected technologies/researches/whatever - each of these is represented as a small flat block, with lines drawn towards others to show their correlation. A technology with levels has many blocks stacked on top of each other, and each of these can have different connections than the bottom block, representing the simplest form of the tech.
Honestly, I don't understand it much. Maybe a graphical example could help? I'll work on a graphical example. | |
| | | Dudeman Newcomer
Posts : 81 Reputation : 0 Join date : 2011-02-06 Age : 26 Location : Pluto. As everybody knows, a mile from the Sun.
| Subject: Re: Research improvement ("leveling up") Sun Feb 27, 2011 3:24 pm | |
| Guys, remember that technology advances exponentially. It's like an Exponential Graph. So, basically, in real life, technologies become EASIER to research, not harder. Your idea of making the Level Ups harder to achieve is therefore useless, no offense. It should be that Level Ups become EASIER to achieve.
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| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Research improvement ("leveling up") Sun Feb 27, 2011 3:48 pm | |
| Exponential growth is taken care of directly in the web. Improving one set piece of technology gets harder and harder as you have to use more complicated methods. Exponential technology growth depends on developing totally new solutions (in comparison, leveling up corresponds to improving the solution). | |
| | | bill2505 Learner
Posts : 112 Reputation : 0 Join date : 2011-01-09 Location : Greece
| Subject: Re: Research improvement ("leveling up") Sun Feb 27, 2011 6:10 pm | |
| - Dudeman wrote:
- Guys, remember that technology advances exponentially. It's like an Exponential Graph. So, basically, in real life, technologies become EASIER to research, not harder. Your idea of making the Level Ups harder to achieve is therefore useless, no offense. It should be that Level Ups become EASIER to achieve.
i dont agree you you (some % at least) the more good is ssomething the more hard you will make it better( as i said at some % you are right.) | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Research improvement ("leveling up") Sun Feb 27, 2011 9:42 pm | |
| This is my idea for the "levels" Each tech is represented by a box. Each column of boxes represents the linear progression of a single technology, such as computers. Some levels are only accessible after other advancements are made, some levels unlock new technologies. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Research improvement ("leveling up") Mon Feb 28, 2011 2:32 am | |
| - ~sciocont wrote:
This is my idea for the "levels" Each tech is represented by a box. Each column of boxes represents the linear progression of a single technology, such as computers. Some levels are only accessible after other advancements are made, some levels unlock new technologies.
I prefer the idea of leveling being separate from the research tree and mostly kept out of sight and mind myself. But that's just my personal opinion. | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Research improvement ("leveling up") Mon Feb 28, 2011 11:54 am | |
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| | | bill2505 Learner
Posts : 112 Reputation : 0 Join date : 2011-01-09 Location : Greece
| Subject: Re: Research improvement ("leveling up") Mon Feb 28, 2011 11:58 am | |
| - US_of_Alaska wrote:
- ~sciocont wrote:
This is my idea for the "levels" Each tech is represented by a box. Each column of boxes represents the linear progression of a single technology, such as computers. Some levels are only accessible after other advancements are made, some levels unlock new technologies.
I prefer the idea of leveling being separate from the research tree and mostly kept out of sight and mind myself. But that's just my personal opinion. what do you mean outside | |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Research improvement ("leveling up") Mon Feb 28, 2011 12:23 pm | |
| - US_of_Alaska wrote:
- ~sciocont wrote:
This is my idea for the "levels" Each tech is represented by a box. Each column of boxes represents the linear progression of a single technology, such as computers. Some levels are only accessible after other advancements are made, some levels unlock new technologies.
I prefer the idea of leveling being separate from the research tree and mostly kept out of sight and mind myself. But that's just my personal opinion. Having to level a tech before certain other techs can be researched is probably more realistic, but an auto-levelling would be nice. It would make it a lot easier, but people have their own preferences on how hard they want a game to be. | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Research improvement ("leveling up") Mon Feb 28, 2011 2:51 pm | |
| Autolevelling? What would that look like? | |
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