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Topics - peppie

#1
Ideas / Research and leadership mechanics
November 07, 2013, 06:41:27 AM
looking at the lone guy slaving away at the research bench i realized that what irks me about research in games is that:

1) all research items come from one source (some structure, bench, desk, room or building dedicated to research) with no regard for disciplines or methodology.
2) usually research can be solo'd, i.e. there's no need for any of the researchers to discuss or cooperate. This while knowledge production is - with the exception of Newton locking himself in his attic - an intensely social endeavour.

with that in mind i think research in Rimworld could be done more creatively and intuitively:

1) socio-political research items (concerning behaviour, morale, happiness etc) do not come from the research bench, but from (leadership) discussion groups. The governing attribute for this research is the social skill, not the research skill. Research goes faster if there are more people discussing an item, though it should plateau to avoid putting your 20 colonists in a room and steamrolling the techtree.
2) some of these research results could be mutually exclusive policies (with good and bad effects) that a leader or council can implement. Some colonists will be happy with this, others disgruntled. This can lead to internal political turmoil and maybe leadership change.
3) the social component becomes more important as tech becomes more advanced. The further up the research tree, the more scientists need to be working together on benches (or other furniture) within the same room. Other than just an increase in the amount of points needed for certain research items, certain furniture and a personnel quota is also required. This makes teching less straightforward and more resource intensive.
4) Either by locking paths or making costs increase exponentially, research should force choices on the player the further they go into the techtree. This will also stimulate players to replay the game a few times to explore different paths and strategies.
5) Random tech dropping out of the sky or being found in escape pods could open up otherwise inaccessible items/paths

This plan assumes that there will eventually be an extensive researchtree in place. I have no suggestions for the items themselves.