Suggestions re Weapons and Research

The weapons and related research is somewhat static and known before the game begins--we all know what lays at the end of the rainbow.  The developers apparently try to randomize this a little with the luck, research bonuses, etc.

 

1. Suggestion re weapons/defenses: We're basically rock/scissor/paper. How about a fourth weapon and/or defense type that behaves just like the other three?

Would that add anything other complexity or just make it incredibly difficult when all the races are in play and have developed all four types? Perhaps as an option? What if the fourth weapon type was incredibly hard/expensive to research but had no natural defense?  Similarly, what if a defense was difficult to acquire, but had no natural weakness and was equally and highly effective against the normal types?

I'm assuming this is a non-starter suggestion unless implemented as a module that heavily bonuses the other three types (either defense or attack.)

 

2. Suggestion affecting research choices: During game setup, have options to randomly (or specifically) skew one or more weapon and/or defense types either above or below the normal game setting.  If done randomly, you wouldn't be absolutely sure that the research path you were on was going to lead to the Holy Hand Grenade. Seems like this would be relatively easy to implement and if optional could make the game interesting again.

 

--David

11,128 views 8 replies
Reply #1 Top

I recommend a 'rock/paper/scissors/lizard/spock' system...

+1 Loading…
Reply #2 Top

Quoting charon2112, reply 1

I recommend a 'rock/paper/scissors/lizard/spock' system...

I was thinking along the lines of blasting really loud country & western music over all the communication channels. No known defense... :)

 

Reply #3 Top
The problem is that different weapons do the same thing with the same variables disregarding things like range and rate of fire. Adding just another weapon doesn't change things. How many is to much or not enough on types of weapons. The problem is with the combat viewer. I think it is interesting that for the most part no one has a solution other than tactical battles but everyone comes up with rock paper sisors automobile to solve the rock paper scisMrs problem. I don't really care about this problem.
Reply #4 Top

Quoting admiralWillyWilber, reply 3

Adding just another weapon doesn't change things.

It adds another variable and possible solution to the problem. The chances you've researched an appropriate weapon/defense mix become less. To accomplish the same thing, reducing certainty, adding another weapon/defense to the mix was one idea. Rescaling the effectiveness/cost of the existing three types between games would be another method--which is kind of what they do with the artifact events that give your research.

I doubt either would be added to the game, but it would be nice to see something to make it a little less deterministic other than your survey ship getting lucky.

--David

 

Reply #5 Top
As far solution to the problem what is the problem with rock paper scissors that everyone is talking about.
Reply #6 Top

From what devs have said. the new combat will have additional attributes like range, rate of fire, and defense piercing. Let's not try to fix anything until we see what combat will look like.

Reply #7 Top

Quoting admiralWillyWilber, reply 5

As far solution to the problem what is the problem with rock paper scissors that everyone is talking about.

Not really a problem per se, just extending the universe of possible decisions and interactions.  Humans seem to like three's for some reason as that tends to be what many people can keep their attention on and monitor simultaneously. Adding a fourth "thing" to track and work with makes it incrementally more difficult in some ways. 

Somewhat similar to Manufacturing, Research and Economics are the big three, but having Morale as the fourth factor adds some flavor and difficulty.

Whether the increased difficulty of a fourth weapons/defense category would add to gameplay or not, I don't know, but it would be different.

--David

Reply #8 Top

Quoting perigrine23, reply 6

From what devs have said. the new combat will have additional attributes like range, rate of fire, and defense piercing. Let's not try to fix anything until we see what combat will look like.

Those sound like nice additions, but the alpha's are for feedback. Its easier to make adjustments/changes earlier in the development path and comments cost them nothing other than time to scan through the messages. 

I would not presume any of my ideas are particularly worthwhile, but as a software developer I know that user ideas can often lead to something unexpectedly nice even if it wasn't what they originally asked for--just their comment got me to thinking along a different line to a good solution/enhancement.

--David