nutranurse
Unlikeliest of Slash Fics
- Joined
- Jan 30, 2009
- Messages
- 2,077
Ooo, wow. I am totally behind this!
On Scientist TEO/PRA: I agree with your 25% bonus to figuring out just what the hell this stuff means and 75% to figuring out just what the hell we can do with this stuff. However, we could classify some techs as inherently Theoretical and inherently Practical. For instance, looking at tech trees like: Laser Weapons→et al. we can see that before you even get to a practical application of laser weapons we have to figure out what 'laser weapons' are! Thus, making Laser Weapons a "Theoretical" tech. Likewise the 'laser pistols, laser rifles, heavy lasers, and laser cannons' techs are all "Practical" techs. More likely than not there will be more "Practical" techs than "Theoretical" techs.
I'm still puzzling out how it would effect the bonuses, more than likely we would have "Practical" scientists and "Theoretical" scientists who would be better at researching their respective techs, thus mitigating some of the dominance of the PRA-heavy scientists by making the TEO-heavy scientists good at figuring out techs that are 'up their alley'. Heck, I would go even further by upping the manhours needed for theoretical techs to model the difficulties in figuring out the nature of things as new/foreign as alien stuff, simultaneously increasing the worth of TEO-heavy doctors. Furthermore it could aid in player-made techs by having players know that they will begin with "Theoretical" research and then move into "Practical" research of what they want to do.
We could easily determine which base-techs are theoretical and which are practical.
On Scientist TEO/PRA: I agree with your 25% bonus to figuring out just what the hell this stuff means and 75% to figuring out just what the hell we can do with this stuff. However, we could classify some techs as inherently Theoretical and inherently Practical. For instance, looking at tech trees like: Laser Weapons→et al. we can see that before you even get to a practical application of laser weapons we have to figure out what 'laser weapons' are! Thus, making Laser Weapons a "Theoretical" tech. Likewise the 'laser pistols, laser rifles, heavy lasers, and laser cannons' techs are all "Practical" techs. More likely than not there will be more "Practical" techs than "Theoretical" techs.
I'm still puzzling out how it would effect the bonuses, more than likely we would have "Practical" scientists and "Theoretical" scientists who would be better at researching their respective techs, thus mitigating some of the dominance of the PRA-heavy scientists by making the TEO-heavy scientists good at figuring out techs that are 'up their alley'. Heck, I would go even further by upping the manhours needed for theoretical techs to model the difficulties in figuring out the nature of things as new/foreign as alien stuff, simultaneously increasing the worth of TEO-heavy doctors. Furthermore it could aid in player-made techs by having players know that they will begin with "Theoretical" research and then move into "Practical" research of what they want to do.
We could easily determine which base-techs are theoretical and which are practical.