Ideas to improve and not make the game "extreemly" complex |
So I was thinking...
Some people were talking in the cult thread and one thing I dont like is bigger guns win
So What if research really costs something. I mean I see I price on them and that translates into points with research stations and what not but what if resources were actually deducted for each research you start and develop. Different technology would cost different things.
Just have like Shileds lvl 5 500 Metal 1000 rads 0 organics
Re: Ideas to improve and not make the game "extreemly" complex
There has already been a lot of discussion on research balancing and attempting to avoid the "biggest gun" wins phenomenon. You might try browsing some of the old threads.
Personally, I like the idea of making research more dependent on population and slower to develop (aka proportions mod).
Re: Ideas to improve and not make the game "extreemly" complex
Its not just the biggest gun but what you do with it. 

Re: Ideas to improve and not make the game "extreemly" complex
I heard your call:
http://www.spaceempires5.com/en-US/node/5065




Re: Ideas to improve and not make the game "extreemly" complex
That is already happening. It is the resources you used to build and maintain the research centers.
The different technologies have already been balanced for cost (research points). If you want the techs to 'cost' more (more difficult to acquire) raise the tech cost to HIGH. If that isn't enough then mod the facility maintenance cost to cost more to build/maintain. Then new techs will cost more to obtain.