Mister Death RJ: McFlono McFloninoo Post Rating: 0 + / - Total Posts: 266 Karma: 300 Joined: Feb 6, 2012 |
Posted on Apr 11, 2012 (Last edited on Apr 11, 2012) I was fiddling with the R&D side of my spreadsheet and I noticed something funny happening...Research cost goes up exponentially, by a factor of 1.2 every level. Research time is proportional to the cube of the level. So, the research cost *rate* does something very curious. Here's the math for you nerds: R = k * 1.2^L / L^3 dR/dL = k * 1.2^L / L^4 * (ln(1.2)*L - 3) Research cost rate has a critical point at 3/ln(1.2) = 16.45. Below Q17, it actually gets *cheaper* per unit time to research your items as quality goes up! This unfortunate problem creates a disincentive to research new products, and/or a big hurdle for new players to overcome as they have to spend a lot of money quickly to get over the Q16 hump. (Even established players - at least 2/3 of my product base has research levels below 17.) The only ways to fix this would be to change the cost or time formulae for research. Until a decision is made, "Math of R&D, Part Two" is on hold (-: (As a side note, in the bad old days when time was proportional to the square and the factor was 1.1, the critical point was at Q21!) |