Research and Production idea

Hi All,

Just want to throughout an idea.

I think it would be a good addition to be able to do research and then produce things from those research.  Something similar to the X-Com series where after researching, you can produce things that are usable.

Things that can be research can range from the alien wildlife that you capture with the lander.  Sentient aliens you captured or killed.  Alien and ancient tech and devices.  To produce these, you would also need to mine resources or take them from enemies.

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Reply #1 Top

Absolutely, It just shows you how advanced the game was, they did have this in SC2 and my bet is that all other games that followed copied this aspect.

Star control just made it more realistic as you had to find the technology first which was part of the adventure ! Bring it back home to be "decrypted" decoded and then be able to reproduce and implement it.

i remember bringing technology to home base and that the starbase commander would let me know when the technology was researched, ususally taking some time which created a sense of realism so it could be used when ready.

As for the human race, they could do their own research, or like just mentioned scout for advanced technology of other alien races or even lost human ancestral technology that could even be beyond the current human race technology !

So A for away, they could add this in the new game, you go find the technology on far away planets, bring it back home to the starbase, then research it so you could add it to your ship.

Reply #2 Top

I'm just so excited for this game.

Reply #3 Top

I too my friend glad all here on this forum share that passion !

Reply #4 Top


Hi All,

Just want to throughout an idea.

I think it would be a good addition to be able to do research and then produce things from those research.  Something similar to the X-Com series where after researching, you can produce things that are usable.

Things that can be research can range from the alien wildlife that you capture with the lander.  Sentient aliens you captured or killed.  Alien and ancient tech and devices.  To produce these, you would also need to mine resources or take them from enemies.
They do produce things from mining. Sometime you need to research the technology.
Quoting UrQuanian, reply 1

Absolutely, It just shows you how advanced the game was, they did have this in SC2 and my bet is that all other games that followed copied this aspect.

Star control just made it more realistic as you had to find the technology first which was part of the adventure ! Bring it back home to be "decrypt" decoded and then be able to reproduce and implement it.

i remember bringing technology to home base and that the starbase commander would let me know when the technology was researched so it could be used.

As for the human race, they could do they're own research, or like just mentioned scout for advanced technology of other alien races or even lost human ancestral technology that could even be beyond the current human race technology !

So A for away, they could add this in the new game, you go find the technology on far away planets, bring it back home to the starbase, then research it so you could add it to your ship.
I wouldn't mind finding technologies in the anomalies you couldn't research.

Reply #7 Top

I think this idea has potential - expanding the number of ways you could find to make upgrades to your ship... basically in SCII, the only way to get a new weapon or ship upgrade that could be produced, was to buy it from the Melnorme. Several new levels of blasters, new lander improvements, batteries, etc. - all came from the Melnorme. But expanding on that idea could be fruitful because that's fun, but shouldn't be the ONLY way. Maybe you find an old precursor relic that can be copied and manufactured. Maybe a gift from a race you saved. Whatever the scenario, there are some rules that need to be in place about the improvements you find:

 

1) NO repetition, like, being able to find 20 similar precursor relics scattered across planets. Upgrades should be different and have different scenarios for acquiring them.

2) Must be meaningful and lore-based, so for example, you shouldn't just find a weapon sitting on a planet for no reason. Instead, follow a distress-call to a system, search each planet and find a planet with a downed ship on the surface - destroy the enemy that shot it down, scour the surface and find the remains, pop off the weapon and take it aboard, bring it back home and get the engineers to clone it.

3) Must NOT be stat-based improvements. Those are boring. I don't want a weapon discovery where I go through a ton of trouble, retrieval, research and implementation... to have my damage go up 5%. Omg, what a letdown. GalCiv III fell into this trap with their research line - people want game/strategy changing stuff! Not 10% more food production. So boring. I want the HELLBORE CANNON that heat-seeks upgrade from the Ion Cannon... not Ion cannon upgrading to Ion Cannon +3dmg. That sort of RPG nonsense has no place in Star Control.

Reply #8 Top

Quoting cuorebrave, reply 7

I think this idea has potential - expanding the number of ways you could find to make upgrades to your ship... basically in SCII, the only way to get a new weapon or ship upgrade that could be produced, was to buy it from the Melnorme. Several new levels of blasters, new lander improvements, batteries, etc. - all came from the Melnorme. But expanding on that idea could be fruitful because that's fun, but shouldn't be the ONLY way. Maybe you find an old precursor relic that can be copied and manufactured. Maybe a gift from a race you saved. Whatever the scenario, there are some rules that need to be in place about the improvements you find:

 

1) NO repetition, like, being able to find 20 similar precursor relics scattered across planets. Upgrades should be different and have different scenarios for acquiring them.

2) Must be meaningful and lore-based, so for example, you shouldn't just find a weapon sitting on a planet for no reason. Instead, follow a distress-call to a system, search each planet and find a planet with a downed ship on the surface - destroy the enemy that shot it down, scour the surface and find the remains, pop off the weapon and take it aboard, bring it back home and get the engineers to clone it.

3) Must NOT be stat-based improvements. Those are boring. I don't want a weapon discovery where I go through a ton of trouble, retrieval, research and implementation... to have my damage go up 5%. Omg, what a letdown. GalCiv III fell into this trap with their research line - people want game/strategy changing stuff! Not 10% more food production. So boring. I want the HELLBORE CANNON that heat-seeks upgrade from the Ion Cannon... not Ion cannon upgrading to Ion Cannon +3dmg. That sort of RPG nonsense has no place in Star Control.

I totally agree.  Each discovered weapon or tech should be different and not just a +3.  Even if it's a +3 in bonus, it should at least be called something else to give it that uniqueness.

Reply #9 Top

It'd be nice to have slots on your vindicator like Diablo inventory system, so you can arrange different weaponry across the hull. And if the weapon is too big to fit, you have to upgrade your hull or something of that sort and go with 2 smaller weapons meanwhile. I'm also against just stats upgrades system. It's lazy and boring.

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Reply #10 Top

Quoting Achillus, reply 8


Quoting cuorebrave,

I think this idea has potential - expanding the number of ways you could find to make upgrades to your ship... basically in SCII, the only way to get a new weapon or ship upgrade that could be produced, was to buy it from the Melnorme. Several new levels of blasters, new lander improvements, batteries, etc. - all came from the Melnorme. But expanding on that idea could be fruitful because that's fun, but shouldn't be the ONLY way. Maybe you find an old precursor relic that can be copied and manufactured. Maybe a gift from a race you saved. Whatever the scenario, there are some rules that need to be in place about the improvements you find:

 

1) NO repetition, like, being able to find 20 similar precursor relics scattered across planets. Upgrades should be different and have different scenarios for acquiring them.

2) Must be meaningful and lore-based, so for example, you shouldn't just find a weapon sitting on a planet for no reason. Instead, follow a distress-call to a system, search each planet and find a planet with a downed ship on the surface - destroy the enemy that shot it down, scour the surface and find the remains, pop off the weapon and take it aboard, bring it back home and get the engineers to clone it.

3) Must NOT be stat-based improvements. Those are boring. I don't want a weapon discovery where I go through a ton of trouble, retrieval, research and implementation... to have my damage go up 5%. Omg, what a letdown. GalCiv III fell into this trap with their research line - people want game/strategy changing stuff! Not 10% more food production. So boring. I want the HELLBORE CANNON that heat-seeks upgrade from the Ion Cannon... not Ion cannon upgrading to Ion Cannon +3dmg. That sort of RPG nonsense has no place in Star Control.



I totally agree.  Each discovered weapon or tech should be different and not just a +3.  Even if it's a +3 in bonus, it should at least be called something else to give it that uniqueness.

 

I agree completely.   Each upgrade needs to be called something, with a small story behind each, and be WORTHWHILE and felt.   Just being able to upgrade to LASER SYSTEM Mark VIII from LASER SYSTEM MARK VII is just...well, boring.  I want "Hellbore Canon" then upgrade to "Shoot You One Shot and You're DEAD Subspace Gravity Bubble Butt WTF Gun".  Well, perhaps not that naming, but you get the meaning.

One thing I feel that the original SCII fell short, other than it ending...blah, was that the technology upgrades ceased after such a short while.  The gameplay was simple enough that going up against other ships with your fully-loaded mothership, you never really needed upgrades beyond what was provided.  However, the end of upgrading was a bit blah when you maxed your ship out was a bit of a let down.  Make the upgrade window time lengthy, and meaningful.

Reply #11 Top

Quoting dogchainx, reply 10

One thing I feel that the original SCII fell short, other than it ending...blah, was that the technology upgrades ceased after such a short while.  The gameplay was simple enough that going up against other ships with your fully-loaded mothership, you never really needed upgrades beyond what was provided.  However, the end of upgrading was a bit blah when you maxed your ship out was a bit of a let down.  Make the upgrade window time lengthy, and meaningful.
 
 
Absolutely spot-on. To be completely honest? I usually stop playing when the upgrades stop coming. Like when you hit max level, or get the best weapon/armor available. If there's a chance that SOMEWHERE there's something better, I'll still play it. But not when you cap out.
Reply #12 Top

Quoting Hunam_, reply 9
It'd be nice to have slots on your vindicator like Diablo inventory system, so you can arrange different weaponry across the hull. And if the weapon is too big to fit, you have to upgrade your hull or something of that sort and go with 2 smaller weapons meanwhile. I'm also against just stats upgrades system. It's lazy and boring.

Agreed. Expanding on this, I think it would also be cool if, as the sophistication of your research and production increases, you should be able to "miniaturize" equipment modules so that you're able to plug more equipment into the same amount of space. Technology almost always becomes smaller with new advancements, so it's not much of a stretch to suggest we apply the idea to ship modules too.

Although it's not really something you see in Diablo, I know this was a common research element in Master of Orion that allowed your ships to gradually pack more and more technology into the same amount of space so that you could not only benefit from ships being better equipped, but also multi-purpose. A single ship class could eventually serve multiple combat roles rather than needing to have a mix of several classes (e.g. fighters, bombers, frigates, etc.) in your fleet.

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