Re: Skill Tree Science

Ok, so bear with me on this one as it is a work in progress.

I am proposing a complete revamp of the current Science structure in the game.

The current science you have the following items you can research:

Military (attack/defense strength)
Welfare (max pop)
Economy (max cash income)
Construction (reduced costs)
Resources (max resource income)

I am proposing that we switch this up into smaller parts and instead we do a skill tree setup. The following is obviously subject to change but it is off the top of my head ideas here:

Air Military

Attack Bonus: 10 slots, each slot worth 5% bonus, costs of research points increasing per level
Defense Bonus: 10 slots, each slot worth 5% bonus, costs of research points increasing per level

Ground Military

Attack Bonus: 10 slots, each slot worth 5% bonus, costs of research points increasing per level
Defense Bonus: 10 slots, each slot worth 5% bonus, costs of research points increasing per level

Speed Bonus: 10 slots, each slot worth 3% speed, costs of research points increasing per level
Research Bonus: 10 slots, each slot worth 2%, costs of research points increasing per level
Construction Bonus: 10 slots, each slot worth 5%, costs of research points increasing per level

Banking:

CF Income: 10 slots, each slot worth 5% bonus, costs of research points increasing per level
Pop Income: 10 slots, each slot worth 5% bonus, costs of research points increasing per level
Maximum Pop: 10 slots, each slot worth 5% bonus, costs of research points increasing per level
TO Bonus: 10 slots, each slot worth 2% bonus, costs of research points increasing per level

Wizard Success: 10 slots, each slot worth 2% bonus, costs of research points increasing per level
Agent Success: 10 slots, each slot worth 2% bonus, costs of research points increasing per level
Operations: 2 slots, each slot worth 1 bonus per tick, costs of research points increasing per level, significant higher cost for these upgrades
Morale Growth: 2 slots, each slot worth 1 bonus per tick, costs of research points increasing per level, significant higher cost for these upgrades

Ideas?

Solis - #7872

Re: Skill Tree Science

The ops bonus could be subject to maybe a bonus to the total instead of the per tick. I think it would actually be better that way

Also, for those of you who want to go "i get 90% construction during the round!"

you don't...your research is actually cut in half of what the number shows. So if it is 50% con, it is really just 25% off the price.

keep that in mind...my numbers would be hardline.

Solis - #7872

Re: Skill Tree Science

what is the cost in relation to? currently it is related to NW size, in this setup it seems completely seperate, so the cost would have severe changes in the way the game was played, if its too cheap everyone simply invests early and it never goes down, same if its related to NW also you can even pass 50% on anything, so your con bonus gets you a max of 25% off. this also allows everyone to research everything.

how would the destroy science points work? a tier offa all of them?

i fear this would slow down the game a lot as there are only two scenarios i see.
1) everyone buys a bunch of research bonus quickly because they are cheap which at that point they should just be race bonuses
2) people are going to struggle to get 50% con bonus the whole round. the game would progress very slowly, war would be less interesting

Re: Skill Tree Science

No the costs would NOT be cheap. It would most definitely change the way the game is currently played too. Because early on you wouldnt get able to pump up 50% con and have it for a large portion of the round.

Yes it would slow down the game, but in doing so, it allows for smaller fams to have a bit more fighting chance and also makes strategies completely different.

The fact is that the most active fams move faster than everyone else with their con builder (which small/less active fams cannot do). This will help to solve that issue just a little bit. However, later in round as fams separate you would see a much more significant difference in research.

The other thing is does is to allow players to pick and choose what they would like to do. For instance, a CF banker will obviously want CF Bonus, TO Bonus, Con Bonus...but maybe they want to do Defense Bonus for ground too?

Attackers, this makes it much more difficult...you have to choose early on if you want air off/def, ground off/def, con, speed, morale, etc etc

lots of options that change up the way the game is played.

Also, this isn't a perfect system, but something that could be easily improved with proper discussion.

Solis - #7872

Re: Skill Tree Science

Havn't read the posts yet, but I like where this is heading, cos it's something I've also mentioned before.

I've always liked the idea of 'unlocking' stuff, and progressing researach.

Re: Skill Tree Science

+1

Dutch bastard