Solution for research queue

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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aubergine
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Re: Solution for research queue

Post by aubergine »

Image
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Emdek
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Re: Solution for research queue

Post by Emdek »

aubergine, is my wording really so unclear? ;-)
For dependencies there would be tooltip with list of missing ones.
Those entries itself would be grayed out or have some plus icon or something to distinguish them.
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aubergine
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Re: Solution for research queue

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Well, you're Polish and I'm a multi-lingual illiterate (as in I don't speak any language very well LOL).
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Re: Solution for research queue

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But still I'm sure that those words put in correct order could be more meaningful or even multimeaningful. ;-)
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Shadow Wolf TJC
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Re: Solution for research queue

Post by Shadow Wolf TJC »

@ Emdek: Perhaps research items that are prerequisites for what you're trying to research could automatically be moved to the front of the list, along with the asterisk * symbol added to their pictures? That way, while you pursue your chosen research line, you could also choose to pick research objects on the fly, ones that may be needed urgently (such as AA if VTOLs are coming).
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Re: Solution for research queue

Post by zany »

aubergine wrote:Image
I don't think that will be possible nice try :lol2:
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Emdek
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Re: Solution for research queue

Post by Emdek »

Shadow Wolf TJC, yes, such possibility to visualize it already come up (but using different background and / or plus sign). :-)
The main issue is to how to allow checking what particular entry will unlock (like long press to replace current list by those items which will become available, with possibility to go back) and then for those unlocked items how to show possible additional dependencies (I like tooltip with list with icons).

zany, this is doable too, but wouldn't fit into current UI at all and edges of screens wouldn't be anti-aliased probably...
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Re: Solution for research queue

Post by iap »

Want to add my thought, as one of the "less then ok" players:
Knowing in advance what path will lead to witch thech is like a dream. I can never get the weapons i want and everything is completely random to me...

.. And I always trying to find different things, and I always consider what will I miss if I'll take this path, and I always start a new game, not just for the play but also for the discovery of new stuff.

And yes, by time I've learned that engine and truck leads to hover and this leads to vtol, or that I will not get artillery without sensor. And this is huge part of the game 's charm, or even core.

Having a guided research is like a dream, but it's the same dream as having invincable army.


Now the idea to research an AI assistant is amazing, not only for research aid, but also for micro management and base autonomy and all of these could be different researches that depends on different stuff.

Now, could someone please tell me how do I get the auto repair I got once?
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Re: Solution for research queue

Post by Emdek »

iap, automated researching (as only set main goal and lest AI do it all) has no chances to get into a game in a way other than mod, as it would make it to easy.
Only guiding, like showing "a way" to goal could be acceptable (but still requiring to actually manually select technologies to research), I think.
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Re: Solution for research queue

Post by aubergine »

"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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Re: Solution for research queue

Post by ciarson »

I just got an idea.

we could make an option to research the "Mk 2" and "Mk3" automaticaly after researching the base technology.

It dont change the fact that you need to remember the research tree, but it save some time.
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Re: Solution for research queue

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ciarson, that would simplify gameplay too much, it would make more sense to simply skip them and make initial technology more expensive, which would be bad solution.
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Re: Solution for research queue

Post by ciarson »

Emdek wrote:ciarson, that would simplify gameplay too much, it would make more sense to simply skip them and make initial technology more expensive, which would be bad solution.
so ,if we extrapolate what you said, "queueing" technologies would simplify the gameplay too much.

but telling to which technology a research lead on the short and long term could be wiser.

so for example, the half-track could be tagged as leading to the "tracks" on short term and the "VTOL" on the long term.

In that way a player can choose the tech he need most to reach his goal without having to memorize the whole tree, only way point (like the "hover" is on the way to VTOL).
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Emdek
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Re: Solution for research queue

Post by Emdek »

Yes, guiding is fine.
And if you read whole topic you will find detailed implementation ideas. ;-)
Maybe I'll later prepare some images with would show what exactly I've meant.
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Re: Solution for research queue

Post by iap »

WOW, I suddenly realize, only a true genius can invent this vast and versatile! :geek: :geek: :lecture:

Maybe the "persueResearch" function should be implemented on the site WIKI, or even better: Implement it as a command called from the in game console that will print to the console a comma delimited string of the full path the player need to research from scratch - and nothing more.
Maybe this function can be researched, and the it will have much more power then just a reference.
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