Grobobobo Posted October 14, 2023 Share Posted October 14, 2023 22 minutes ago, Komandos said: It's like making the services of an electrician very expensive, so that the player cannot hire thousands of electricians and thereby unscrew a light bulb at superluminal speed. The financial limit for limiting the speed of scientific research is a "crutch" to maintain the lame mechanics of research. This is an inaccurate analogy, and you're acting like money isn't a main limiting factor IRL as well. The current system gameplay-wise works best with the kind of research tree xenonauts 2 currently has, and any kind of overcomplication to make the system more "realistic" is a waste of time. There's already almost no way xenonauts 2 will come out in 9 months from EA as planned, overhauling a research tree just to justify a more complicated scientist system is stupid. Quote Link to comment Share on other sites More sharing options...
Skitso Posted October 14, 2023 Share Posted October 14, 2023 (edited) 7 hours ago, Grobobobo said: And chris was right. The new system does not lose out on any depth. No. Micro managing your research queue by optimizing scientists between multiple projects to fight diminishing returns does indeed add major depth and interesting choices. It also makes managing research easier and more intuitive to have multiple simultaneous active projects and being able to tweak reasearch personnel freely between them if the situation calls for it or circumstances change unexpectedly . Edited October 14, 2023 by Skitso 3 Quote Link to comment Share on other sites More sharing options...
Grobobobo Posted October 14, 2023 Share Posted October 14, 2023 (edited) 1 hour ago, Skitso said: No. Micro managing your research queue by optimizing scientists between multiple projects to fight diminishing returns does indeed add major depth and interesting choices. It was an illusion of depth. In x1, At 30 scientists, splitting your scientists across 2 projects gave you around 7%(lol) more efficiency (assuming the diminishing return was additive and not multiplicative, It'd be even less at multiplicative), at the cost of doubling the time total to get the upgrade you needed. Once you did get the important upgrades the efficiency stopped mattering. Split research was a noobtrap, which is probably why chris removed it (assuming the diminishing returns were even implemented, can't tell without looking in the code). Edited October 14, 2023 by Grobobobo Quote Link to comment Share on other sites More sharing options...
Grobobobo Posted October 14, 2023 Share Posted October 14, 2023 However, I do recall split research being useful in X-division, but that mod had a completely different scaling and research tree. Quote Link to comment Share on other sites More sharing options...
Komandos Posted October 14, 2023 Share Posted October 14, 2023 3 hours ago, Grobobobo said: This is an inaccurate analogy, and you're acting like money isn't a main limiting factor IRL as well. There is no economic model in the game, even at the X-COM:1-2-3 level. Consequently, the economy in the game cannot be an effective regulating factor of the balance of power, since it itself constantly needs to be adjusted to resemble the economy. Quote Link to comment Share on other sites More sharing options...
Grobobobo Posted October 14, 2023 Share Posted October 14, 2023 32 minutes ago, Komandos said: There is no economic model in the game, even at the X-COM:1-2-3 level. Consequently, the economy in the game cannot be an effective regulating factor of the balance of power, since it itself constantly needs to be adjusted to resemble the economy. This statement is incoherent. Are you using Google translate or any other translator app to communicate? Either way, please elaborate on it or rephrase it. Quote Link to comment Share on other sites More sharing options...
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