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Bobville
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Reged: 06/24/04
Posts: 29
Speedier Research
      #147976 - 07/17/07 10:57 PM (69.95.18.32)

Ok ive talked about this idea with a couple people and got mixed results so i'm gonna see what everyone thinks. If we sped up research i believe that it would keep noobs aroud longer because they wouldnt have to wait forever to get crap done. Also everyone is complaining about how high the prices of everything are well if more people can make vehicles/mechs there would be more competition with the market therefore driving prices down and helping the noobs so what do u guys think?

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cbtgod
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Reged: 12/14/05
Posts: 1395
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Re: Speedier Research [Re: Bobville]
      #147977 - 07/17/07 11:23 PM (70.126.44.124)

lol *falls out of chair drooling gooo goo gah gah gooo*

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Fallstar
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Reged: 04/07/03
Posts: 283
Loc: Sydney, Australia
Re: Speedier Research [Re: cbtgod]
      #147979 - 07/18/07 06:11 AM (220.245.178.132)

Well not to be outright negative but my first question is how fast do you want to speed up research by?

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Dee
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Reged: 02/15/06
Posts: 217
Re: Speedier Research [Re: Fallstar]
      #147982 - 07/18/07 07:23 AM (24.224.253.98)

fast enough to make repair bays level 1 nice and easy to get? that would be nice for new empires...

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Toscotto
Lieutenant


Reged: 02/02/06
Posts: 458
Re: Speedier Research [Re: Dee]
      #147987 - 07/18/07 09:13 AM (199.68.65.235)

I do not think speeding the actual research itself up, but the reducetion of research needed for small thing. Like maybe repair bay lv 1 and maybe jeeps. So that a new player can have some kind of hope to be able to create something within the gane.

Just reduce the amount of research required for a few of the little vehicles.

If the Noob faction leader would keep the repair bay stocked then that would eliminate the repair bay issue. New players did not have to war/defend as much before noob island.

Who runs the FL now?

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HLC
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Reged: 10/10/05
Posts: 165
Loc: UK
Re: Speedier Research [Re: Toscotto]
      #147992 - 07/18/07 09:59 AM (213.83.117.170)

Dont you get lvl 1 RB as standard now - as you need a RB to add drop platforms - im sure i read this somewhere.....

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Dee
Sergeant Major


Reged: 02/15/06
Posts: 217
Re: Speedier Research [Re: HLC]
      #147994 - 07/18/07 10:19 AM (24.224.253.98)

no, they gave level 1 rb to all existing empires at the time but noobs need to get it for themselves.

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NeverSayNever
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Reged: 11/18/02
Posts: 1465
Re: Speedier Research [Re: Bobville]
      #147997 - 07/18/07 02:17 PM (195.93.60.134)

First of all, 'easier' (like in less points required) research would only devaluate existing research, which could get really frustrating for all the people who got to get their research the hard way.

Even if there would be more small and medium sized empires with some light vehicles and such researched already, I seriously doubt this would lead to cheap light vehicles for the masses, because small and medium sized empires simply lack the required resources (cheap minerals, own mines) and the raw production power (factory workers) to churn out large quantities.

If you want to slightly speed up some basic research projects, like vehicle internal structure, or some other basic research requirements for lvl 1 repair bays, I would like to suggest visiting the free for all arenas to score some TPs.


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Toscotto
Lieutenant


Reged: 02/02/06
Posts: 458
Re: Speedier Research [Re: NeverSayNever]
      #147998 - 07/18/07 03:40 PM (199.68.65.235)

Jeeps have no value, except to very young empires that need goals to continue to have fun other than just survival.

It would not "devaluate" any research execpt that which already has very low "value" to 95% of the existing veteran playerbase. I know when I very first started playing i thought I would love to make a research/production empire. That was very hard then, now with noob island it is near impossible.

The whole point to reducing the research needed for useless (to LW veterans with large-ish empires) is to offer a carrot to new people. It was not to make vehicles cheaper or more available, but to give people goals (some easily attainable others not so) to allow new people to have a chance at doing something other than constantly warring or defending.

Using arena TP to research anything is a good way to keep people busy yes.

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mwmoss
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Reged: 11/20/06
Posts: 49
Re: Speedier Research [Re: Toscotto]
      #148006 - 07/19/07 12:28 PM (149.101.1.127)

Lets see, you want the Admins to mess with research when they can't even fix the research modifier for empires in newb faction?

ROFLMAO!

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cbtgod
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Reged: 12/14/05
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Re: Speedier Research [Re: mwmoss]
      #148008 - 07/19/07 01:32 PM (70.126.44.124)

why do we keep talking about it?, nothing will be done will it?

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Nimlord_Geth
Corporal


Reged: 07/10/05
Posts: 93
Re: Speedier Research [Re: cbtgod]
      #148010 - 07/19/07 03:43 PM (212.87.104.208)

This is a tricky suggestion and it'll prolly take 8 months to impliment but let us not lose hope :d

increase the speed of research can be done several ways.

1. decrease the cost to built research buildings (TC excluded seems best IMHO)
2. increase the RP given per Research building
3. decrease RP cost for a design
4. give more RP per TP like before the 50% of lvl.
5. increase faction research multiplier
6. finish the approriate class
7. increase the bonus RP per captured research building.

1. this can be done if you choose scientist class so the admins don't really have to change the cost of the buildings per se. they could lower them though and give the difference back in nevcash. this doesn't effect RP directly but it will make it easier to built research buildings and therefor acquire more RP per month if you're willing to built it. This isn't really usefull for lower lvls though since wich empire under lvl 6 has serieus research nowadays without a TC?

2. This will effect research directly and could be benefical for all lvls. you'll have the same amount of research buildings but you get more RP per building so a bit faster research. this idea could make people angry who waited a long time for a design when this design can be researched, pick 30%, faster after this change and those people cannot be repayed since the DP cost of the design is the same.

3. This looks like the best solution. Research can be done faster with the same research buildings you have now and for people who already researched the particular part or design can be refunded in TP for the difference between the old research cost and the new research cost. everybody happy i think. This could be alot of work for the admins to replace all lines.

4. the admins started at 50% and than lowered it for a reason, check the updates why. i can't recall it atm though but i'm not happy with it but meh.

5. this could also make research faster and would be easy to code i think. altough the same problems arise with suggestion number 2. also the bonus could be insignificant for some factions.

6. i don't even start to talk about this, you all know it.

7. This gives the LW'er amongst us the make a shot at researching. Lw is necessary these days with the skill up program so empire infrastructure is designed to muster war machines and not to be a producer (on high lvls it could be different). but only this change will not benefit the researchers and producer at low and med sized empires i think but it could be an additional motivation to war.

Please correct these things for the med and high lvls please and add some stuff if ya want to.

What has been done to increase research?
Tp from FFA is the main income of RP for little empires altough this hard to get with the crappy skills we get in there.
scientist class. it let you built research at 50% of the price
well DP for TC's

i would like to make a remark here:
there is a big difference between making a vee and have researched a vee design. you can have researched a vehicle design but you don't have the proper resources to produce this design and put it on the market. maybe there is a reason why research is slow. it takes time to make a good high lvl empire and if you can continue to research than you'll have some designs ready when you're able to produce them. if research is faster, you have to built up faster in order to produce them.

it will not make the market more competitive imo. it's a possibility not a certainty. what i do think what faster research will do is make the market more divers. more different designs. perhaps the semi med lvl can specialise into producing light and some med vees. the mid to semi high lvls can specialise into producing med and some heavy vees and the high lvls can produce a bit of everything and specialise into heavy and assault vees and off course the big big big dogs can specialise on the mech market. but this is purely an ideology wich depends on the players and offcourse the research and production capabilities.

DonJay


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Bobville
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Reged: 06/24/04
Posts: 29
Re: Speedier Research [Re: Nimlord_Geth]
      #148011 - 07/19/07 07:10 PM (69.95.18.186)

I like what DJ had to say and its kinda what i wanted to happen if we can get the admins to do it and then we can at least see where the market goes

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BurnRanger
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Reged: 12/20/04
Posts: 29
Loc: Germany
Re: Speedier Research [Re: Bobville]
      #148014 - 07/20/07 01:09 AM (62.80.43.146)

I also like all those ideas of DonJay.
I'd just add to no. 5 that it would be an additional motivation to join a faction.
To no. 4 i think admins lowered the RP per TP, cos TPs are easier to get than before (through pirates). If you put them up to 50% of level instead of 20% of level again that will make good FFA'ers run up the research tree like hell. If it's being increased, that should be in lower numbers... like to 25% of level, but not much more.

Just on a sidenote... this is a nice idea, but quite much down on the list of priorities. First fix the bigger problems, then start tweaking research. It works fine as it is atm while other things don't.

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Nahte
Sergeant


Reged: 05/20/05
Posts: 101
Loc: Usa
Re: Speedier Research [Re: BurnRanger]
      #149298 - 01/20/08 08:37 PM (71.29.222.157)

Not bad ideas but I think that Burn is right, fix what we got wrong first tweek later.

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MatthewAce
Captain


Reged: 06/25/04
Posts: 704
Loc: Neveron
Re: Speedier Research [Re: Nahte]
      #150382 - 04/30/08 06:43 AM (218.186.13.3)

Speedier Research...... hmmm

1) Level 0 gets Level 1 TP value (0.2 RP each instead of 0.1).
2) Return the Noob faction multipliers.
3) Possibly too hard to do so but, have extra multiplier bonus from factionmates who is done w/ that particular tech you are researching.

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Urbies are good.


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ShadowMasterCMModerator
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Reged: 12/07/05
Posts: 495
Loc: New York
Re: Speedier Research [Re: MatthewAce]
      #150395 - 05/01/08 01:56 PM (74.74.248.205)

Since Neveron is DESIGNED to be a long term slow paced game, research will not likely ever be increased. In fact, that was the reason that TP conversion rates were reduced to what they are now when that change was made.

L0 empires are far to easily abused as farms to mid level empires. Most higher level empires wont bother to farm L0s since its far easier for them to do what they want in thier real empires.

If its a legit empire, simply level up to L1 from L0 to gain that extra .1 RP in the conversion. In reality, you should be stock piling those TPs until you reach a higher level. Why cash them in for .2 RP at L1 when you can hold them till L5 and get 1.0 RP? You will spend a few of them to get some immediate research completed, but most of them you should be saving till a mid level is reached.

I will have to look into the Noob Faction research multiplier point. Are you saying that members of Noob Faction no longer get a faction multiplier?

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MatthewAce
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Reged: 06/25/04
Posts: 704
Loc: Neveron
Re: Speedier Research [Re: ShadowMasterCM]
      #150399 - 05/01/08 06:09 PM (218.186.13.3)

Yes, they don't.

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Urbies are good.


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