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What is 52.3 research points? (Research point generation) #6026
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What is 52.3 research points? (Research point generation) #6026
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…a-research-point-
I actually like this. It's much easier to communicate timescale with this PR. |
Does this not just amount to powercreep by buffing sci by like 15-20% on research gen though? I like the idea, but that's a pretty big margin to buff the already powergaming department by without taking anything in exchange. |
Trying to keep this brief but I have a bit to say as I've spreadsheet these numbers Why 1 and 40?1 research per second and 40 for an basic research weren't arbitrary numbers. It's the metrics tg's runs with for their researches. Which inspired this change and the rubric of the PR for as why I chose those numbers. Of course we don't have to follow them as we are our own branch.
For one its not a universal buffs. Research nanites generation is slower as a consequence to this and low-cost nodes cost more. Some discounts ended up being worth less. Plenty of odd point researches we're rounded to a nearby higher costing value (Cyborg modules, or cybernetic organs for a example. 2k to 2.5k's equivelant) It's just at best, it's 15.6% faster than before. Over time additional researches have been added. 20k for bomb actualizers for example, thats 6.4 minutes, which if researched in a standard 90 minute rounds that's 7% the entire rounds of passive research there.
(Mech researches accounts for 16% of all research cost fun fact!) Nanites and robotics are the only science department jobs that truly needs a lot of research. Nanites are still capped by their own unique research generation and untouched by this pr. And robotics... is robotics. Circuits eats a bit (6.5k total). Ordnance, genetics, xenobio, cytology, artsci, mechchomp(?) all either have what they need roundstart, or gain it through other means. More than just science has access to the research Cap, HOS, CE, CMO, HOP, AI, cyborgs (3 roundstart), RD all either have R&D access or PDA apps where they can use research. Which is 9 folks with different interests and wants than just science and its subdepartments. If they do research is another matter, but not all of science researches either or that much for that matter. In addition, if research consoles are left unlocked (Which they usually are) then paramedics, sci security, blueshield, etc in addition all have the ability to research. Also with how the techweb is set up to get subdepartment-related or specific researches you have to get non-related researches and items. A BOH needs janitor tech. Cybernetics need advanced med tech. Mechs need weapon tech and high tier cells. Ect etc. |
About The Pull Request
Accounted for nanites artsci and experiments generation so far
Converts all research, and research requirements to a much lesser, and more comprehendible number.
To gives some numbers that qauntify what these changes mean. Research current takes 174 minutes. With this change It will take 154 . All values are effected from being 0.956x slower to up to 1.156x faster roughly
These are more side effects than the actual intention of the PR.
Why It's Good For The Game
52.3 points per second communicates, nothing. It's an arbitrary rubric number that the rest of the research works around. You cant gauge how long a research will take off hand, (A 2.5k research will take 47 seconds). It serves a detriment to communication and understanding. So my proposal is to change it to a number that communicates more. 1 point per second.
This way when you see a research with 200 points to unlock it. It communicates a solid peace of information. Namely the time, this will take 3 minutes and 20 seconds to unlock via waiting. So you should go do a discount instead
Changelog
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balance: Research now generates at 1 point per second, all other metrics based on this number follow suite.
/:cl: