[.98][Idea] Research Tree Leveling Not Really Fun -- A revised Approach

The levelling approach in E:WoM is a pretty common game mechanic with respect to how it is presently accomplished.  Achieving "Level 1" takes the same level of research in each of the five categories, geometrically increasing with each successive level.  This does nothing more than encourage "balanced research" among the five categories which, according to many prior threads, sacrifices the flexibility to play the game specializing in a few categories (i.e. why spend 20 turns gettiing something when I can get something decent in 3 turns).

An option to address this is allowing research to be conducted whereby you get (example) five "Level 1" blocks of research to spend in ANY category.  Thus, you could research in Civilization the first five categories whereby each one would take three turns (e.g. dependent on how much techno knowledge is applied).  Subsequently, you would receive five "Level 2" blocks of research to spend as you saw fit. 

In sum, the existing formulaic approach currently used in E:WoM for research would be used, but it would be applied DIFFERENTLY as described above.  In effect, someone could burn through one research tree relatively rapidly, but having done so would severely hamper their ability to move up in other research trees.  A mechanic devised in this fashion would "reward" specialization but also not impact the "generalist researcher."  Thus the game has added flexibility, additional choices and more "fun."

 

2,134 views 4 replies
Reply #1 Top

That's a pretty radical change you're proposing. I actually like the way the current research system works. But YMMV of course.

Reply #2 Top

Yes, I think it is somewhat "radical" as in I don't believe we have seen it in a game before.  The current system is a 'safe approach.'  Not bad, but not particularly inspiring.  And, to point, I would bet that in the existing model you will see far more "Research Cat. Level" 5-3-1-3-2 (ad infinitum) games for the vast majority of players than you will see "Level" 9-1-2-1-1.  The present game mechanic rewards the generalist approach and penalizes the specialist approach.  The model above would reward both approaches.

At issue, however, is each of the five research categories fully balanced among themselves?  Wouldn't it be cool to see a maxed out Civilization go against a maxed out Adventurer?  Now there is GAMING....

 

Reply #3 Top

I dunno. It might be fun but it might not.

The current way it works is pretty fun so there's not a lot of incentive to change it.

Reply #4 Top

Another way you could make category choice more meaningful is if the player has to place category specific buildings on the research nodes and give each tree it's own pool (idea shamelessly "borrowed" from Distant Worlds).