Research Basics
Posted: Sat Sep 25, 2010 1:02 pm
Research has two main branches; Topics and Refinement. There's also a third branch in the form of Artefacts.
Topics are new innovations, such as developing entirely new energy weapons, or propulsion or power systems. Topics are divided into loose Categories like Propulsion, Power, [Kinetic/Energy/Missile/whatever] Weapons, and so on and so forth.
Topics are one of the most important research concepts. I am currently contemplating a "tier" system that loosely restricts technological advancement and innovation based on a race's current capabilities: no faction can leap into developing black hole guns with their "day one" facilities, for example. Tech level restrictions would be based mostly around researching better research facilities in the first place, though power generation should also play a role in certain High-Energy Research topics.
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Refinement is the act of improving existing technology beyond it's current specifications; for example, improving the power output of existing reactors, or reducing the size requirement of your latest and greatest cannon. Like Topics, Refinement is somewhat tiered.
Any researched, physical item - be it a reactor, a gun, a science lab or even ship armour - can be refined. Refining can only be done a limited number of times. Refinement is a key element as much as Topics are - after all, you can innovate all you like, but that's no good if the designs are inefficient and the weapons are ineffective.
Finally, it may not always be possible to refine multiple elements of a device: you could reduce the size/mass footprint of a reactor or increase it's output, but not both.
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Artefacts are potentially powerful devices created by long-extinct alien races that once lived in the region of space the game takes place in. Given the potential effects, each Artefact must be researched carefully; the function may not always be apparent from the design. Also, whilst it's reasonably safe to assume a ring floating in space generates some kind of FTL travel, without knowing the means of activating such a device, it's essentially useless, unless you like bluffing.
The Artefacts branches cover large, individual objects or highly significant smaller devices, but not Pre-Collapse Technologies or simpler objects like tech salvaged from Outsider factions.
Artefact Research boils down to;
Triggers and Controls - How the Artefact is activated and controlled - for example, how is it aimed if it is a weapon. This may include Topic-like Devices, if the Artefact in question requires a module to be installed on ships that pass through, or searching for seperate control devices.
Effects and Results - What happens when the Artefact is used, what effects it has on ships, planets or what-have-you in it's area of effect, and so on and so forth.
Topics are new innovations, such as developing entirely new energy weapons, or propulsion or power systems. Topics are divided into loose Categories like Propulsion, Power, [Kinetic/Energy/Missile/whatever] Weapons, and so on and so forth.
Topics are one of the most important research concepts. I am currently contemplating a "tier" system that loosely restricts technological advancement and innovation based on a race's current capabilities: no faction can leap into developing black hole guns with their "day one" facilities, for example. Tech level restrictions would be based mostly around researching better research facilities in the first place, though power generation should also play a role in certain High-Energy Research topics.
~~
Refinement is the act of improving existing technology beyond it's current specifications; for example, improving the power output of existing reactors, or reducing the size requirement of your latest and greatest cannon. Like Topics, Refinement is somewhat tiered.
Any researched, physical item - be it a reactor, a gun, a science lab or even ship armour - can be refined. Refining can only be done a limited number of times. Refinement is a key element as much as Topics are - after all, you can innovate all you like, but that's no good if the designs are inefficient and the weapons are ineffective.
Finally, it may not always be possible to refine multiple elements of a device: you could reduce the size/mass footprint of a reactor or increase it's output, but not both.
~~
Artefacts are potentially powerful devices created by long-extinct alien races that once lived in the region of space the game takes place in. Given the potential effects, each Artefact must be researched carefully; the function may not always be apparent from the design. Also, whilst it's reasonably safe to assume a ring floating in space generates some kind of FTL travel, without knowing the means of activating such a device, it's essentially useless, unless you like bluffing.
The Artefacts branches cover large, individual objects or highly significant smaller devices, but not Pre-Collapse Technologies or simpler objects like tech salvaged from Outsider factions.
Artefact Research boils down to;
Triggers and Controls - How the Artefact is activated and controlled - for example, how is it aimed if it is a weapon. This may include Topic-like Devices, if the Artefact in question requires a module to be installed on ships that pass through, or searching for seperate control devices.
Effects and Results - What happens when the Artefact is used, what effects it has on ships, planets or what-have-you in it's area of effect, and so on and so forth.