Re: Scientists

Much like the pop defence rating, this is just an idea that popped up in my head.

How about creating a new unit, a scientist, obviously they would boost research.
Maybe, as a counter measure, you could remove research centers.

What do you guys think?



P.S. Xeno stay out.

NEE NAW NEE NAW

Primo

Re: Scientists

Agreed... xeno stay out.


I disagree Primo... I could see a fleet jump just to get science for a while (if they were high), or just investing in science (upkeep is icky!) If too low.

Plus negates science bonus planets... which is an interesting twist (unless stationing?...)

Everything bad in the economy is now Obama's fault. Every job lost, all the debt, all the lost retirement funds. All Obama. Are you happy now? We all get to blame Obama!
Kemp currently not being responded to until he makes CONCISE posts.
Avogardo and Noir ignored by me for life so people know why I do not respond to them. (Informational)

Re: Scientists

the stationing could be interesting

i am just looking to throw some stuff around, to force people to think of new tactics, find new ways to play, rather than doing the same trick over and over

NEE NAW NEE NAW

Primo

Re: Scientists

also, what is wrong with a fleet jump for science?
right now people pass around research planets built up with RC's
isnt that kind of comparable

NEE NAW NEE NAW

Primo

Re: Scientists

Every% of researchersin your fleet could work as our tos do but then for rc points?

Colorado: even in the 11/01 war i made more hits.
Colorado: 447 blow jobs.
Big Gary:  Only a fool cannot admit when he's wrong...
AW:    i love rim jobs
RisingDown: I know you do

Re: Scientists

why not have a scientist bring 1 rp per tick or so?

NEE NAW NEE NAW

Primo

Re: Scientists

It could be interesting altho this seems like a rather small change unless u replace RCs. But generally people shouldnt be so worried about changes not being perfectly balanced, so what if we have so weird rounds?

LORD HELP OREGON

Re: Scientists

If we have weird rounds we lose players instead of gaining them. People should be very worried about changes being balanced. Balance is one of the most important things u have to consider in game design.

Re: Scientists

aye there should be a test gal for these kind of things.

Colorado: even in the 11/01 war i made more hits.
Colorado: 447 blow jobs.
Big Gary:  Only a fool cannot admit when he's wrong...
AW:    i love rim jobs
RisingDown: I know you do

Re: Scientists

Pretty sure they already have a test gal, but a test gal is useless without testers.

Re: Scientists

well, of course you have to try to do it as balanced as you can
but when you think about it, is there such a thing as unbalanced mechaniscs? i think it is mostly a case of changing tactics around those mechanics. (of course this isnt the case for the warfare part)

NEE NAW NEE NAW

Primo

Re: Scientists

The automatic market in SD which had a 15% per tick shot at randomly changing prices and pretty much made infra meaningless is laughing at your post, Primo.  smile

Make Eyes Great Again!

The Great Eye is watching you... when there's nothing good on TV...

Re: Scientists

you should have had a strategy taking this into account X(

NEE NAW NEE NAW

Primo