Research Time

Started by Daimonin, October 22, 2017, 10:24:05 PM

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Daimonin

Anyone else find research a little bit too fast?

I find that once you get a researcher to 20, not hard to do, most research completes.... really fast. Like, usually don't even have time or resources to build the stuff that has been researched, and then Im building the ship and leaving because I already researched EVERYTHING else.

I've been thinking of using scenario editor to decrease research speed, and I tried reducing it to 10%, but that might have been a tad bit TOO slow. On the other hand, it made made me actually care to build a multiannalyzer, and place sterile tile in my lab, and even build a second bench for when anyone else capable of research has nothing better to do, which I felt was a lot more engaging.

So, anyone else feel the same and have suggestions on a decent research penalty to play with? Also, how much will low research fuck over the colony when raiders come 4 years in and just working on machining?

Seriously Unserious

I've been noticing it on my current game. early research seems a bit slow, but once you get some good research tools, and a researcher leveled up enough, the late game research projects just fly by. Maybe research time for more advanced tech needs to be increased so late game research takes much longer then it does now, but keep the early (beginning of research tree) projects as is.

Vlad0mi3r

Simple, play tribal. You start with crap all, basically all your research takes 4 times a long.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Crow_T

It'd be a great option in stock, until then there is this https://ludeon.com/forums/index.php?topic=32854.0
I usually play with a 1.33 speed in the crashlanded scenario.
(regarding dead man's apparel)
"I think, at the very least, the buff should go away for jackets so long as you're wearing the former owner's skin as a shirt."
-Condaddy20

Daimonin

#4
Quote from: Vlad0mi3r on October 22, 2017, 10:36:14 PM
Simple, play tribal. You start with crap all, basically all your research takes 4 times a long.
Quote from: Crow_T on October 22, 2017, 10:44:10 PM
It'd be a great option in stock, until then there is this https://ludeon.com/forums/index.php?topic=32854.0
I usually play with a 1.33 speed in the crashlanded scenario.
You already CAN change it in stock, Edit Scenario -> Add Part -> Stat Multiplier -> Research Speed.

I'm more asking if anyone else has played around and found a better rate, I tried a game at 10%, but that felt a little bit too slow. I'm going to try other rates, maybe 50%, but thought I'd post here and see if anyone else has noticed the same things and might have already done the play testing of lower rates.

1.33 Speed... that would be about 75%. Maybe I'll try that next.

Edit: Though now it occures to me that setting might only affect the value of the Intelligence put into it, so sterility and multianalyzer are disproportionately useful.

Edit: The more I think about it the more I suspect it's just a skill modifier in scenario. I'll try that mod, thanks for the suggestion.

AngleWyrm

#5

Quote from: Daimonin on October 22, 2017, 10:24:05 PM
So, anyone else feel the same and have suggestions on a decent research penalty to play with? Also, how much will low research fuck over the colony when raiders come 4 years in and just working on machining?

You've noticed a timeline, mentioning raiders at 4 years.

What technology would make up an acceptible set to have available at that four-year point? Decide on a set of techs, and then add up the research points that it takes to get them.

The goal is then to accumulate that amount of research points at 4 years.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Andy_Dandy

I always create myself a tribal start (with less then 5 People), just because of the Tech progression being so fast on Crashlanded, or Rich Explorer.

I might try to go for just half the speed on tribal in my next game I think. That's perfect for a long good epic game.


TheMeInTeam

Yeah I won't run crash landed tech except on sea ice where tribe is an exercise in cannibalism and waiting on RNG just to build a bench.  As for rate just experiment until you get a progression you like.

Kiame

#8
I have a mod that allows you to modify research time on the fly.

I usually start out at 1.5x and after microelectronics go to 2x

https://ludeon.com/forums/index.php?topic=32854

http://steamcommunity.com/sharedfiles/filedetails/?id=933019589

As for being technologically behind, long bows are actually quite powerful  ;)