Xanos Posted July 12, 2006 Share Posted July 12, 2006 My idea is that instead of it being always complete chance; make it so there is some predictability to research. To limit the chance that the player with 5 chits in something gets no where, while the player with one gets lucky and has an advance every turn. The idea is to add extra % for every turn that the intended upgrade is not hit. For example, if you have 1 chit in Heavy tanks, you have a 5% chance, then after a set number of turns, add 1% for every chit invested. Thus after, say 3 turns, the player now has a 6%, then in 6 turns the player has a 7% chance. Next example, if that same player has level 0 heavy tanks and puts in 2 chits, they would have have a 10% chance, and then in a certain number of turns (using 3), they would have 12%, thus the player gains 1 extra % for every chit that they invest. My reason for this is because the people working on research are doing something with all that time in between placing the funds and getting the results, they are getting closer and closer to the goal. This increase would help reflect that and also decrease the odds that a player will have lvl 0 or lvl 1 tanks at the end of 1944 if they at least tired to get some where with research, but still leave room for the odd ball chance that one man with have a break through and give you the advance right away. So now the fun part, what do you guys (or girls) think of this idea? Link to comment Share on other sites More sharing options...
Blashy Posted July 12, 2006 Share Posted July 12, 2006 Well I reduced maximum investment of researched chits in my mod because as is, the progression was TOO fast. What you suggest would make it that IW/AT/HT/PT would be maxed out by 1941! I prefer where in 1944 there is still room for progression. Link to comment Share on other sites More sharing options...
Alex Koponen Posted July 12, 2006 Share Posted July 12, 2006 One could modify that idea. For example one could have the reasearch chit buy 1/10th the chance it does now, but also have a cumulative and increasing chance per turn. Thus one chit would buy 0.5% that would build in the following turns to 1.0%; 1.5%; 2.0%; etc. In ten turns one would be up to the 0.5% and increasing after that. This should make it more likely that research will eventually pay off...though less likely to do so immediately. Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted July 12, 2006 Share Posted July 12, 2006 Already suggested something very similar-search using my username and "tech" in the subject. Link to comment Share on other sites More sharing options...
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