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Post by elwoodps on May 21, 2015 9:30:11 GMT -5
In my play style, maximizing research is THE top priority. And since research is population-limited, I truly hate (though it's occasionally unavoidable ) to have population not engaged in research for lack of research facilities. So it would be a really big help to me if the main colony screen not only displayed the current RP output of the colony (which it already does), but also the maximum RP that the colony could produce with the current research infrastructure, if the population were great enough. Here's an example with a screen cap from my current game: Sharlea currently has 18pop and research facilities that can employ up to 20pop. Here's a list of the colony's research facilities, and the RP that they could produce (given sufficient population). 1x Star Port 4 2 1x Palace 2 1 1x Exchange 6 5 1x Spice Den 3 2 1x Spice Hall 2 3 1x Mine 4 1 1x FDF Research Base 3 1x Military Academy 3 3 Total 20 Since it's a Cadar colony and Cadar gets no research bonus, it's currently pumping out 19RP, and will max-out at 21RP when the colony reaches 20pop. If I don't build more research facilities before the colony reaches 21pop, I'll have 1pop standing around with their thumbs up their butts when they should be doing research. So at the bottom of the screen where it now displays "RP +19", I'd like it to display something like "RP +19/21" or "RP +19(21)", the 21 indicating where the colony's RP will top-out with the current research facilities. This would make it much easier for me to keep my lab building program ahead of the pop, without too much over-building.
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on May 21, 2015 11:22:09 GMT -5
So, I kinda like this idea except I'm not sure how it would help, which means you're seeing something I'm not, because I've admittedly never made it to the late game.
In this game, the ceiling of the resource values, TP, RP, CP, etc., is calculated based on the planet's quality slots, right? Which means that in theory, you could ARGUENDO have a planet with ALL trade ports (taking out the obvious hab facility issue there) and get a de facto max TP value out of the planet based on the quality slots.
However, the ceiling for each resource type is variable depending on your meta game and economy, since sometimes you might need to build defense things or another mine on a planet you want to do research on, due to the state of your economy.
I feel like the ceiling would be completely variable on a turn by turn basis, with a theoretical max possible based on your planet quality, so your resource ceiling would be impossible to calculate and display. I don't really know how orbital structures work, if there's a limit on how many a planet can have, since I've only ever built one, and that was more than 5 versions ago.
That's how I understand the game.
Im curious how (specifically not WHY) that would help you aside from knowing the theoretical RP cap for a planet (cause if there's a reason, it'd help me too lol). I feel like you could do the math on a calculator based on the quality, but the number wouldn't mean much since there's no way to predict what you might need to tear down 20 turns down the line.
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Post by elwoodps on May 21, 2015 12:09:31 GMT -5
So, I kinda like this idea except I'm not sure how it would help, which means you're seeing something I'm not, because I've admittedly never made it to the late game. In this game, the ceiling of the resource values, TP, RP, CP, etc., is calculated based on the planet's quality slots, right? Which means that in theory, you could ARGUENDO have a planet with ALL trade ports (taking out the obvious hab facility issue there) and get a de facto max TP value out of the planet based on the quality slots. However, the ceiling for each resource type is variable depending on your meta game and economy, since sometimes you might need to build defense things or another mine on a planet you want to do research on, due to the state of your economy. I feel like the ceiling would be completely variable on a turn by turn basis, with a theoretical max possible based on your planet quality, so your resource ceiling would be impossible to calculate and display. I don't really know how orbital structures work, if there's a limit on how many a planet can have, since I've only ever built one, and that was more than 5 versions ago. That's how I understand the game. Im curious how (specifically not WHY) that would help you aside from knowing the theoretical RP cap for a planet (cause if there's a reason, it'd help me too lol). I feel like you could do the math on a calculator based on the quality, but the number wouldn't mean much since there's no way to predict what you might need to tear down 20 turns down the line. It would help because it would allow me to see at a glance when the colony's current RP output is getting close to the max that its current improvements will support. That way I can start adding more research capacity, and hopefully have it up and running shortly before the new pop arrives to man it. Using my above example, when I saw "RP +20(21)" I'd start upgrading the Palace 2 or build another Spice Hall 2. Kind of the way you build new hab units before the pop arrives to live in them to keep from losing morale. I'm trying to keep from losing RP. I really hate to miss out on any RP. Yeah you can do it with a calculator, but if you have more than a handful of colonies that's not practical....
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on May 21, 2015 12:29:13 GMT -5
Buț isnt the max RP, or any other resource ceiling dependent on the total planet quality? Or wait, I think I got what you're talking about, you want to see the RP displayed just like the factories, in an "active/built/max" bar? If that's the case, I'd totally +1 the idea. If not, I still don't get how the max RP possible isn't determine by the planet quality.
Or does RP in the game work like CP where the idle citizens contribute to it unless they're "assigned" (by having an empty research point slot?) to be scientists like in civ? I feel like maybe I don't know how the population assignment works for research.
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Post by elwoodps on May 21, 2015 12:44:12 GMT -5
Buț isnt the max RP, or any other resource ceiling dependent on the total planet quality? Or wait, I think I got what you're talking about, you want to see the RP displayed just like the factories, in an "active/built/max" bar? If that's the case, I'd totally +1 the idea. If not, I still don't get how the max RP possible isn't determine by the planet quality. Or does RP in the game work like CP where the idle citizens contribute to it unless they're "assigned" (by having an empty research point slot?) to be scientists like in civ? I feel like maybe I don't know how the population assignment works for research. Yeah, it's more like CP. A bar like the factories have would be nice, but I'm afraid it would take up too much screen space. The TB work real hard to keep the game playable on many types of devices, including phones with small screens.
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on May 21, 2015 16:55:35 GMT -5
I gotcha, yea, deff not possible to do a factory type bar on it.
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