26 (edited by elric 2011-10-15 23:27:48)

Re: Mining, Manufacture and Research

This pool idea has merit, assign every kernal a point value. 
From 1 for a drone kernal, to say a thousand for a super observer.
keep the tech tree as it is now (filling from the bottom up).
As you fill the pool with points it unlocks new items, to make.

Nobody would lose tech, they've researched. and any new points would just fill gaps, in their inventory.
The beta islands would have an advantage of course, better rats equals better kernals, so faster research.
Alpha islands would have full access to tech tree, but at lower speed.

Risk v reward

Should also offset the loss of super observers on alpha big_smile

27 (edited by Gremrod 2011-10-16 01:40:01)

Re: Mining, Manufacture and Research

elric wrote:

As you fill the pool with points it unlocks new items, to make.

Well if the pool idea was used it would not auto unlock items in the tech tree. The idea around it is spending it like EP. You pick the items you want to unlock.

This idea fits better with a sandbox. You get to chose how you want to progress your char, by picking extensions based on what you want your char build to be and also how much EP you currently have pooled.

Why not let the player do the same with the tech tree. Makes perfect sence to me.  This is a sandbox not a themepark. That is how the current tech tree feels to me; like it belongs in a themepark game of randomness......

John 3:16 - Timothy 2:23

Re: Mining, Manufacture and Research

I would like all three of these ideas combined for a revamped KB system.

1. Speed up kernel grind "Hunter"
2. Point Pool for KB "Gremrod"
3. Complex building system "Annihilator"

To me that sounds like a more interesting system than what we currently have. Im sure some things would need to be rebalanced but I like it.

It would open up the possibility for more trade going on as well "IE you have t4 small laser unlocked, but not the t4 laser tuning. So you would need to buy those from market if you wanted to build them.

IMO anything that adds more activity to the market is a good thing atm.

Re: Mining, Manufacture and Research

Dralor wrote:

I would like all three of these ideas combined for a revamped KB system.

1. Speed up kernel grind "Hunter"
2. Point Pool for KB "Gremrod"
3. Complex building system "Annihilator"

To me that sounds like a more interesting system than what we currently have. Im sure some things would need to be rebalanced but I like it.

It would open up the possibility for more trade going on as well "IE you have t4 small laser unlocked, but not the t4 laser tuning. So you would need to buy those from market if you wanted to build them.

IMO anything that adds more activity to the market is a good thing atm.

All changes must be sequenced.

This is not sandbox. This is a Box of Chocolates...

30 (edited by Hunter 2011-10-16 08:00:07)

Re: Mining, Manufacture and Research

Ok, here's my 2 cents:

2Annihilator:
You propose to construct different robots of the same parts? But you compare one class of robots. They all have different characteristics (reactor, the processor, the guidance system). How does it balance? With plasteozin?
In my opinion the current system is more logical. Robots are created only from the materials. For each creates its own reactor, CPU, etc. I would agree with the use of weapons tuning, but everything else does not really fit into the concept.
As a variant would be logical to create parts. For example "nuimqol reactor of light robot". With the introduction of similar parts can be discussed about the technological level of spare parts. That is, you can create a robot with the parts of different levels. This system can be realized as a prototyping. I think that people would want to be very expensive, but powerful robots.
At the factory can make the separation: MK1, MK2, MK3 and MK4 robots. To create these will be used the parts of same level.

2Gremrod:
Hey buddy! Treat with ease. What for compensation or RP (research points)? How are you going to regulate cross-technology? How are you going to learn the unknown something, only with RP?

About my offer:
I like that you are trying to offer something. But I ask to offer the balance instead of personal gain.

p.s. and i'm sorry for my english smile

This is not sandbox. This is a Box of Chocolates...

Re: Mining, Manufacture and Research

Every change the devs have made to kernel drops has slowed down research.

Any improved system would need to take into account that the devs do not want it to be easy/fast to obtain tech.

Its totally feasible to remove the random aspect to kernel research, just bear in mind that knowing how many kernels it may take, doesn't mean that it will be faster. That is each kernel would be balanced to give a much smaller % because there wouldn't be any waste as there is with the current system.

If any new system generates research faster, then it also has to account for why faster research is desirable; it needs to prove that the devs current strategy of kernel reduction is wrong.

Re: Mining, Manufacture and Research

yeah, arga, thats where i put in the "middle part" production. You will be able to research stright into T4 Medium laser with the ResearchPoints you get from kernels, but you wont be able to produce the stuff right of the bat as standalone producer.

Also using head/leg slot modules as middleparts that are not built/used anyway would widen the demand for such. Keep in mind, each part needs a production line.

ATM its rather linear to build a t4 item: you buy/loot a T1, upgrade it to T2, then T3 and then T4 = three production lines, one single research path -> no need to bother about other research.

@Hunter:
see it also a bit more starter crafting friendly. during tutorial, you get all the components you need to build a light bot - and at the end its your choice to either use them for crafting your first mining-bot, or to equip your mission reward light wink

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Mining, Manufacture and Research

Arga wrote:

Every change the devs have made to kernel drops has slowed down research.

Any improved system would need to take into account that the devs do not want it to be easy/fast to obtain tech.

Its totally feasible to remove the random aspect to kernel research, just bear in mind that knowing how many kernels it may take, doesn't mean that it will be faster. That is each kernel would be balanced to give a much smaller % because there wouldn't be any waste as there is with the current system.

If any new system generates research faster, then it also has to account for why faster research is desirable; it needs to prove that the devs current strategy of kernel reduction is wrong.

With my system, research will faster, but the consumption of kernels will be more. The consumption of kernel will be permanent. All kinds and all levels of the kernels will required.
Are You carefully read the first post?

This is not sandbox. This is a Box of Chocolates...

Re: Mining, Manufacture and Research

Annihilator wrote:

@Hunter:
see it also a bit more starter crafting friendly. during tutorial, you get all the components you need to build a light bot - and at the end its your choice to either use them for crafting your first mining-bot, or to equip your mission reward light wink

Agree, but userfriendly is close to borders with causality. Alternatively, Devs can leave the current system for robots MK1, for MK2 and higher bots possible to make more difficult system.

This is not sandbox. This is a Box of Chocolates...

Re: Mining, Manufacture and Research

Gremrod wrote:
elric wrote:

As you fill the pool with points it unlocks new items, to make.

Well if the pool idea was used it would not auto unlock items in the tech tree. The idea around it is spending it like EP. You pick the items you want to unlock. roll

If you can choose where to research.  Many items on the data base, will never get built. sad

Re: Mining, Manufacture and Research

Let's merge it a little. Let it be a research pool, that sounds good. And let it be a complex construction - current amount of materials used in robots will be the same at all. However, we will produce them as a couple of parts - chassis, cpu, targeting system, reactor, armor, etc. After we have all the parts builded - we can assemble a robot. Such parts by itself should be useless, just for robot construction. As an additional - this system may lead to more diversifity in robot construction process - construct a light bot with mech targetting system - less cpu/reactor will left, but it may worth it. Or also this may lead to hybrid robots aswell.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Mining, Manufacture and Research

Annihilator's system
In my understanding, you are trying to interlink items, so that therefore all items are needed, even though people may choose to specialise in some.

However, if this is the aim, if you only choose item components that 'make sense', then we'll still end up with loads of low-demand items, which people will avoid (such as cargo scanner, chassis scanner etc, or where would you require these?)

Alternatively, you can randomize these components, but this of course makes no logical sense (this way building a T4 medium weapons might require a T4 chassis scanner and a T2 signal masker).

In short - I don't think you're really solving or improving anything. It's a lot of development time and a lot of changes for a system that is not much better than current system.


Hunter's system
First of all, as you want to speed-up gaining the initial tech by 20-50 times, it's extremely easy to get, and provides no barrier what-so-ever. Then you are proposing that kernels should be required to make the items. This might sound cool, but it is really just an increase in material cost.

Hence, your proposal is to make everyone able to make T4, but increase the production cost. I think it's pretty clear that the developers do not only want T4 to be fairly expensive, but also quite hard to get (given the trend of requiring more kernels). But even so, if you want to increase the cost, why not just increase the materials needed?

As the cost of items can easily be changed with the components required, you are really just suggesting to remove the barrier of research. I'm against that as I believe the higher level tech items are meant to be at least in some sense limited access.

38 (edited by Hunter 2011-10-16 13:50:11)

Re: Mining, Manufacture and Research

Lucius Marcellus wrote:

Hunter's system
First of all, as you want to speed-up gaining the initial tech by 20-50 times, it's extremely easy to get, and provides no barrier what-so-ever. Then you are proposing that kernels should be required to make the items. This might sound cool, but it is really just an increase in material cost.

Hence, your proposal is to make everyone able to make T4, but increase the production cost. I think it's pretty clear that the developers do not only want T4 to be fairly expensive, but also quite hard to get (given the trend of requiring more kernels). But even so, if you want to increase the cost, why not just increase the materials needed?

As the cost of items can easily be changed with the components required, you are really just suggesting to remove the barrier of research. I'm against that as I believe the higher level tech items are meant to be at least in some sense limited access.

The increase in prices of materials will increase the flow of money towards the miners. I think that this is unacceptable.
Necessary to remove the linearity of money from hunters to the miners.

This is not sandbox. This is a Box of Chocolates...

Re: Mining, Manufacture and Research

Hunter wrote:

The increase in prices of materials will increase the flow of money towards the miners. I think that this is unacceptable.
Necessary to remove the linearity of money from hunters to the miners.

Is your prototype proposal based on the flow of NIC? Oh dear...

Not sure what planet you live on, but miners do not earn the highest NIC/h, Hunters have better potential in that regard. But even so, that type of discussion is NOT what should decide the new research system.

40 (edited by Gremrod 2011-10-17 03:37:57)

Re: Mining, Manufacture and Research

Hunter wrote:

2Gremrod:
Hey buddy! Treat with ease. What for compensation or RP (research points)? How are you going to regulate cross-technology? How are you going to learn the unknown something, only with RP?

1. Let's forget the compensation for right now. (If the amount of research per kernel is not changed.)
2. The Research Pool makes it a bit easier on the player to pinpoint want he/she wants to unlock. This goes well with cross technology too.
3. Yes you unlock/learn tech from RP spent from your RP pool.

Q. How does the pool get points?
A. Consuming kernels adds points to the RP pool.

Q. How does one learn tech with the RP pool.
A. You open the KB window that shows all tech with amount of RP needed to unlock/learn said item. Pick the item and spend RP to unlock the item.

Now something that is a must are prerequisites. i.e Before you unlock any t2 item you need the t1 version unlocked first and so on down the line to get the t4 item.

This removes the randomness behind unlocking the tech tree.

Back to point #2 above. The RP pool can have four pools of points. Green points, Yellow/Red points, Blue points, and White points. This is how the pool system would handle cross technology unlocking. This also makes it so you can't grind a single type of kernel for Research Points.

Also like the current system, at some point you can't get any more points out of a specific line of kernels. It would state just like it does now in game. "You can't learn any more from these kernels". So to continue to add points to your pool you need to move to the next tier of kernels.

John 3:16 - Timothy 2:23

Re: Mining, Manufacture and Research

Gremrod, introducing the Research Pool system (which is really just allowing full specialisation), will just allow people to avoid 70%+ of the research, which are 'low demand items'. So this effectively makes the grind a lot shorter (who in their right mind would research Cargo scanner?).

42 (edited by Gremrod 2011-10-16 21:45:56)

Re: Mining, Manufacture and Research

Lucius Marcellus wrote:

Gremrod, introducing the Research Pool system (which is really just allowing full specialisation), will just allow people to avoid 70%+ of the research, which are 'low demand items'. So this effectively makes the grind a lot shorter (who in their right mind would research Cargo scanner?).

Right, and full specialisation is needed in the area of production, prototyping, and research. The Research Pool system would solve many issues with the current system when it comes to grind and being forced to unlock items you don't care about.

John 3:16 - Timothy 2:23

Re: Mining, Manufacture and Research

once upon a time, almost two years ago,
i had requested that we research technologies, not items.

you know, not "put fictional sensless name in here medium missile launcher"
but "advanced Rocket motor tech" + "advanced ammo feeding mechanics"

or instead of "put-fictional-sensless-name-in-here cargo scanner", you have to research
"sensor systems" and "scanning technologies" + "target analyis"

cargo scanner would be last step specialisation ontop of techs you need to research for stuff like "sensor amps" or "geoscanner"

but it got rejected sad

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Mining, Manufacture and Research

Lucius Marcellus wrote:

Gremrod, introducing the Research Pool system (which is really just allowing full specialisation), will just allow people to avoid 70%+ of the research, which are 'low demand items'. So this effectively makes the grind a lot shorter (who in their right mind would research Cargo scanner?).

That would be true, unless there was a exponential penalty appiled if the delta between item research branche (tiers) becomes too high.

Lets say that a branch of the tree has (30) modules.

T1 kernel is worth 1 point, T2 kernerls 10 points, T3 100, and T4 1000. (for example)

Base cost for learning a module is 100 points for T1, 1000 points for T2, 10000 points for T3, and 100000 points for T4.

Now that looks like it would be fairly quick to get from T1 to T4 of any item... BUT

There is an additional multiplier for every unlearned module in the previous tiers and a penalty for each known module in the current tier.

What this does is simulate the effect of 'lost' kernels.

So, in the example of 30 modules in say the light/assault tree. There is no T0 research, so your 'previous penalty' (PP) would be zero. You have no current learning, so your 'current penalty' (CP) is also zero.

That means you can learn a T1 module for 100 points. Very quick, very simple.

Learning T1 unlocks T2 of that module. But now penalties apply.

PP (prevous tier penalty) is total - known; 30-1 = 29

Learning T2 (same module) CP=0 at T2; is 1000*29 = 29k points. Not too bad.

PP = PP(T1) * PP(T2) or 29*29 = 841

Learning T3 (same module) CP=0 at T3 is 10k*841 = 841K points for T3

... in perspecitve that's 8430 T3 kernels or 840 T4 kernels worth of points. your going to really have to 'WANT' that now to spend that.

But you can now see that T4 is going to be 100K*29*29*29 about 2.4 M points.

however, that only gets expensive like that if you try to specalize to T4 on 1 item. The ability to do it is there, but you do so at great expense.

Look at T1 again. It takes 100 pts for the first item 200 for the second, etc until 2900 for the last item (100*CP). Which I believe is only 465K to learn all of T1 items.

Once all T1 was learned, your PP is 0, so the first T2 item would simply be 1000 pts.

----

The 'trick' here however is when you add in new items. Unlike the 'random' method, the player knows exactly which tree and branch to apply points to when the new item is introduced.

However, it would still be very expenisve for beginning researchers to learn a new item too high in the tier, while vetern producers would still have to pay a stiff CP cost.

The non-random method works just fine, it can allow beginner researchers to do low-tier specializations, while still requiring a significant amount of kernel hunting for high tiered items.

The values of the kernels may need to be tweaked a little, but you get the general idea of divergent math per level and compounded penalties per tier.

Re: Mining, Manufacture and Research

How about a combination of EP and kernel research. Kernels would just unlock different subset extensions then spend  EP to a certain level to unlock. For example to proto shield t4 u would need shield construction lvl8 giving some room for t5. X amount of kernels would be needed to unlock it though.

Devs would be able to control pace of research easily without any need to nerfing  research every 2 weeks.

RIP PERPETUUM

46 (edited by Lucius Marcellus 2011-10-16 22:25:39)

Re: Mining, Manufacture and Research

Gremrod wrote:
Lucius Marcellus wrote:

Gremrod, introducing the Research Pool system (which is really just allowing full specialisation), will just allow people to avoid 70%+ of the research, which are 'low demand items'. So this effectively makes the grind a lot shorter (who in their right mind would research Cargo scanner?).

Right, and full specialisation is needed in the area of production, prototyping, and research. The Research Pool system would solve many issues with the current system when it comes to grind and being forced to unlock items you don't care about.

Keep in mind that the effective grind has become longer and longer, so it does not seem likely that it will become shorter. Having that said, I implore the DEVs not to make it longer either, they can't fiddle with these parameters all the time. If the effective grind is cut by 70% due to what you proposed, then everyone gets what they want, DEVs realise oh damn that was too easy, increase the grind again, but then people still keep their research. One moment of dropping the research requirement will have an instantaneous long-term effect. Kind of what happened when Observer kernels were released, in my mind a mistake.

Having that said, I am okay with specialisation if the amount of kernels required is increased (quite steeply). But why do people keep forgetting that we have a fair bit of specialisation already? We have both different sizes and colours of kernels.

Edit (to Arga): That sounds like an interesting idea, I'll have a think about it smile

Re: Mining, Manufacture and Research

Very interesting discussion. The barriers for becoming a competent proto-type industrialist are pretty damn steep at the moment, its really kind of daunting. However, I understand Lucius' points about not devaluing the effort already invested; if I had a maxxed knowledge base I'd be reluctant as well.

A research point system with selecting the exact items to be researched sounds very appealing, but adjusted so that the overall "difficulty" in acquiring knowledge base tech is consistent with the current system. I believe Arga's proposed system is a good one.

48 (edited by Gremrod 2011-10-17 01:36:28)

Re: Mining, Manufacture and Research

@Lucius and Arga
When I say "grind" I really meant to say "blind grind". The current tech research system is totally blind and you have no idea what is going to unlock, unless you only have a few items left to unlock. We will never get away from grind completely. But I agree the grind should not become longer than it is already.

@Arga
I think that your idea can extend the Research Pool system. Basically it could be the math behind it this type of system.

Lucius Marcellus wrote:

Having that said, I am okay with specialisation if the amount of kernels required is increased (quite steeply). But why do people keep forgetting that we have a fair bit of specialisation already? We have both different sizes and colours of kernels.

What I mean by specialization is the idea of being able to specialize in spending my research in mining equipment only or speicifc robots etc.

Not sure where you were going with the different size,colours of kernels.

John 3:16 - Timothy 2:23

Re: Mining, Manufacture and Research

I am upset ... I wanted to create a topic in order to improve the mechanics of production. But I see a discussion about how to make the system more convenient for you.
Gremrod:
The current system is better balanced than suggested by you. It is a difficult and unpredictable, but it's better. Do you know why?
Imagine a torn book. Pages scattered over a territory. Suppose there are ten different books. You are gathered by 15-20% of the pages from each book. Do you know the theory of probability? Believe me, even if it's the same books, you will have very little chance to collect all the pages for a complete copy.
And now tell me how RP is combined with the reality?

Dear players. I beg to forget about personal gain here. I do not insist on the fact that my system is better. Let's develop something completely new, but correct.

This is not sandbox. This is a Box of Chocolates...

50 (edited by Gremrod 2011-10-17 03:59:13)

Re: Mining, Manufacture and Research

Hunter wrote:

I am upset ... I wanted to create a topic in order to improve the mechanics of production. But I see a discussion about how to make the system more convenient for you.
Gremrod:
The current system is better balanced than suggested by you. It is a difficult and unpredictable, but it's better. Do you know why?
Imagine a torn book. Pages scattered over a territory. Suppose there are ten different books. You are gathered by 15-20% of the pages from each book. Do you know the theory of probability? Believe me, even if it's the same books, you will have very little chance to collect all the pages for a complete copy.
And now tell me how RP is combined with the reality?

Dear players. I beg to forget about personal gain here. I do not insist on the fact that my system is better. Let's develop something completely new, but correct.

WOW! I did not mean to make anyone upset. If that is what I do with talk about ideas. Then I gracefully bow out.

On another note, if you knew me you would know that is was nothing to do with personal gain.

Sorry o/

Cya

Edit: yeah I guess I did hi-jack your thread when talking about my idea. But then again that is why you posted, correct? To talk about production, correct?

I could have just said that the current system is better or more balanced than your idea. But I didn't, I took the better more civil road. I decided to discuss it like you wanted.

Which, road did you just take with your post above?

John 3:16 - Timothy 2:23