Ludeon Forums

RimWorld => Ideas => Topic started by: historic_os on July 03, 2017, 08:44:32 PM

Title: Research overhaul suggestion
Post by: historic_os on July 03, 2017, 08:44:32 PM
Hey,
I'd like to introduce a suggestion to make research what I believe is better than its current state. I know there were several topics discussing research already, but they are mostly dead and outdated.

I constantly get people asking me why my mod does not require research. My answer is always, "I don't believe in the current research system of the game".
Don't get me wrong, I love RimWorld, and the research system is fine. However, for a game so good, could we maybe achieve more?

The core purpose of the change is to
Please note, this suggestion is merely a scrap which is why it will not be addressing balance at all.


1. Research requires knowledge
A specialist is defined as: A person with a skill(eg. shooting) higher than the researcher's same skill.
Research can be done faster with input from people who are specializing in the topic.
This is achieved in two ways:

Research data
New "craftable" item: Research data for <SKILL>

Made by a person with a relevant skill, scales in quality with the skill level.
Add new incapability: Can't write. People who can't write will not be able to write research data.

For example: "Packaged survival meals" could use "Research data for Cooking" written by a cook. Done in a writer table, probably as a bill.

Socializing
Researchers having a conversation with a specialist in the relevant skill area will gain a buff to the research speed.


2. Multi-stage research
Make research longer, but in times faster, by splitting into multiple stages (more like R&D).

Phase 1: Researching
Time consumption: 0-5/10.

This phase is a timed research, like the current research system. However, it can vary in time or completely skipped based on the amount of relevant Research data the colony holds.

Phase 2: Development
Time consumption: 3/10.

This phase length is based on the researcher Intellectual skill and produces an item at the end for the relevant research.
For example, researching Gun Turrets will produce "Gun Turrets manufacture manual". The manual quality will determine how long the Finalize phase is and is based on the researcher intelligent.

Manufacture manuals are consumed upon use. Therefore, if this is the first time a colony is running this specific research, it will be consumed in Finalize phase.
On other cases, it will be kept as a tradeable item.

Phase 3: Finalize
Time consumption: 1-2/10.

Finalizing the research and preparing production.
If you acquire the relevant manual, you can skip phases 1 and 2 directly into this, finalize phase.



3. Research as a colony income method and trading knowledge
Research data and Manuals can be traded(both buy and sell) with factions based on their technological level.

Research data (Relatively cheap)
Having enough of them allows you to completely skip Phase 1 for relevant researches. Therefore, reduce research time.

Manufacture manual (Expensive)
Allows you to completely skip Phase 1 and 2. Almost completely nullify specific research time.


Some answers to possible questions