It has occurred to me that, in those very long matches where it is down to just a handful of players -- especially on the World Map -- that research (which was toned down for game balancing in the World Map) is excruciatingly slow in the late game.
You can use careful planning, constantly keeping your research active, only focusing on areas of specialty that fits your playing style, and ensuring you never run short on the resources needed to conduct the research. But you will rarely -- if ever -- get all of the research possible in your areas of focus -- let alone the whole panel of all techs.
So, it has occurred to me that Bytro's game designers have been adamant about leaving the research at only two techs at a time while encouraging slow research (unless aided by Gold, of course). But, for the late game, maybe after the first month has passed, why not add a third research slot. And for each 30 days after day 31, add another research slot up to 5 or 6...or maybe 10 or 12. This way, these ultra long matches which go on at least for several months don't have to be dragged out quite so much.
Think about it this way. The advances in each area are to simulate increases in understanding for that field in the time period of the game (1930's - 1950's). However, the increase gradient in the timeframe for each level of a tech is scued against the likelihood of tech increasing as specialists in an area achieve new leaps and bounds. For that matter, sometimes someone has a brilliant insight leading to a faster advance and this could be reflected by an occasional -- though rare -- random increase in a tech that is currently being researched (kind of like someone pressing the Gold button once in a tech). Such an idea could happen on the day change and only affect techs that can be researched at the time of advance. Also it would need to be very rare or else it could upset Bytro's Gold purchasing incentives.
Of course, I've been a big advocate of contest and in-game prizes, but a random generator reflecting a quick boost in tech, or maybe a random rich guy's patriotic donation to your national cause (resulting in some extra money added), or maybe an occasional free Militia or Armored Scout representing a patriotic fervor by loyalists (the partisan factor) -- of all these things -- this is an idea of adding more events and specials to enhance the flavor of the game.
We need these things. Random yet rare bonuses would reflect real life and make the game more interesting while having a natural but gradual increase in available research slots as the game moves along will keep it from lagging and getting boring. Also, the folks that abandon nations prematurely may be less likely in the hope of seeing an occasional benefit.
One more thing. With random events comes the need for random negative things too, like an occasional explosion at a factory damaging it or pushing back construction of a unit by a few hours (like the spy effect but without enemy spies). You could have a very rare random plane crashes while en route between airports or on patrol (seems unfair, but is far more realistic if you think about it). The rebellion factor -- which is set for 32% and lower, might have a very rare -- but realistic -- uprising in a higher-morale province. This would have to be separate from the 32% threshold as a special event and not a general event. Or perhaps have a single unit in a far-flung owned province turning rebel and taking over the province in spite of a not-so-low morale (not a rebellion of the province but a rebellion of a disloyal unit). Also. negative resource losses due to accidents by klutzy workers and theft by mob bosses would be realistic.
So, to summarize:
Please add more research slots as the game progresses, perhaps one additional slot per full month of game time played. Please add random events (rare but realistic) both positive and negative including Money or other resource boons and boondoggles, free units granted or occasional units lost, atypical citizen behavior or disloyal units, damaged structures or maybe even enhanced structures (like a Seaport granting higher resource production than usual by an additional 50% for a day).
I know it's a lot to think about, especially the random events part. But these are some ideas that could take a game that is starting to get too...settled...to a higher level of enjoyability. As with all games, the addiction factor does wane over time and you need some new stuff (besides units and buildings) to spice it up once in a while.
Our relationship with Bytro should not be allowed to go stagnant. Let's spice up our love life with the company with random features.
You can use careful planning, constantly keeping your research active, only focusing on areas of specialty that fits your playing style, and ensuring you never run short on the resources needed to conduct the research. But you will rarely -- if ever -- get all of the research possible in your areas of focus -- let alone the whole panel of all techs.
So, it has occurred to me that Bytro's game designers have been adamant about leaving the research at only two techs at a time while encouraging slow research (unless aided by Gold, of course). But, for the late game, maybe after the first month has passed, why not add a third research slot. And for each 30 days after day 31, add another research slot up to 5 or 6...or maybe 10 or 12. This way, these ultra long matches which go on at least for several months don't have to be dragged out quite so much.
Think about it this way. The advances in each area are to simulate increases in understanding for that field in the time period of the game (1930's - 1950's). However, the increase gradient in the timeframe for each level of a tech is scued against the likelihood of tech increasing as specialists in an area achieve new leaps and bounds. For that matter, sometimes someone has a brilliant insight leading to a faster advance and this could be reflected by an occasional -- though rare -- random increase in a tech that is currently being researched (kind of like someone pressing the Gold button once in a tech). Such an idea could happen on the day change and only affect techs that can be researched at the time of advance. Also it would need to be very rare or else it could upset Bytro's Gold purchasing incentives.
Of course, I've been a big advocate of contest and in-game prizes, but a random generator reflecting a quick boost in tech, or maybe a random rich guy's patriotic donation to your national cause (resulting in some extra money added), or maybe an occasional free Militia or Armored Scout representing a patriotic fervor by loyalists (the partisan factor) -- of all these things -- this is an idea of adding more events and specials to enhance the flavor of the game.
We need these things. Random yet rare bonuses would reflect real life and make the game more interesting while having a natural but gradual increase in available research slots as the game moves along will keep it from lagging and getting boring. Also, the folks that abandon nations prematurely may be less likely in the hope of seeing an occasional benefit.
One more thing. With random events comes the need for random negative things too, like an occasional explosion at a factory damaging it or pushing back construction of a unit by a few hours (like the spy effect but without enemy spies). You could have a very rare random plane crashes while en route between airports or on patrol (seems unfair, but is far more realistic if you think about it). The rebellion factor -- which is set for 32% and lower, might have a very rare -- but realistic -- uprising in a higher-morale province. This would have to be separate from the 32% threshold as a special event and not a general event. Or perhaps have a single unit in a far-flung owned province turning rebel and taking over the province in spite of a not-so-low morale (not a rebellion of the province but a rebellion of a disloyal unit). Also. negative resource losses due to accidents by klutzy workers and theft by mob bosses would be realistic.
So, to summarize:
Please add more research slots as the game progresses, perhaps one additional slot per full month of game time played. Please add random events (rare but realistic) both positive and negative including Money or other resource boons and boondoggles, free units granted or occasional units lost, atypical citizen behavior or disloyal units, damaged structures or maybe even enhanced structures (like a Seaport granting higher resource production than usual by an additional 50% for a day).
I know it's a lot to think about, especially the random events part. But these are some ideas that could take a game that is starting to get too...settled...to a higher level of enjoyability. As with all games, the addiction factor does wane over time and you need some new stuff (besides units and buildings) to spice it up once in a while.
Our relationship with Bytro should not be allowed to go stagnant. Let's spice up our love life with the company with random features.
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers
The post was edited 2 times, last by Diabolical: Couple of incomplete statements were fixed. ().