R&D Department for hard core factions

Jul 3, 2018
9
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The Syndicate
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#1
Having a R&D department will bring more content to the game. It also allows each faction to progress and become more technologically advanced than the other factions. Faction leaders can assign roles (scientist) to other members. These scientist are responsible for researching ammo, gear, weapons, deployables, attachments, etc.

Faction leader tells who ever in charge of R&D department what they want to focus on. The manager of that department sets their research on that specific technology. Once researched, the scientist can modify the equipment, weapon, etc to meet the needs of the faction. Once modified, the scientist can test it out at their shooting range. If the scientist feels like it's good enough, they can show the manager. If the manager approves it, he can submit it to the FL. If he approves it, then the schematic will appear at factions production terminal where it stays.

Schematics can be stolen by other factions or civilians through hacking of the faction R&D terminal. Civilians can sell it to a black market or other factions for a high price. If a civilian wants to produce the modified weapon, they have to keep it in their inventory. If they're not using it, they need to take it to their storage so they won't lose it when they die.
 

Hari Seldon

Helpful Citizen

Alpha Tester
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Jun 17, 2017
195
Cloning
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No Faction
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#2
Could you expand upon the mechanics being suggested here?

Eg questions:
How does technology progress?
What would be the method of the scientist players focusing in an area?
Is there anything else different mechanically about a player once designated a scientist?
What production method is being used to alter the base weapons to provide the refined schematic?

Not knocking the idea just saying would be nice to have a bit more info on the mechanics being suggested to underpin a R&D dedicated department.

The questions of if to have an R&D wing and how it is run would seem to be a organisational choice for the faction leadership the weight of which would fall on what exactly the mechanics are that might support/necessitate the existence of it so really the DEV part of the suggestion is around what the R&D process looks like.
 

Rian Felix

Dweller

Alpha Tester
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Apr 21, 2018
23
Ghent, Belgium
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Civil Protection Commission
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#3
I'd love the idea of having to uphold a certain standard of work to improve military/economic ability in the faction, but not as a permanent thing.

Like, let us say as a faction your refining speed can get increased by up to 10%, 1% per "Research level". At lower levels, the costs are negligible, While mid to high tier levels become extremely costly. Great reward for a greater price. And every researched 'level' decays after a time. Sort of like how when a society stagnates their technological advancement doesn't keep up with the increased expenses it brought with it.

How it could be implemented in a combat use will obviously be tricky to balance. Maybe increased healing, less armor decay? Straight up more damage becomes sketchy.