Idea about research in Multiplayer

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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Iluvalar
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Re: Idea about research in Multiplayer

Post by Iluvalar »

Well in NRS the research cost is always scaled with the power capacity of the players. So it's very rare you cap to 5 labs running at the same time. Even when you do there is also .5x 2x 3x 4x labs you can build +1x if modules are added. As long as you have the power to pay, there is no limit to how fast your research can go.

I believe scaling the research price is a good thing. There would always be the option to mod the game to cancel that and have cheap research in high oil... Then if you scale correctly most player wouldn't fill 5 labs anyway, do you can remove the lab limit.

Let's call it post-combustion oil refining ? The more the power generators keep oils, the more they can retrieve power from it ?
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iap
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Re: Idea about research in Multiplayer

Post by iap »

In my opinion, you can say the same about oil rush (Witch I don't like at all, but is neseccary for the game), and droid clicking.
Pro players will always be pro players and noobs (like me, a 4 years noob) must play more to learn.

However, there can be a limiting or aiding situation. I was thinking about a "research cooldown" period. Something about 10 seconds after each research that the player can select a tech, but the research will not start. This will have the effect of slowing sown the research rush, and giving the noob the ability to act. I know this could be annoying, but at least it will be the same for all the players...

Another thing, I really think that it is not a question of "How fast" they research, but more of "WHAT" they research...
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aubergine
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Re: Idea about research in Multiplayer

Post by aubergine »

Yes, what they research certainly makes a big difference - learning the research tree is one of the major tasks with WZ. I've been playing for years and I still forget how to get to certain techs sometimes!

However, keeping labs busy is important - as Reg312 illustrated:
Example: to get Heavy Cannon player should research ~20 items.
if he lost 6 seconds on each research selection then he loses 2(!) minutes on heavy cannon.
So a 6 second delay between researches can put you 2 whole minutes behind your opponent, and that's just to get to heavy cannon!

Imagine the combined effect on a longer path, and with bigger gaps between researches :o
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