Another idea on tech research

#1
Had an idea for what to do with the different technologies that can be researched and how they are useless after you get to the point where you can now build the unit, or facility, and then don't bother using them anymore.

Researching the technology would reduce a cost or research time for the corresponding type.
Example:

Hyperspace technology become is no longer needed for research past level 10 since it has no affect on anything else.
Resolution - For every level in Hyperspace technology the speed increase by Jump gates is increased by 2%.

Energy technology becomes a dead research item after level 15.
Resolution - For every level in Energy technology all bases energy levels are increased by 5%.

Zorg Physics are done once RIPs can be made.
Resolution - Decrease the cost of the research to being 50% more each time instead of double the energy and decrease the possibility of RIP destruction during Destruct missions by 2% per level.

Ion and Plasma technologies go to the side when bases can mass produce ships instead for defense and attack for dual purpose.
Resolution - Allow each level in Ion and Plasma to give a 5% reduction in cost.

These are only suggestions, so feel free to make suggestions to adjust accordingly.

Re: Another idea on tech research

#3
Plasma does actually have a benefit past being a requirement, it adds 5% power per level to bombers and plasma cannons on top of weapons tech

Zorg Physics does not require fixed amount of energy to research, that's graviton technology and making that reduce RIP backfire probability and reducing the cost of graviton would make the game really favor top players since they have massive resource incomes and can afford to keep spamming solar sats. Plus graviton technology research is instant, so that would make it even easier for top players to pop moons.

Energy technology does not die after level 15, take a look at the output formula for Fusion Reactors.
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