I personally like the random chances, and also like the idea of being able to pick whether you research tweaks on existing tech, or try for a breakthrough. That way you can decide if you want to advance in your current general tech direction (breakthrough), or start in a somewhat new direction (tweak). One is for big changes (tweak), while the other makes small changes (breakthrough). One makes progress (breakthrough), while the other switches things around (tweak).
Actually, you could do this on a sliding scale:
(additional progress) Breakthrough <------------------------------> Tweak (changing things around)
Changing things around would have a much larger effect on your tech than additional progress, as you wouldn't make additional progress that quickly. Choosing how much towards one side or the other that you want to research helps define what you get out of it. If you put the slider close to "breakthroughs", there wouldn't be any guarantee that you'd get a boost in, say, weapons damage, but it would help ensure that if you did already have a lot of points allocated into weapons damage, you wouldn't too many even in a worst-case scenario. On the other hand, if the slider was closer to "tweak", it would help you switch things around a lot more than you might get otherwise, so that if your tech was oriented towards weapon range, but you wanted something else, you would have a random chance to change it, and it would help you specialize.
Post
Thu Jun 05, 2014 12:49 pm
#46
Re: Development Update #17: May 2014
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