[SUGGESTION] Advanced testing/Separate fabrication phase
Posted: Sun Jan 26, 2014 9:05 pm
In the present game I assume the way you have designed it is that the r&d includes for research, design, testing and fabrication? I wonder if it might aid gameplay to separate some of these elements or make them more detailed?
What about having an option for advanced ground tests. Shouldnt products be able to be tested on the ground for longer or to a higher spec in order to improve reliability - by the use of wind tunnels, advanced engine tests and the like? This could be optional but could improve overall reliability, but will also take time, but probably not as much time as an unmanned flight test would. There maybe chance of critical failures such as things blowing up but these might not ahve so much of a time effect as failures during actual flight tests.! Also possibly you can assign some of your astronauts to help tests along or your better r&d people to provide bonuses to the testing outcome, but with a risk that the astronaut etc could be injured or killed. There could be associated events to create positives and nagatives that might have a knock on effect on timing or reliability, that could set you back (causing you to rush manufacture) or put you ahead allowing you to carry out further tests with chain effects that improve reliability of subsequent tests. And most importantly carrying out these ground tests could avoid the need for so many time intensive unmanned flight tests themselves so saving time in the long run?
A potential for separation from r&d is the fabrication phase. I think there is room for this to possibly be separated from r&d so that, between the research and assembly phases, you have to actually assign people and time to build the rockets somewhere. Its an area that could be possibly rushed (along with research and development) to make up lost time with possible consequences -also a potential area for cutting corners like using cheaper materials or offloading some of the construction to partner companies. And its an area that could have its own events such as labour strikes, cheap materials, shoddy workmanship, mistaking metric for imperial measurements - you know the kind of thing! This could also lead to a new kind of personnel and even a new building > mechanical engineers and the fabrication shop.
I dont know whether making these items more compex is likely to give more intersting gameplay or just make the whole procedure more labourious? I tend to think that the more variation in choice the bettter a game can be as long as it doesnt all get too unwieldy, there is definitely a balance to be had there. I think its definitely a shame that you dont see the rockets actually being tested and constructed.
But then again could these items both be done with events? Perhaps the process of r&d could be split into phases first with research events, then testing events and finally end with construction events? But is this perhaps missing out on some interesting player choice for making up lost time or delays. Dunno.
What about having an option for advanced ground tests. Shouldnt products be able to be tested on the ground for longer or to a higher spec in order to improve reliability - by the use of wind tunnels, advanced engine tests and the like? This could be optional but could improve overall reliability, but will also take time, but probably not as much time as an unmanned flight test would. There maybe chance of critical failures such as things blowing up but these might not ahve so much of a time effect as failures during actual flight tests.! Also possibly you can assign some of your astronauts to help tests along or your better r&d people to provide bonuses to the testing outcome, but with a risk that the astronaut etc could be injured or killed. There could be associated events to create positives and nagatives that might have a knock on effect on timing or reliability, that could set you back (causing you to rush manufacture) or put you ahead allowing you to carry out further tests with chain effects that improve reliability of subsequent tests. And most importantly carrying out these ground tests could avoid the need for so many time intensive unmanned flight tests themselves so saving time in the long run?
A potential for separation from r&d is the fabrication phase. I think there is room for this to possibly be separated from r&d so that, between the research and assembly phases, you have to actually assign people and time to build the rockets somewhere. Its an area that could be possibly rushed (along with research and development) to make up lost time with possible consequences -also a potential area for cutting corners like using cheaper materials or offloading some of the construction to partner companies. And its an area that could have its own events such as labour strikes, cheap materials, shoddy workmanship, mistaking metric for imperial measurements - you know the kind of thing! This could also lead to a new kind of personnel and even a new building > mechanical engineers and the fabrication shop.
I dont know whether making these items more compex is likely to give more intersting gameplay or just make the whole procedure more labourious? I tend to think that the more variation in choice the bettter a game can be as long as it doesnt all get too unwieldy, there is definitely a balance to be had there. I think its definitely a shame that you dont see the rockets actually being tested and constructed.
But then again could these items both be done with events? Perhaps the process of r&d could be split into phases first with research events, then testing events and finally end with construction events? But is this perhaps missing out on some interesting player choice for making up lost time or delays. Dunno.