I just wanted to put a few thoughts I have been having about the technology and research system out for consideration. Not really asking for a change, but hope to spark some thought or conversation.
While I think the current system of research and technology advancement is okay, I still think there is a better and more realistic way of approaching the whole matter.
In the real world, research often depends upon several factors:
1) Funding (you won't get anything done without grants or profits)
2) Collaboration (rarely is a technology advancement ever the product of a single
effort or entity)
3) Talent (including persistence and a fair amount of luck - as Thomas Edison once
quipped "Genius is 1% inspiration and 99% perspiration).
4) Previous technology advancements (standing on the shoulders of giants)
What these four main components suggest (at least to me) is the possibility of a more realistic approach to research and technology within the framework of the game. Three of the four elements have been captured fairly well; funding, talent, and the tech tree (building upon previous technology), but the fourth (number 2 on my list) seems to be almost non-existent except in the player's imagination.
For instance, if Porsche is researching Medium Tank technology, does one assume that Porsche actually consists of an entire team of individuals collaborating on the project? And if so, why perform the work in stages? Not all projects, or parts of projects, are dependent on the completion of other parts and may be accomplished independently - or at least in parallel with - the other components of research.
What I am saying is, instaed of assigning one "tech team" to a technology that consists of 5 separate, encapsulated phases executed in consecutive order, why not take a more "real world" approach?
The player can decide which technologies to research and apply funding for the various projects. Then, based on the number of research projects designated and the available funds, the player can select a number of "contractors" (aka tech teams) to work in collaboration on the various components of research. In this manner, it would be possible to have 2, 3, 4, or even 5+ teams working on the development of a single technology, each contributing in the area(s) it is best suited according to expertise and talent.
Tech slots would now be for the technologies being researched rather than for the single team doing the research project. For instance, if one decides to research a naval technology, they would simply select the desired tech from the tree, assign a funding amount, and then based upon the amount of funds earmarked for the project, would then select one or more contractors to work toward developing the technology. Each tech team/contractor would have something akin to the "stacking" penalty whereby each additional, simultaneous project over one in which it participates would lower its skill efficacy incrementally. Additionally, there would be something akin to the "command limit" concept that would limit the number of concurrent research projects in which a given team can participate - which would vary from team to team to simulate the unique size and resources of each contractor/team.
For me, this would be a much more realistic way of approaching the whole research/technology development issue. Instead of the oversimplified approach of selecting a technology, assigning a team, and then paying them a certain amout for a certain period of time while they piecemeal the work (not to mention working on component projects where the team has absolutely no expertise) in consecutive order, one could select the desired technologies to research (as many as funding and the number of available teams/contractors and resources permit), contract out to the desired/available teams, pay them their going rates, and let them work collaboartively and concurrently on a project.
This idea would introduce real world elements like the theory of constraints (the weakest link slowing the project down), the need for better planning and scheduling, better resource management, etc,
I personally think a more complex and realistic system similar to this would be more exciting and add a level of richness to game play. The tought of being able to assign some of the better teams to multiple, simultaneous projects (obviously with some sort of mechanism in place to simulate diminishing returns for each additional project above one in which the team is participating), makes the strategic muscles in my brain go giddy with delight.
Just some thoughts, and far from well thought out, but I only hope to spark more thinking in the forums along this line. And maybe generate a discussion or two.
Happy gaming to all!
While I think the current system of research and technology advancement is okay, I still think there is a better and more realistic way of approaching the whole matter.
In the real world, research often depends upon several factors:
1) Funding (you won't get anything done without grants or profits)
2) Collaboration (rarely is a technology advancement ever the product of a single
effort or entity)
3) Talent (including persistence and a fair amount of luck - as Thomas Edison once
quipped "Genius is 1% inspiration and 99% perspiration).
4) Previous technology advancements (standing on the shoulders of giants)
What these four main components suggest (at least to me) is the possibility of a more realistic approach to research and technology within the framework of the game. Three of the four elements have been captured fairly well; funding, talent, and the tech tree (building upon previous technology), but the fourth (number 2 on my list) seems to be almost non-existent except in the player's imagination.
For instance, if Porsche is researching Medium Tank technology, does one assume that Porsche actually consists of an entire team of individuals collaborating on the project? And if so, why perform the work in stages? Not all projects, or parts of projects, are dependent on the completion of other parts and may be accomplished independently - or at least in parallel with - the other components of research.
What I am saying is, instaed of assigning one "tech team" to a technology that consists of 5 separate, encapsulated phases executed in consecutive order, why not take a more "real world" approach?
The player can decide which technologies to research and apply funding for the various projects. Then, based on the number of research projects designated and the available funds, the player can select a number of "contractors" (aka tech teams) to work in collaboration on the various components of research. In this manner, it would be possible to have 2, 3, 4, or even 5+ teams working on the development of a single technology, each contributing in the area(s) it is best suited according to expertise and talent.
Tech slots would now be for the technologies being researched rather than for the single team doing the research project. For instance, if one decides to research a naval technology, they would simply select the desired tech from the tree, assign a funding amount, and then based upon the amount of funds earmarked for the project, would then select one or more contractors to work toward developing the technology. Each tech team/contractor would have something akin to the "stacking" penalty whereby each additional, simultaneous project over one in which it participates would lower its skill efficacy incrementally. Additionally, there would be something akin to the "command limit" concept that would limit the number of concurrent research projects in which a given team can participate - which would vary from team to team to simulate the unique size and resources of each contractor/team.
For me, this would be a much more realistic way of approaching the whole research/technology development issue. Instead of the oversimplified approach of selecting a technology, assigning a team, and then paying them a certain amout for a certain period of time while they piecemeal the work (not to mention working on component projects where the team has absolutely no expertise) in consecutive order, one could select the desired technologies to research (as many as funding and the number of available teams/contractors and resources permit), contract out to the desired/available teams, pay them their going rates, and let them work collaboartively and concurrently on a project.
This idea would introduce real world elements like the theory of constraints (the weakest link slowing the project down), the need for better planning and scheduling, better resource management, etc,
I personally think a more complex and realistic system similar to this would be more exciting and add a level of richness to game play. The tought of being able to assign some of the better teams to multiple, simultaneous projects (obviously with some sort of mechanism in place to simulate diminishing returns for each additional project above one in which the team is participating), makes the strategic muscles in my brain go giddy with delight.
Just some thoughts, and far from well thought out, but I only hope to spark more thinking in the forums along this line. And maybe generate a discussion or two.
Happy gaming to all!
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