- Location
- St. Petersburg
3. Not a clue about how sci-fi works.1. Not very many players. 2. Not much disagreement on what we should do, simply what order we should do it in.
I can rack my memory about all the magitech I've read about or encountered in games, but when it comes to research fields, how am I even going to formulate the direction without knowing at least something about it?
To suggest an idea of a device that could, say, diffuse lasers, or warp them, I have to have at least a basic idea of a wave/particle mechanics, or at least of what a laser is. That's the easy example everyone has heard about. Core mining, space elevator and other sci-fi cliches are the first that come to mind. However, once those examples are exhausted, how are we going to make proposals? Say, you want better boomsticks than your anti-matter weaponry... but what would the principle behind it? What are you supposed to be researching towards?
To give a direction one must at least know a part of the answer.
This problem could be partially solved by the author if he provides possible directions appropriate for our current level, if only to serve as guidelines.
Say, we have made a push towards FTL, because that's what we saw our attackers possess. They gave us an idea. But what if instead of FTL there would be an option to build something like Warpgate network that would allow us to freely concentrate forces around any such gate, but wouldn't allow us to move ships between the systems that aren't connected to the network? It's a genuine alternative for transportation between the stars that would have affected the very principles of our expansion and combat doctrine.
No one came up with it, though, so there wasn't any discussion about it. Suggesting these ideas that aren't immediately inferior to their better-known sci-fi counterparts is not exactly easy. And it's not like I came up with it on my own, it's another one I've read about, though it occurs less often.
TL;DR - this game either needs some hardcore sci-fi geeks to get off the ground, or the author giving hints to the possible developments.
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