Monday, April 16, 2012

Research in KnC, Different from SupCom2?

Assuming research (like it is in SupCom2) is in KnC and assuming that it will work the same way as in SupCom2. i.e. Generating RP through research stations and unit killings, id like to make a suggestion.
Basically, i'd like to see it so that a building (say a Research Station) researches a tech at the players command. This means he has to click the building and the tech he wants to devote the RS to. This means that theres no saving up of RP to dump into a strategy to counter a different tactic. Meaning the player actually has to think about what tactic he is going to use in the game, and go with it. Or maybe research general techs at the start and start into different, specialised techs once s/he decides on a tactic.
Right now, i dont really like the Research Mechanic in SupCom2. I dont like how its possible to save up 30 or 40 (ok, not feesable in a normal game) and then 2 seconds later have a whole tree researched. It should be a progression that takes time and decision making. Not a game to see who can hold out the longest before deciding a strategy.
I made a post about this in the SupCom2 general forum, said i'd put it here too so that it may get noticed and tought about for the new game! (which im very excited about btw :-) )
Heres a link to the original post where theres a bit of discussion about it:
viewtopic.php?f=50&t=46138
Hopefully its not too late to think about using this idea! Would be interesting to see, and an improvement in my opinion.|||I like how SupCom2 has a unified research menu. I hated building 5 different buildings to research 5 different upgrades. Perhaps the castle would be the source of all upgrades while RP income could only be increased by building research facilities on limited add-on slots for the castle. That way there is no RP farming and choosing to build more research facilities will be a bigger decision than just a matter of economics.|||X-Cubed|||Yes, I agree. I don't like how things in SupCom2 are instant. And what's even more annoying is the slight delay between selection and effect. If upgrades are supposed to be instant, make them instant. Most major upgrades should have some time cost to them, especially game-changing ones like land AA in SupCom2.|||They could perhaps have castle addons which are effectively your research. So you build a mage tower, you can build mages. You build an extension on the mage tower, mages can use some special ability.
If the enemy destroys that extension, your mages no longer have the power to use the special ability, if they destroy the mage tower, you can no longer build mages, etc.|||Starfox|||I think the OP brings up a very important point. I absolutely love the fact that all research in SupCom2 is centrally located. I think that is great for the game and the genre. However, I think there are two facets of this system that are not ideal. The first is what the OP mentioned. There is no time investment in research, removing a lot of decision making possibilities. I also find it non-ideal that there is no way to attack and remove another player's technology. In FA, teched up structures could be seen as strategic targets. This is also true in just about any other rts out there, and I think it adds to the game. Finding someway of implementing these decisions in the current tech system would be great in my opinion.

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