[Feedback] Research

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Black_SiN
Posts: 4
Joined: Fri, 30. Nov 18, 16:50
x4

[Feedback] Research

Post by Black_SiN »

(Now I am assuming the research tree in its current form is just a placeholder and is planned to be expanded, so excuse my impatience & ignorance if that is the case)
To keep it simple...

A simple application of real world research
Topic>Review>Define>Study>Fund>Data>Analyze>Publish>Implement

In X4 Research requires a 10 minute timer, and that's it, done.
It raises the question as to why we even have a research tree if it's only time based?
It leaves this empty feeling to the idea of research.

Suggestions
Add research modules that require staff (bare minimum)
Add personnel (staff) that are Scientists to help reduce or increase cost/time/resources
Add resources and credit requirements to research (bare minimum)
Add advanced & Rare resources to later trees

Research should feel like an investment, especially on a empire/company level, and feel like a reward for such an investment.

An example.
Teleportation in itself should be expensive, time consuming, and a major investment all around for the benefits gained.
It should require and consume a resource for every use via the player inventory, or ship.
Facilities / Stations have a device to accept teleportation. (License must be purchased and Station must have a Teleportation module installed (research for players))
Ships require a teleportation device to receive/send the player. (Purchase or Build through equipment)

Teleportation I
Cost: 10,000,000 Credits
Resources: Anti Matter Cells 1000, Advanced Electronics 1000
Module: Basic Science Facility
Staff: 20
Time: 2hrs

Teleportation II (distance increase)
Cost: 25,000,000 Credits
Resources: Anti Matter Cells "####", Advanced Electronics "####" Additional Resources "xyz"
Module: Intermediate Science Facility
Staff: 50
Time: 4hrs

Teleportation III (distance increase)
Cost: 50,000,000 Credits
Resources: Anti Matter Cells "####", Advanced Electronics "####" Additional Resources "xyz"
Module: Advanced Science Facility
Staff: 100
Time: 8hrs
EmperorOfPotato
Posts: 17
Joined: Fri, 7. Dec 18, 22:18
x4

Re: [Feedback] Research

Post by EmperorOfPotato »

I think the prices are a bit high, it's definitely something that should be completed during the midgame. I'm about 30 hrs in I think, and I haven't made 10 million as of yet. I have purposely avoided the overpowered and exploitative methods of making money however, so perhaps it's just me.
Black_SiN
Posts: 4
Joined: Fri, 30. Nov 18, 16:50
x4

Re: [Feedback] Research

Post by Black_SiN »

EmperorOfPotato wrote: Sat, 8. Dec 18, 22:47 I think the prices are a bit high, it's definitely something that should be completed during the midgame. I'm about 30 hrs in I think, and I haven't made 10 million as of yet. I have purposely avoided the overpowered and exploitative methods of making money however, so perhaps it's just me.
Prices were just example, and even as such It's a one time investment, for a major long term benefit. Certainly early game that might seem like a lot of money but late game you'll have more money than you ever have a real need for in the games present state. Especially considering the numerous ways to make money normal fashion trading, station construction, destroying ships to force trade, etc.
Raevyan
Posts: 1463
Joined: Sat, 4. Oct 08, 17:35
x4

Re: [Feedback] Research

Post by Raevyan »

Yeah the research looks really bland. This could have a really good opportunity to put in our beloved HUB Plot from TC. So sad it's just an annoying 10min timer for each.

PS: Might as well put in a button "Auto research everything after each other"

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