Fair comment.Zarel wrote: While you have a very detailed proposal; your problem is that it's a bit too complex.
Again fair comment. To be fair this is not the first game that I've placed suggestions for. I am typically ignored and this reflects the outlook of those devs towards feedback and suggestions. I find it refreshing to actually 'get' feedback on my scribblings here and so I shall place more effort into such suggestions in future - well, following initial feedback anyway - why waste time on something that everybody disagrees with? ;c)I mean, I write like pages of stuff on balance change proposals, too, but it's not pages of "the new mechanics should be like this", but more like a few sentences of "the new mechanics should be like this" followed by pages of "this is why this idea improves balance, will not cause regression, does not facilitate exploitation, and should be adopted".
Yes, space was my main concern in being iffy about introducing new buildings - but structures the size of cyborg factories could work nonetheless - which is pretty much what was originally suggested by Astorian. If you are going for such a broad brush approach then you may want to consider rolling specializations into the research centers themselves (in the spirit of an advanced module - simply only allow one such specialization module in the same way that there can only be one sat laser control building).The idea of add-on modules is interesting, but would indeed restrict versatility too much. I think a good solution is to have the dedicated research extensions be separate buildings in their entirety, and only "unlock" research topics.
This would limit how many different research extensions we have, since there's only so much room in your base. But less complexity is a good thing, anyway. I remember dedicated research structures were planned to be 2x1 or 1x1. A good list would be Weapons Lab, Materials Lab, Engineering Lab, for weapons, armor, and everything else.
I'll sleep on it and get back to it.





