Bob Malone RJ: Bob Malone CO: Malone Post Rating: 0 + / - Total Posts: 341 Karma: 191 Joined: Apr 17, 2012 |
Posted on May 5, 2012 2. Forbid researching the same product in 2 buildings. The alternative will make players and developers very confused and unhappy.
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Brent Goode RJ: BB Goode CO: BB Goode Post Rating: 0 + / - Total Posts: 506 Karma: 180 Joined: Apr 5, 2012 |
Posted on May 5, 2012 Forbid research of the same product in two buildings.
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Dave Bonar RJ: Marcus CO: Marcus Post Rating: 0 + / - Total Posts: 1 Karma: 10 Joined: Mar 31, 2012 |
Posted on May 5, 2012 #2 one product to R&D = one building researching
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billy bob RJ: Billy Bob CO: Billy Bob Post Rating: 0 + / - Total Posts: 14 Karma: 11 Joined: Apr 6, 2012 |
Posted on May 5, 2012 Forbid research of the same product in two buildings.
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Nwabudike Morgan RJ: CEO Nwabudike Morgan CO: CEO Nwabudike Morgan Post Rating: 14 + / - Total Posts: 108 Karma: 344 Joined: Apr 4, 2012 |
Posted on May 5, 2012 Go with option 2. It's a lot simpler, and rarely will anyone want to use a cross-building research queue for the same item.
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Guy McMoney RJ: Guy McMoney Post Rating: 0 + / - Total Posts: 8 Karma: 12 Joined: Apr 12, 2012 |
Posted on May 5, 2012 #2. There is no need to research the same product from multiple buildings, especially since there is no real advantage to doing so.
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Alice Livisa RJ: Nikola Tesla CO: Nikola Tesla Post Rating: 0 + / - Total Posts: 1 Karma: 10 Joined: Apr 12, 2012 |
Posted on May 5, 2012 I'm going with #1 just to be contrary.
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Sarah Palin RJ: Vampire Sarah Palin Post Rating: 0 + / - Total Posts: 7 Karma: 10 Joined: Apr 22, 2012 |
Posted on May 5, 2012 (Last edited on May 5, 2012) I think option 1 would be a good thing to have eventually, but for editing queues more than as a workaround to the multiple building/research problem.The only benefit of researching something in multiple buildings is it's easier to manage if you're a scatterbrained crazy person. While catering to them may help the game in the long run, you run the risk of becoming one yourself if you choose option 1 AND fix the multiple building/research issue. Why? Because going down path 1 wouldn't end with reworking the research system. The added complexity would only benefit a player if the previous level research were to be completed BEFORE the next level research should start. E.g. (times shown are the way they are currently shown in the queue, i.e. each item has all previous items' time added to them), Building A: Car 1 (2:00), Car 2 (5:00), Truck 1 (8:00) Building B: Apple 1 (6:00), Car 3 (10:00) Here Car 3 starts an hour after Car 2, so no time is lost in either building. Anecdotally, I've only had the alternative happen to me. That is, that the previous level research finished AFTER the next level research should have started. E.g., Building A: Car 1 (2:00), Car 2 (5:00), Truck 1 (8:00) Building B: Apple 1 (3:00), Idle (5:00), Car 3 (9:00) In conclusion, if you want to make any research item in a queue cancellable/hurryable, awesome. However, please keep research items in discrete buildings. I wrote an extra paragraph out as to how implementing any version of option 1 would either be a waste of time or inferior to option 2. Turns out it was too complicated for one paragraph. I think that's reason enough not to go any further into it. |
Antti Helin RJ: Artell CO: Post Rating: 0 + / - Total Posts: 1 Karma: 10 Joined: Apr 15, 2012 |
Posted on May 5, 2012 I'm also in favour of #2.
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Marc Laird RJ: MarcAFK Post Rating: 0 + / - Total Posts: 18 Karma: 14 Joined: Apr 12, 2012 |
Posted on May 5, 2012 Everyone seems in favour of the second option, and i would agree, also it makes some good sense because realisticly you would what whatever team designed your Old car body to be working on your new one or whatever. The only real world example where a company might change research facilities would be outsourcing or upgrading or something.Just as an aside i would like to propose something for the future where factories/research facilities become better at producing/researching something the more they concentrate on it, maybe nerf the old economy of scale slightly and make it very slightly dependent on a bonus conferred from continiously building your engines in the same building/researching car bodies in the same facility continuously. Like advertising this bonus should decay over time and maybe faster when you start doing anything unrelated. Real world factories need to retool and retrain for new industries and such. /TLDR NUMBER 2 PLEASE |
Toaster D'Awesome RJ: Toaster The Awesome Post Rating: 0 + / - Total Posts: 14 Karma: 10 Joined: Apr 9, 2012 |
Posted on May 5, 2012 #2 because it's just simpler and less error-prone.
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Nathan Dilday RJ: ndkid CO: ndkid Post Rating: 0 + / - Total Posts: 47 Karma: 46 Joined: Apr 17, 2012 |
Posted on May 5, 2012 I'm cool with #2!
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Wampus Aurelius RJ: John Eff King Zompus CO: Don Zompus Post Rating: 0 + / - Total Posts: 16 Karma: 16 Joined: Apr 3, 2012 |
Posted on May 5, 2012 #2. Simpler is better.
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Space Butler RJ: Space Butler CO: Space Butler Post Rating: 0 + / - Total Posts: 19 Karma: 18 Joined: Apr 2, 2012 |
Posted on May 5, 2012 No problem with #2 here. It'll fix the problem so you can work on other things.
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David Donlon RJ: Fenious Buttersmith Post Rating: 0 + / - Total Posts: 79 Karma: 53 Joined: Apr 10, 2012 |
Posted on May 5, 2012 #2 is perfectly reasonable.
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