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Separate progressive cost fields (fields) - the most popular, there are several fields (computers, chemistry, biology) each has a level. Next levels of each field cost more research points. A level in a field can unlock technologies (might require some level in other fields too). The con is that all players have almost identical technologies since it promotes equal progression of all fields.
How about this, tech is divided into eras, and each era has multiple tech trees of which each player can only pursue one? They would reflect a specialization for that era. There could be a military tree, and economic tree, and a social tree, or perhaps they could be based on different cultures. The trees would overlap when necessary. That limits the possibilities so it's easier to balance.
Essentially, a player has the choice of racing through the eras to get to the end game ahead of their opponents or thoroughly researching each era's tech so they're stronger when they reach the end game.
Also, having two or more similar technology fields might be used. For example, the player could choose between different weapon type technologies, like lasers or missiles, that would both give a similar firepower increase to weapons, but lasers would be more accurate and missiles would have longer range when fitted on units. This would be kind of similar to the mutually exclusive technologies, without actually being exclusive (you can research all similar fields, but it's kind of a waste).
Quote from: Winawer on October 10, 2010, 04:32:38 AMAlso, having two or more similar technology fields might be used. For example, the player could choose between different weapon type technologies, like lasers or missiles, that would both give a similar firepower increase to weapons, but lasers would be more accurate and missiles would have longer range when fitted on units. This would be kind of similar to the mutually exclusive technologies, without actually being exclusive (you can research all similar fields, but it's kind of a waste). But this mean you add only 1 decision for a player (missiles vs lasers fields choice), and to do this you have to develop 2 separate fields with dozens of technologies where only 50% will be used. It is an extreme waste of content.
Separate exclusive types of trees is not very good I think... I would rather go for mixed types. I mean, at the beginning you always want to research economy technologies, later switch to military so you can make a strike. That's the typical flow of a typical game. If you force player to choose between good military or poor economy at the beginning you will just cause frustration since the player has to choose the poor economy... The technology should never restrict players strategic goals (I need a new weapon, I have a valid choice to choose some weapon now, maybe not the best one, but still a weapon that let me do my bidding).
I would do: you can go back (maybe some technology for this?), but the old techs will cost as if these were the most expensive from the last era. This way players are not frustrated so much by "losing" techs but still are forced to do the same decisions you mentioned (unlikely that at the late game they would be able to go back and buy all the missed techs for the expensive price).
It's less of a waste than exclusive fields, though. It also possibly allows a technology switch mid-game if the game has shifted towards a strategy that is not beneficial to your tech choice (for example, your main enemies are going mainly for fighters and your missiles can't hit them, so you switch to beams instead).
Quote I would do: you can go back (maybe some technology for this?), but the old techs will cost as if these were the most expensive from the last era. This way players are not frustrated so much by "losing" techs but still are forced to do the same decisions you mentioned (unlikely that at the late game they would be able to go back and buy all the missed techs for the expensive price).Well, Empire Earth was an RTS, so it had a faster pace than the 4x games you referenced in your first post. For that reason, the psychological effects of failing 100% completion were reduced. Furthermore, with one or two exceptions, the techs didn't unlock new content, they just gave small bonuses to stats. Only advancing eras unlocked new content for the most part.But, what you say doesn't seem like a bad idea. If it was a tech, what would it be called?
"Retrofit"
If any of you have seen impedrion research system, I think that is the best. Baisically, you can research everything given eneough time, but researcing something is so time consuming, and there is np way to directly speed it up, only by building research centers. It forces players to make choices on what to do.
also it will get broken if you have a lot of planets and high research capability not really, due to later techonologies costing fair amounts of points, so it takes a bunch of time to get them all, far more the the game round.
What you think about separate "research" and "implementation"? Like first you research (res points) penicilin and then you have to make some project (money, resources) that will implement the new invention in your hospitals.
I'm not taking about researching a new construction level and then an upgrade option for each building appear. I'm talking more about abstract concepts that can not be associated directly with upgrading military units or buildings, or if we don't want them to be applied separately to every single building/unit.
...one of the things I liked most about M.A.X. was that, when you researched a unit upgrade, you then needed to bring your units back to a supply depot before they would receive the improvement. (For building upgrades, the building just needed to be in supply and there was an "upgrade all" option to save you from having to do each building individually.) I've always been bothered by games where learning how to build a bigger gun caused all your units, no matter how far behind enemy lines they might be, to magically get their weapons replaced with the bigger gun the instant it was developed. So, as usual, my opinion might not be entirely relevant to what you're doing...