Right now we have 3 random research options in each area without player intervention or decision making.
Instead of your card options being shuffled each time you complete a research, in this system the new techs options are not free, you need to invert science to discover it. Completing a bar that is "cheaper" than a normal research, and adds a random card to your list of possible researches when completed.
My proposition is very simple, does not alter the fundamentals of the system, nor is it difficult to implement, but increases the decision making of the player without saturating it.
Divide the science obtained in 2 areas:
1. Investigate Technology.
2. Discover new technologies
Point number 1 is the current system, simply the research points go to the current research selected.
Point number 2 is a different progress bar, every time we complete it we will have at our disposal a new random technology to investigate.
About the balance:
The discovery of new technologies should be cheaper than normal research, to be able to offer a choice every time we investigate the current technology, but should increase exponentially for each technology investigated in their respective area and should multiply X2 for each technology that you have discovered but you keep on the storage. (Thus avoiding the massive accumulation of uninteresting technologies without research)
And obviously all the actual tech cost sould be changed too because we need to split the points on 2 bar now.
Excuse for my english and the shitty Paint photos, and please if you like the idea or do you have any suggestions support them with likes or comments.
Instead of your card options being shuffled each time you complete a research, in this system the new techs options are not free, you need to invert science to discover it. Completing a bar that is "cheaper" than a normal research, and adds a random card to your list of possible researches when completed.
My proposition is very simple, does not alter the fundamentals of the system, nor is it difficult to implement, but increases the decision making of the player without saturating it.
Divide the science obtained in 2 areas:
1. Investigate Technology.
2. Discover new technologies
Point number 1 is the current system, simply the research points go to the current research selected.
Point number 2 is a different progress bar, every time we complete it we will have at our disposal a new random technology to investigate.
About the balance:
The discovery of new technologies should be cheaper than normal research, to be able to offer a choice every time we investigate the current technology, but should increase exponentially for each technology investigated in their respective area and should multiply X2 for each technology that you have discovered but you keep on the storage. (Thus avoiding the massive accumulation of uninteresting technologies without research)
And obviously all the actual tech cost sould be changed too because we need to split the points on 2 bar now.
Excuse for my english and the shitty Paint photos, and please if you like the idea or do you have any suggestions support them with likes or comments.
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