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 Post subject: Variable Research
PostPosted: Feb 14 2012 
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Joined: Jul 21 2011
Posts: 456
Location: X:1827 Y:613
Just a quick idea this time,

How about if the in game research had a bit more variability to it? For example if the research cost and time were just predictions rather than exact values. It would really add a sense of realism if when I start developing the design for the F-35, whilst I know roughly what it will cost and how long it will take there is a chance that it could fall below budget, or perhaps take a little extra time?

Just having a slightly randomised time time to complete and cost of the project, based around the stated cost and time, would only be a small change but would add some welcomed depth.

All of a sudden I could end up with a carrier design that took me less time than I thought but at an increased cost, or my research into wireless networking could go really wrong and cost me more time and money than I thought it would.

The research tree at the moment just seems to calculated and not at all representative of the slightly random nature of research!

(At least I am not asking that the entire preview pain for a research project be turned into a "guide" and all the stats associated with a design or project become slightly randomised so that you could end up with an M1A1 with slightly more armour than I thought but with a slightly higher cost and slightly lower spotting range.)

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 Post subject: Re: Variable Research
PostPosted: Feb 14 2012 
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General

Joined: Sep 15 2011
Posts: 1301
Location: X:913 Y:185
not so keen about this :-?

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 Post subject: Re: Variable Research
PostPosted: Feb 14 2012 
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General

Joined: Dec 08 2007
Posts: 1169
Location: Tipton, UK
I don't think this is a good idea as we already have reserach efficiency for this reason, so no point in creating 2 system that essentially do the same thing.


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