by Tesla » Sun Jun 14, 2015 4:27 am
Ok, just want to post my thoughts on this so far
I've generally been underwhelmed by research because of the CP cost for benefit ratio.
It's a skill that generally costs 4 CP. Most of the answers I've received are usually on the lines of a teaser trailer. Just enough information to make me think there may be something interesting, but never any concrete information.
For someone who spent the same CP in say, the skill "Unswerving" (Faithful header, same CP cost, 4, as "So it is written" the Exorcist research skill) The ability to resist any Horror trait effect by spending A. I'm betting they would get a lot more concrete use out of the second one
Or "Police Business" (Law Enforcement header, same CP cost, 4, as "Database Access: National Crime Investigation Center" the Law Enforcement research skill) The ability to spend WW and make a melee attack for "Slam". Lot more use.
I don't dislike Research, but I find the CP cost for it to be too high for the benefits it may grant.
Specific thoughts about each of the above options
[quote]1) Research will never unlock production recipes, only information. Production recipes will be restructured to be released through hidden headers and the like.[/quote]
I had no idea that research could be used this way. But I only started getting some production skill recently to have something to do. I actually think this would be a good use for research.
[quote]2) Each individual researcher can only ever ask 1 question. The number of points at their disposal will determine the quality of the answer they receive.[/quote]
Neither for or against this. I have 2 research points and I've almost always asked different questions with them because one is intrinsic and the other paranormal.
[quote]3) Research questions will be assigned a difficulty--likely 1 for Common Knowledge, 5 for Obscure Knowledge, and 10 for Secrets. While no partial credit would be given for insufficient expenditures, anybody who contributes to a successful research will get a full and complete answer.[/quote]
I always assumed that was how research worked. A question would need so much work (points) to uncover the needed information. I am against not allowing partial credit. If you keep working at something you should have a chance of getting there. If the other posts here are any indicator, it seems that may not be the case. If this is true and they aren't cumulative, I've wasted over a year of research points because I could only use one at a time. If you are trying to research something specific to your own backstory, it may be near impossible to get other people to contribute research points. Heck, I've found it impossible to get people to spend research points to find out about the radiation poisoning they have and that may well kill a bunch of them off. Asking people to pool points and ask fewer questions is highly unlikely because everyone has their own interests and a lot of them are personal to that character. The only people that might get useful information are organized groups and that seems to penalize individual players who don't have groups.
A full answer for all contributors seems reasonable.
[quote]4) Genre will no longer be applied to Research Points--they will treated as entirely fungible and anyone can combine any set of points.[/quote]
Hmm, I'm of two minds with this. I appreciate that have different flavors of research adds to the game experience, but being able to use both of my points together would be an advantage to me.
[quote]5) Research will never lead to mods. Ever. This would make sure that while the game is still a conspiracy game based on information, people without research skills won't be left behind in terms of mod finagling.[/quote]
Oh, please let them lead to mods. Especially if it's research into a character's own backstory. I can't think of any players that would begrudge a player getting his own mod. And see my point above about how much research costs CP skill-wise. If getting the occasional mod helps balance the loss of useful combat skills, I don't see that as a bad thing.
[quote]6) Researchers will be able to have a "common sense" check on research questions.[/quote]
I'm not sure what you mean by "common sense" check, but if you mean that Staff may notify a player that the research question they asked has no answer or won't lead anywhere, I'm ok with that. Sometimes learning not to waste time and effort in a given direction is helpful.
[color=#BF4000]Kevin
-Character: Douglas Rook
-Formerly known as Professor John Challenger
-Position: Rook for The Lady in White[/color]
[color=#800000]"Time to feed the Crows" [/color]