quote:
Original quote by Tom
So now I want to develop a simpler research system. Rather than use fields of technology (energy, propulsion, etc.), let's use elements of the game itself: chasses, engines, weapons, defenses, buildings, mass transit, resource collection and storage. . . the player is left to decide what's most important to the success of his empire.
This is how I implement "new tech" in my game. In essence, you aren't researching fields of science as you say, but rather are utilizing the functionality exposed in your modules. Having Tech Levels also helps give a sense of furthering your technical prowess by making modules more efficient.
Efficiency, however, can be tackled in several ways. Is the module lighter? Does it take up less space? Does it cost less? Is it quicker to manufacture? This will go a long way towards letting players tweak the technology to suit their play styles.
There was something I forgot to mention when I talked about Champions. The neat thing about Champions was that its powers didn't describe how it worked, just what it did. For example, you could have a power called "Ranged Attack" that in game terms determined the damage of the attack and its max range. But it didn't say how this attack actually did damage. It could have been a bullet, or a flamethrower, or a missle, or an energy blast (in Champions, there were three kinds of attacks, Physical, Energy and Mental...as well as characteristic drains). So let's say you wanted to create a flamethrower...well, it has some advantages and disadvantages for being a flamethrower. A disadvantage was its very short range, but it also had an area effect (it spread out like a cone). Also, the damage was persistent and Champions had an advantage that meant once a power "thit" its target, it continued to have its effect on that target for a certain number of rounds. So in essence, by having fundamental building blocks of powers coupled with defining advantages and limitations, you could conceivably create just about anything you could think of.
The only thing about Champions power systems was that all powers, advantages, and limitations were built on a point system which is based off the effectiveness of that power, advantage or limitation. In other words, the greater the game effect, the more costly the power. For example, a simple ranged attack cost 5pts per 1d6 damage, however, a killing attack (which bypasses non-hardened defenses) cost 15pts for 1d6 damage. Normally, this works out fine, except that it introduces a lot of ambiguity in balancing terms, since balance is determined by what the game designers sees as more or less powerful. The trouble is that effectiveness of things is very dependent on how that thing is used...its context. What maybe very weak out in the open may be incredibly powerful in confined or diffuclt terrain. The game designers even mentioned that it's very possible to "minimax" the rules system to create unbalanced characters, and that the GM had to keep a careful eye on things. In a PPRPG, this is quite normal and not a concern, but in a multiplayer game with no referee on hand to "judge" designs, it's necessary to build a closed design system that isn't as arbitrary as that.
I've explained before that the "worth" of a unit should remain seperate from the "cost" of a unit. Indeed, I think the only quantifible measure of a unit should be it's cost, but that its cost should in turn be modified by the diffuculty in producing the unit. In other words, boombers in a game might be "worth" a lot because of their range and damage they can do...but they also tend to be very expensive to make and mass-produce. They are NOT costly because they are "worth" alot. Conversely, an infantry man armed with a TOWII launcher can take out a tank that actually cost about 50 times what it took to equip and train the soldier. This makes him very effective, but his cost is still low. I think many game designs try to associate worth and cost, and just arbitrarily come up with the cost of a system based on its worth. The trouble is as I mentioned, the worthiness of a unit is highly dependent on how it is used. Sure, maybe that TOWII infantryman is cheap as hell, but he needs a ride anywhere he goes unless he wants to move slow, and he's mincemeat if there's an artillery barrage or if his position is coming under a lot of small arms fire...all things the tank can shrug off without worrying. Trying to link cost and worth is a huge mistake in many game designs.
It would be nice to have a research capability that included new functionality, but the balancing issues would be horrendous. If you can figure out a way to create permutations of research design to synthesize something new, that would be really cool, but it could also imbalance the game to a great degree.
[edited by - dauntless on April 2, 2003 2:33:32 PM]