A different approach on research :)

Started by devin25486, May 11, 2014, 12:11:40 PM

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devin25486

While I was reading the changelog I thought to myself, the most annoying thing about the game is having to start out not having anything researched. So why doesn't each character have something that they have learn so you don't have to research it and depending on the character the amount of items that you don't have to research increase.

Ex.(Fred the scientist has been researching to make more efficient and better power and was on his way to deliver a  report to his superiors when the ship he was on crashed. Well now your colony should already know how to make stuff like better batteries and certain power generating buildings)

Ex.(Joe the former slave has been forced to cut and refine rocks all his life. Being around the stone cutting machine for so long he learned how to take it apart in his free time and he knows every bit and bolt that needs to go into the machine. This means that he already knows how to build the stone cutting table without researching it.)

Ex.(Robbert was a carpenter when he was you and grew up on the same job, this means he already knows how to dose stuff that involves construction like laying down carpet, and not needing as many materials to build items.)

I could go on and on (I couldn't find a way to explain my ideas w/o being confusing so I did examples :P) But I hope you guys would implement this into the game, even if it's a separate game mode.

Neone

As to be honest I dont like this idea. It will make it much easier, whereas current research tree is really simple and fast to complete. The moment I got food supply established (researching hydro at start) I asign all colonist to prioritize research and got everything completed in first few weeks.

MrDecay

I agree a little bit with Neone it is easy to research on the current build but, I think when there is a lot of things to research in the game that are added by mods it'd be handy to have maybe one or two that you don't have to worry about.
I have not failed. I've just found 10,000 ways that won't work.
-Thomas Edison

Armorat

Definitely like this idea, as it would be a little extra to differentiate the start of each game...but, as mentioned above, would only work once we've got a much larger research tree. Currently, three free researches would be half the total.

Would add one more thing that people would metagame at the start screen when "randomly" selecting their colonists, though.

Coenmcj

Indeed, the research tree currently is much too small for something like this, something such as the big bang mod or say Minimi's tech mod would be better suited for this.

The good 'ol Colonist metagame is rather tedious, I just go with whatever I get, it's all about the story for me, well, and there's no point in playing if there's no challenge.
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