[insert introduction here]
basic idea:
research objects arent monolithic pieces but are divided into the "traits" that make them up.
they represent design "ideas" that are used in the design of the equipment.
to use an analogy from the real world, finFET technology would be such an idea.
it makes an statement about how the (in this case) processor is built without giving explicit information on how it will perform.
it just says "less energy needed" and "less space needed".
those traits can be freely combined by the player to define a new "research goal" to pursue
(maybe its deterministic what result comes out of a certain trait combination?
so the same combination of traits yields the same equipment )
for example a simple small rapid fire railgun would be a combination of three traits
[small][railgun][fast reloader]
the traits give a general idea of what gets developed in the end, but no concrete numbers (are shown)
they define some range in which the end result will be, but only coarse directions ala "fire rate ++"
so if the player wants a bigger version of the gun he replaces the [small] trait with a [medium] trait and orders the goons to develop along that combination
[medium][railgun][fast reloader]
would yield a similar gun to the small one, but a bigger variation
i have 2(and a half) ideas on creating new traits
first: practical experience
the more a certain trait gets used in your research the more likely it gets that a new/better variation becomes available to you
second: active breeding
when you use multiple traits which affect the same stat it is possible that a combination of both gets created (maybe with a small bonus applied)
2.5: both.
new traits get discovered by active work, but the resulting traits are modified by the others present
if you have some new rail technology and some rapid fire tech, you get a trait for rails that are suited for rapid fore railguns.
vertical progression could be pretty subtle, as there are no definite numbers attached and they dont exist on their own.
so there may is a definite "better" variation of some equipment, but you'd have to see the correct combination of traits and try it out.
traits could be encoded into the hardware blueprints or maybe as independent objects
this is a bit less overkill than my approach in "reinterpretation of research", but it still provides some interactivity and not just plain RNG madness
Post
Mon May 18, 2015 4:03 pm
#2
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Trait based Research
This sounds a lot like the way Dwarf Fortress defines different things as well. I like it for the easy modability.
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Wed May 20, 2015 3:10 am
#3
Re: Trait based Research
The traits could also be used to incorporate specific materials you have available/want to use as traits themself.
You want your ship hulls to use zorblaxium, just add it as trait to a hull design research and that hull will use it.
same for fuel, damage types, maybe even fully developed equipment (to include hardwired spinal guns for example).
so design and reseach become the same action
You want your ship hulls to use zorblaxium, just add it as trait to a hull design research and that hull will use it.
same for fuel, damage types, maybe even fully developed equipment (to include hardwired spinal guns for example).
so design and reseach become the same action
Post
Wed May 20, 2015 6:27 am
#4
Re: Trait based Research
I'm personally still for a two-tier approach of researching broad concepts and separately applying them in explicit designs. Combing the two makes a very simple system, but it's not really what I'm looking into personally.
panic
Post
Wed May 20, 2015 6:42 am
#5
the traits are independent from the equipment that uses them.
if you have a tech for "supercooled capacitors" you can use that tech in other explicit developments.
your next gen of shields could use them, next gen of weapons etc..
Re: Trait based Research
Well, it kinda is.Mistycica wrote:I'm personally still for a two-tier approach of researching broad concepts and separately applying them in explicit designs.
the traits are independent from the equipment that uses them.
if you have a tech for "supercooled capacitors" you can use that tech in other explicit developments.
your next gen of shields could use them, next gen of weapons etc..
Post
Wed May 20, 2015 8:20 am
#6
Re: Trait based Research
I guess that could kinda work. Toss in traits, and the machine behind does the hard calculations based on the selected prerequisites/tech tier (not necessarily the best/newest), and creates something around the vague idea. Could get behind that, if there's enough trait options given to diversify.Cornflakes_91 wrote:Well, it kinda is.Mistycica wrote:I'm personally still for a two-tier approach of researching broad concepts and separately applying them in explicit designs.
the traits are independent from the equipment that uses them.
if you have a tech for "supercooled capacitors" you can use that tech in other explicit developments.
your next gen of shields could use them, next gen of weapons etc..
panic
Post
Wed May 20, 2015 9:32 am
#7
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Trait based Research
That's the idea I was thinking about. If everything is defined by traits rather than anything else, and you don't limit the number of traits, then you can have a ton of diversity. Of course you will always have strange things when you try to manipulate traits in certain ways such as contradictions or extreme numbers of traits. Nuclear catsplosion anyone?Mistycica wrote:I guess that could kinda work. Toss in traits, and the machine behind does the hard calculations based on the selected prerequisites/tech tier (not necessarily the best/newest), and creates something around the vague idea. Could get behind that, if there's enough trait options given to diversify.Cornflakes_91 wrote:Well, it kinda is.Mistycica wrote:I'm personally still for a two-tier approach of researching broad concepts and separately applying them in explicit designs.
the traits are independent from the equipment that uses them.
if you have a tech for "supercooled capacitors" you can use that tech in other explicit developments.
your next gen of shields could use them, next gen of weapons etc..
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Wed May 20, 2015 11:24 am
#8
Re: Trait based Research
Space Ferret evolution.DWMagus wrote:
That's the idea I was thinking about. If everything is defined by traits rather than anything else, and you don't limit the number of traits, then you can have a ton of diversity. Of course you will always have strange things when you try to manipulate traits in certain ways such as contradictions or extreme numbers of traits. Nuclear catsplosion anyone?
"Everyone needs to have their avatar's edited to have afros." -Charley Deallus
Post
Wed May 20, 2015 12:56 pm
#9
The traits are all the tech tiers that go into the equipment.
To take stuff from aurora, say you have a magnetic confinement drive and got the tech for intertial confinement from somewhere.
old drive
[Medium][drive][magnetic confinement]
New drive
[Medium][drive][inertial confinement]
Without traits it would be technologically undefined (or be the absolute base variant of that device), all the tech in a design is in the traits
Re: Trait based Research
There is no prequisite/tech tier beyond the traits.Mistycica wrote: I guess that could kinda work. Toss in traits, and the machine behind does the hard calculations based on the selected prerequisites/tech tier (not necessarily the best/newest), and creates something around the vague idea. Could get behind that, if there's enough trait options given to diversify.
The traits are all the tech tiers that go into the equipment.
To take stuff from aurora, say you have a magnetic confinement drive and got the tech for intertial confinement from somewhere.
old drive
[Medium][drive][magnetic confinement]
New drive
[Medium][drive][inertial confinement]
Without traits it would be technologically undefined (or be the absolute base variant of that device), all the tech in a design is in the traits
Post
Wed May 20, 2015 1:07 pm
#10
Re: Trait based Research
I like this idea. Something similar can be found in the role-playing game Burning Empires. To reduce the cost of a certain piece of equipment you can add traits that make the thing less than optimal, for example you can add [Big] to a personal weapon to increase its damage capability but also [Unwieldy] to compensate its cost.
Post
Wed May 20, 2015 3:20 pm
#11
Re: Trait based Research
I like it, that said I'd also like to see research becoming available on discovering new objects, atmospheres and such. Might sound overkill but for example if you plan on landing on that juicy ore rich planet with highly corrosive atmosphere to explore and eventually build mining facilities, you better develop some sort of armor hardening for your ship and the planned facilities.
At the same time, if I befriend a potential alien faction home to that solar system with said corrosive atmosphere planet, perhaps I can get some hints from them on how to add plating and upgraded seals to my ship to prevent it from being corroded.
At the same time, if I befriend a potential alien faction home to that solar system with said corrosive atmosphere planet, perhaps I can get some hints from them on how to add plating and upgraded seals to my ship to prevent it from being corroded.
Post
Wed May 20, 2015 3:40 pm
#12
Re: Trait based Research
Super 1337 Robot Thing
[Awesome][Lazorz][ ]
[Awesome][Lazorz][ ]
"Everyone needs to have their avatar's edited to have afros." -Charley Deallus
Post
Wed May 20, 2015 5:55 pm
#13
Re: Trait based Research
You just made the prerequisite into a trait itself Yeah, that sounds decent.Cornflakes_91 wrote:There is no prequisite/tech tier beyond the traits.Mistycica wrote: I guess that could kinda work. Toss in traits, and the machine behind does the hard calculations based on the selected prerequisites/tech tier (not necessarily the best/newest), and creates something around the vague idea. Could get behind that, if there's enough trait options given to diversify.
The traits are all the tech tiers that go into the equipment.
To take stuff from aurora, say you have a magnetic confinement drive and got the tech for intertial confinement from somewhere.
old drive
[Medium][drive][magnetic confinement]
New drive
[Medium][drive][inertial confinement]
Without traits it would be technologically undefined (or be the absolute base variant of that device), all the tech in a design is in the traits
panic
Post
Thu May 21, 2015 3:03 am
#14
Traits could be generated/researched along the needs of the environment.
Is there a nebula that blocks your sensors?
send a research team in an analyse the nebula and build sensors that can penetrate it.
Found a system thats rich in resources but is bathed in damaging radiation?
Develop some shielding and include it in specialised equipment.
Maybe even develop weapons based on that radiation!
Re: Trait based Research
^ he got the idea perfectly ^^Cliff A McLane wrote:I like it, that said I'd also like to see research becoming available on discovering new objects, atmospheres and such. Might sound overkill but for example if you plan on landing on that juicy ore rich planet with highly corrosive atmosphere to explore and eventually build mining facilities, you better develop some sort of armor hardening for your ship and the planned facilities.
At the same time, if I befriend a potential alien faction home to that solar system with said corrosive atmosphere planet, perhaps I can get some hints from them on how to add plating and upgraded seals to my ship to prevent it from being corroded.
Traits could be generated/researched along the needs of the environment.
Is there a nebula that blocks your sensors?
send a research team in an analyse the nebula and build sensors that can penetrate it.
Found a system thats rich in resources but is bathed in damaging radiation?
Develop some shielding and include it in specialised equipment.
Maybe even develop weapons based on that radiation!
Post
Wed Jun 03, 2015 4:26 pm
#15
Re: Trait based Research
I was under the assumption that this is how it would work within the game >.>
Lurker Mode: DEACTIVATED
The most intriguing fact about imagination is that its all in your head.
The most intriguing fact about imagination is that its all in your head.