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October 14, 2019, 09:33:52 PM

Author Topic: Research Project: Skunkworks  (Read 621 times)

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Offline Admiral T-Wayne

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Research Project: Skunkworks
« on: March 07, 2016, 08:31:59 PM »
Problem:  Higher-level research projects become essentially impossible to perform due to their time requirement, even with very high lab levels.  As a result, the research portion of the game dies.

Solution:  Introduce an approach to increase the research accelerator past the current arbitrary limit of 75% research time reduction (used to be up to 100% reduction until guys in Conquest achieved that and the game's calculations became unstable).

Implementation:  Skunkworks research project

Each level of Skunkworks adds an additional 1% acceleration to research.  So, acceleration is now calculated as (effect of Workers, Androids, and Scientists, capped at 75%) + Skunkworks level, in percent.

Skunkworks is limited to Level 24.  No further benefits are achieved beyond Level 24.

Cost:  Level 1 Skunkworks costs the same as Level 1 ARCNet:  150K ore, 200K crys, 80K hydro

Offline commander abаб

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Re: Research Project: Skunkworks
« Reply #1 on: March 08, 2016, 12:00:04 AM »
We've already got level 26 NPCs in Stardrift.  What's it like in Original?

Don't you think players with super high techs spawning super high tech NPCs would decrease the enjoyment of  NPC hunting for the average player?

Offline Admiral T-Wayne

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Re: Research Project: Skunkworks
« Reply #2 on: March 08, 2016, 07:00:51 AM »
Howdy,

The game generates NPCs each day based upon the technology characteristics of 20 exemplar players, with one player being selected each day from among those in each 5% interval on the RSPs leaderboard ladder.  If the game selected a Level 26 exemplar for the very top bin, that selection wouldn't impact the NPCs generated from players in the lower bins -- theirs would be based upon the techs of the exemplar players for their bins. So, I don't think that having a top-bin person with super-high techs selected from time to time would impact the NPC game too drastically for the majority of the players.

If you run the calcs, the very highest levels of Skunkworks would be a challenge to achieve.  For example, the OC value (and the research time) of Skunkworks level 1 falls between that of Warp 4 and 5.  Skunkworks 15 would take about as long to complete as would Warp 19.  So, Skunkworks helps reduce research times, but it isn't a quick road to near-zero research times and to runaway research levels.