5 Tiered research system

Discussion in 'Feedback' started by Mashav, Jun 24, 2009.

  1. Mashav

    Mashav Member

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    WARNING
    All values are just place holders.
    They're just here to represent the idea.

    2 posts below there is an explanation


    This was stuck in my head last night, so I decided to write it all out. Its rather self explanatory, and I reached the char limit, so I'm not really going to explain. I'll give clarification if you ask for it.
    Code:
               Chemistry
    Physics     |      Biology
            \          / 
    
           /           \   
    Electrical  |     Mechanical
             Engineering
    
    
                           Chemical Weapons Tier 1
    Chemical Engine Tier 1           |            Chemical Armour Tier 1
                           \                      /
                                  Chemistry 
                                      |
                            Chemistry Tier 1 Package
    
    
                          Infantry
                              |
                       Engineering
                        /          \ 
                  Chassis       Buildings
    
    
                               Mk 2 mediums(+weight limit, hull health)
                                      |                  Arty Mk2(+weight limit, hull health)
                                 Mediums           /
              Mk2 lights          |            Arty
                       \                        / 
                                  Chassis 
                                       |
                                     Heavy
                                       |    
                                  Heavy Mk2(+weight limit, hull health)
    
    
                                  Walls
           Turrets Tier 1        |          General Buildings Tier 1
                         \                      / 
                                Buildings 
                                    |
                          Buildings Tier 1 Package
    
    
    Code:
      Weapons                              
     Using drags awesome scripts to illustrate the point http://forums.empiresmod.com/showthread.php?t=9760 [COLOR="Gray"][SIZE="1"](though I know some of these weapons have been removed or moved, remember this is just a representation of how it would work)[/SIZE][/COLOR]
    
    Rather then go through all the trees, I've just chosen 2 to illustrate the point
                                                                            specific tree boosts
             Cost    Time          chem                                                                                  phys
    
    tier 1   150     30         Explosive Cannon, Explosive ML, Explosive MG                                  Improved Ranged Cannnon, Fast ML, ICG
    tier 2   300     60         Cooled Cannon, Cooled ML, Improved GL                                         Sabot Cannon, RGL, .50 Cal medium
    tier 3   450     90         Phosphor Cannon, Scatter ML, HEMG, Explosive Arty Cannon                      URC, UFML, DUMG, Ranged Arty
    tier 4   600     120        HE Cannon, UML, UGL, HE Arty, Swarm ML                                        .50 Cal Heavy, USC, Plasma Bomb Arty, DU Cannon
    tier 5   750     150        Seige Cannon, Liquid Nitrogen Cooled Cannon, AML, HIT, AHE Arty               AFML, Fission ML, Fission Cannon, DUHMG
    
    Code:
      Armour                                
                                    
                                                                            specific tree boosts
             Cost    Time     resists      chem                           bio                          elec*                           mech                             phys
    
    tier 1   150     30         -40%     +2.5 wieght +40% cost       Regen effect - 40%        -5 weight +5% resists          Cost -40%  Weight + 5        Angle modifier -40%
    tier 2   300     60         -20%     +1.25 weight +20% cost      Regen effect - 20%        -2.5weight +10% resists         Cost -20% weight + 2.5       Angle modifier -20%
    tier 3   450     90           =              =                                =                  =                             =                              =
    tier 4   600     120        +25%     -1.25 weight -25% cost      Regen effect + 25+        +25% resists                    weight - 2.5                 Angle modifier +25%
    tier 5   750     150        +50%     -2.5 weight -50% cost       Regen effect + 50%        +50% resists                    weight - 5                   Angle modifier +50%
    
    
    The specific modifier is the % of the regular. tier 2 reactive is 100%*.8+(.10*100)=90% of regular instead of 80%.
    
    
    Example: 
    
    Mechanical teir 1: resists 60%  weight 15    cost 22.8    Total time 30  Total cost 150
    Mechanical teir 2: resists 80%  weight 12.5  cost 30.4    Total time 90  total cost 450
    Mechanical teir 3: resists 100% weight 10    cost 38      Total time 180  Total cost 900
    Mechanical teir 4: resists 125% weight 7.5   cost 38      Total time 300  Total cost 1500 
    Mechanical teir 5: Resists 150% weight 5     cost 38      Total time 450  Total cost 2250
    
    Code:
      engines                                
                                    
                                                                            specific tree boosts
             Cost    Time     All stats      chem                           bio                          elec*                         mech                             phys
    
    tier 1   150     30         -40%     +5% cooling               Speed while overheated -80%        Max Speed + 5%               All stats +5%                    Acceleration +6%
    tier 2   300     60         -20%     +10% cooling              Speed while overheated -40%        Max Speed +10%               All stats +10%                   Acceleration +10%
    tier 3   450     90           =              =                                =                      =                             =                              =
    tier 4   600     120        +25%     +25% cooling              Overheated time - 25%              Max Speed +25%               All stats +15%                   Acceleration +25%
    tier 5   750     150        +50%     +50% cooling              Overheated time - 50%              Max Speed +50%               All stats +20%                   Acceleration +50%
    
    
    Example: 
    
    Electrical tier 1 : Max speed 65%  acceleration 60%  cooling 60%  torque 60%  Total time 30  Total cost 150
    Electrical teir 3 : Max speed 100% acceleration 100% cooling 100% Torque 100% Total time 180  Total cost 900
    Electrical tier 5 : Max speed 200% acceleration 150% cooling 150% torque 150% Total time 450  Total cost 2250
    
    Code:
      Infantry                 
    Unlike Vehicle % infantry % combine.      
                                                     
             Cost    Time          Generic                      Scout                  Engi                Gren                   Rifleman
    tier 1   100     20       Reload speed +10%   Speed/Stamina regen +10%     Tool regen/Decon speed +10%      Rpg damage/Mowtar radius + 10%        Armour + 10%
    tier 2   200     40       Reload speed +15%   Speed/Stamina regen + 15%    Tool regen/Decon speed +15%      Rpg damage/Mowtar radius + 15%       Armour + 15%
    tier 3   300     60       Reload speed +20%   Speed/Stamina regen + 20%    Tool regen/Decon speed +20%      Rpg damage/Mowtar radius + 20%       Armour + 20%
    tier 4   400     80       Reload speed +25%   Speed/Stamina regen + 25%    Tool regen/Decon speed +25%      Rpg damage/Mowtar radius + 25%       Armour + 25%
    tier 5   500     100      Reload speed +30%   Speed/Stamina regen + 30%    Tool regen/Decon speed +30%     Rpg damage/Mowtar radius + 30%       Armour + 30%
    
    Reload speed is for non grenades/tools (no mines, grenades or engi tool) DOES affect mortar and RPG.
    
    % combine of the base value
    Example:
    Scout tier 1: Speed 110% Stamina regen 110%  Total time 20  Total cost 100
    Scout tier 2: Speed 125% Stamina regen 125%  Total time 60  Total cost 300
    Scout tier 3: Speed 145% Stamina regen 145%  Total time 120  Total cost 600
    Scout tier 4: Speed 170% Stamina regen 170%  Total time 200  Total cost 1000
    Scout tier 5: Speed 200% Stamina regen 200%  Total time 300  Total cost 1500
    
    Code:
      Buildings                            
                                    Turrets                  General                                                    Walls                          Specifics                                    
    tier 1   125     25          Homing + 30%       Unbuilt buildings/walls build at e build speed by themselves      Comm Walls start built at 35%     Infantry Spawn with 2X the ammo
    tier 2   250     50          Lvl 2s             Resists +10%                                                      Resists +25%                      Ramps added to VF, so enemy tanks can't get in
    tier 3   375     75          Resists + 50%      Built buildings/walls Repair at e build speed by themselves       Comm Walls start built at 50%     Repair pad Repairs and Rearms at 2x normal
    tier 4   500     100         Lvl 3s             Sabotage takes 2x to do and only reduces to 65%                   Resists + 50%                     Radar detects infantry
    tier 5   625     125         Damage +30%        Resists + 10%                                                     Comm Walls start at 75% built     Armourys are spawn points
    
    Tier 1: Total cost   125    Total Time 25
    Tier 2: Total cost   375    Total Time 75
    Tier 3: Total cost   750    Total Time 150
    Tier 4: Total cost  1250    Total Time 250
    Tier 5: Total cost  1875    Total Time 375
    
    Code:
      Combo Packs
    These research the tech of that tree specific tier. This includes infantry and buidings.
    
            Cost      Time      Total Cost   Total Time
    tier 1   350       70       350         70
    tier 2   700       140      1050        210
    tier 3   1050      210      2100        420
    tier 4   1400      280      3500        600
    tier 5   1750      350      5250        950
    
     
    Last edited: Jul 23, 2009
  2. o_O

    o_O Member

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    Sum it up in 2 words please, for the attention impared :p

    I like the being able to research Mk2 versions of everything (medium MKII's, for teams hit hard by the recession), and the passive research upgrades to everything. Empires is lacking in passive bonuses, and as a result research often just 'finishes' once you get the biggest tanks you can afford and stuff to put on them.

    Something to consider is this will strongly encourage you to pick a tree and stick with it. Even if the enemy is using something your tree is weak against, your team might be better off just sticking with that tree, rather then having to research through all the low level crap in another tree. Not that empires really has counters or anything (other then bio stuff), but it would be cool to add some strategy and countering to research.

    Overall I like it alot. Definitely worth trying out sometime.
     
  3. Mashav

    Mashav Member

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    TIERS BITCHES!

    And now for more then 2 words for those who have a bit better attention.

    Essentially Its a redoing of the Research tree so that almost everything is split into 5 tiers.
    There would be 6 starting trees- Chemistry, Biology, Physics, Electrical, Mechanical, Engineering.

    Upon going into any tier but Engineering, you are presented with 4 choices. Tier 1 Armour, Tier 1 Weapons, Tier 1 Engine and Tier 1 Research Combo. Researching a tier would allow you to go further into that tier. Researching a combo pack would research the weapons, armour and engine for that research tree's tier. The combo pack would also give a discount on time and res.

    As the tiers progress the weapons and armour get farther away from standard. Tier 3 engines and armour would be the same as what we have now. Weapons would work in packages, getting several per tier.

    Going into Engineering, you are presented with 3 choices. Chassis, Buildings, Infantry.

    Chassis would bring you into a tree where all the chassis are available for research. MK2s would be researchable for all classes after the initial chassis had been researched. It would give that chassis higher weight limit and hull health.

    Infantry and Buildings work similar to the Main research trees. When you enter them you are presented with upgrades for different things and a combo pack.

    For a detailed example of how this would work, See my first post.
     
  4. -=SIP=-

    -=SIP=- Member

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  5. Mashav

    Mashav Member

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    Honestly, because when I played with drag's scripts, I really enjoyed them.

    In order to have that amount of variety the research tree needs to be overhauled somewhat. So I took that somewhat, and redid the whole thing for lots of variety.

    Balance would probably be screwed up for awhile, but balance shouldn't be the only factor. Fun and variety should be considered too. I think I would really enjoy a system like this.
     
  6. blizzerd

    blizzerd Member

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    the current research tree was a template until planes arrived anyway, it is boring confusing and impossible to balance
     
  7. -=SIP=-

    -=SIP=- Member

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    This is my main worry. It could take some month and several releases until it's balanced.
    And just have a look on 2.23. There many players stopped playing Empires because of the unbalance.


    The research tree is only confusing if you don't have a printout. So I tried to make the printout more easy to read (http://wiki.empiresmod.com/index.php?title=Image:Empires224TechTreeIcon.gif)

    And in my opinion the current research tree is balanced. Or can you tell me an instant win uber research path?
     
  8. blizzerd

    blizzerd Member

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    do i have to sum up the hacky fixes that got implemented to "balance" the research tree?

    none of those should be in the game other then to temporarily fix problems until the problem itself can be addressed

    currently empires mod problems all sprout from 3 cornerstones of crappyness

    1- tech tree
    2- GUI
    3- the hacky fixes that make everything even harder to understand/balance
     
  9. -=SIP=-

    -=SIP=- Member

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    Some examples would be nice.
     
  10. o_O

    o_O Member

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    The balance is going to die the instant planes come out anyway. And infantry research probly needs to be implemented in some form or another, which will change everything yet again.

    I do like the current tree though. Its balanced enough to allow some variety but theres definatly better trees for each situation.
     
  11. Drag

    Drag Member

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    @OP:
    As you wrote, the values are placeholders and the effects you suggest, especially 2,5 weight and such wouldn't work. First of all: No building tech tree, no infantry tech tree like this. Focus on getting a vehicle based tech tree together first. Then in a second step infantry and airc... well stuff can be added.

    The suggested changes are currently not possible to do with how the research tree system works but I already asked a coder to see what can be done about that without months of recoding.

    Tiered armors have the problem of scaling up with the weapons reducing their effectiveness again. The end result is that tier 5 is strong against tier 1 (due to their bad armor) but just mediocre against tier 5 armor making games longer as they are supposed to be, so you have to be careful not to make the armor become as good as the weapons.

    I like the categorization of the weapons into the five tiers, do it for the other trees and I'll use it as a basis for a new scriptset (currently busy with skyjeeps)

    The suggested engine parameters aren't very feasible to use unless someone finds out what +10%torque means scriptwise. (I invite you to try!) So this part will need some more thought.

    I fully agree with the chassis research ideas and put something atop: I think the chassis upgrades should also change the slot layout giving BE a missile focussed tank (if they research it) and NF can get an additional cannon focussed tank.

    When I read this I, at once, wrote down the reasons why a change is needed. Then I had to do something else, came back, was content with my reasoning and deleted that useless, time consuming wall of text. So yea, the research tree is going to change one way or another and I'm not going to repeat the reasons here because I don't have to. Don't make me spell this out clearer or I'll lose my calm. :) :) :)
     
  12. Nickierv

    Nickierv Member

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    Every time I com for BE, I use the exact same research plan. The only things that get changed: if we are doing well, I get composite. If we are doing bad, I get meds instead of heavies.
    As long as I have a fairly competent team and am not stacked against, the team tends to do well.
    In my experance with 2.24, BE has a major advantage in research. The only viable vehicle mgs in the physics tree, and with the cannon focus for BE, they have advantage with ER. Electrical was viable, but the nerf to reactive has negated this significantly.
     
  13. Wertbarg

    Wertbarg Member

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    that is a common research path for BE, but experimentation shows that other paths work well too, meaning that it is balanced in my opinion. do note that this change that Mashav is suggesting is not ment to fix nonexistent imbalances, but to make a twist to the research tree that might make commanding a bit less confusing (lets hope) and potentially more fun. I know my arguement is very contrary to my standard montra of "if its not broken, don't fix it", but I do in fact support this.

    P.S. make some of those scout changes more stealth based, I see what you are trying to do there with your melee sprees by adding speed Mashav!
     
  14. PreDominance

    PreDominance Member

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    Need to make it a viable option to get mark2's, as in..

    Engineering takes 120 seconds, costs 350res.
    Upgraded Chassis takes 180 seconds, costs 350res.
    Medium tanks take 240 seconds, costs 400res.
    Heavies are 300 seconds, costs1500res.

    This way, bigger tanks aren't necessarily researched /that/ often.

    Iono, I just wish bigger tanks weren't in the battle as soon as they are.
     

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