AI cheats with research/talent?!
Posted: Tue Mar 16, 2021 12:46 am
Right so I was headhunting for the top honchos and it seems the AI has an inexhaustible source of top talent just spawning into existence from the deep void to replace the guy who is headhunted away from them. They don't seem to replace their slots with actual hire-able talent from the pool but just get a free instant replacement with the same skills ... like what the hell
So if I actually want to boost research, all I need to do is headhunt from AI's and get an inexhaustible source of 99 skilled guys for every possible vacancy I have ... the pool of talent then means very little since you can just spawn in more 99 skill level talent at a whim if you head hunt for them from the infinite pool. Yeah sure you pay a tiny premium up front but we're talking the elite talent here ... they should be scarce for a reason if you play with the full talent system on. Now you can just spawn them in through the AI and bypass the whole talent pool altogether.
What is the purpose of headhunting then? If I can't influence the AI's research efficiency by stealing their top scientists, it foils my plans of derailing their research efforts and it just makes the whole headhunting gimmick even more gimmicky and less fun and interactive. Just spoils my fun really for being able to sticking it to the AI's
Really the AI should NOT be spawning in new talent at a whim like this and they should suffer when their head talent is hunted away in reduced tech development output. Just look at what happened to Bioware they got the shit headhunted out of their top developers or they went away to greener pastures and the bioware studio has gone to shit. All the good talent is gone and the products while visually beautiful were pieces of garbage quality wise lately.
Also headhunting is disabled for any talent that has 80 happiness or more (or loyalty whatever) but its entirely based on money and under what rationale would a talent NOT move to another company if they offered twice the pay and a year bonus?! There's really no reason why a talent would instantly be loyal once he reaches a certain income threshold. I can kinda get behind the idea somewhat but it is also quite stupidly implemented. Training your peons also comes with the caveat that they increase in skill ... making them actually want to leave more?! Yeah thanks boss for training me and making me competent, now I'm leaving you since my loyalty is entirely based on how much you pay me up until I am 80% happy lolololo after which any extra money doesn't matter at all.
It makes much more sense that when you headhunt them that they will be LOCKED in for the duration of the research cycle that you assign them too. You know ... what you actually hired them for to begin with. So if you headhunt them and make them part of a team that does a 5 year research cycle, then they should be contractually hired to work for that cycle, after which they become free to be headhunted again.
Also when you suffer from getting headhunted as a victim rather than perpetrator , you should be allowed to do a counter-offer to prevent your precious little peons from getting robbed away from you. After which you can make the decision to match their offer or let them go.
This will likely cause the top talent to become extremely expensive over time ... but isn't that the whole point of the talent system? That you pay a premium for better tech development. Or you can hire the cheapo's and train them up.
If I recall correctly, but I may be wrong here so correct me if I am, a while back when I was playing with the talent system that when you headhunted from AI's they had to actually replace their guys with talent from the pool and suffered in tech development as a consequence. That system, while exploitable, was a lot more fun.
So if I actually want to boost research, all I need to do is headhunt from AI's and get an inexhaustible source of 99 skilled guys for every possible vacancy I have ... the pool of talent then means very little since you can just spawn in more 99 skill level talent at a whim if you head hunt for them from the infinite pool. Yeah sure you pay a tiny premium up front but we're talking the elite talent here ... they should be scarce for a reason if you play with the full talent system on. Now you can just spawn them in through the AI and bypass the whole talent pool altogether.
What is the purpose of headhunting then? If I can't influence the AI's research efficiency by stealing their top scientists, it foils my plans of derailing their research efforts and it just makes the whole headhunting gimmick even more gimmicky and less fun and interactive. Just spoils my fun really for being able to sticking it to the AI's
Really the AI should NOT be spawning in new talent at a whim like this and they should suffer when their head talent is hunted away in reduced tech development output. Just look at what happened to Bioware they got the shit headhunted out of their top developers or they went away to greener pastures and the bioware studio has gone to shit. All the good talent is gone and the products while visually beautiful were pieces of garbage quality wise lately.
Also headhunting is disabled for any talent that has 80 happiness or more (or loyalty whatever) but its entirely based on money and under what rationale would a talent NOT move to another company if they offered twice the pay and a year bonus?! There's really no reason why a talent would instantly be loyal once he reaches a certain income threshold. I can kinda get behind the idea somewhat but it is also quite stupidly implemented. Training your peons also comes with the caveat that they increase in skill ... making them actually want to leave more?! Yeah thanks boss for training me and making me competent, now I'm leaving you since my loyalty is entirely based on how much you pay me up until I am 80% happy lolololo after which any extra money doesn't matter at all.
It makes much more sense that when you headhunt them that they will be LOCKED in for the duration of the research cycle that you assign them too. You know ... what you actually hired them for to begin with. So if you headhunt them and make them part of a team that does a 5 year research cycle, then they should be contractually hired to work for that cycle, after which they become free to be headhunted again.
Also when you suffer from getting headhunted as a victim rather than perpetrator , you should be allowed to do a counter-offer to prevent your precious little peons from getting robbed away from you. After which you can make the decision to match their offer or let them go.
This will likely cause the top talent to become extremely expensive over time ... but isn't that the whole point of the talent system? That you pay a premium for better tech development. Or you can hire the cheapo's and train them up.
If I recall correctly, but I may be wrong here so correct me if I am, a while back when I was playing with the talent system that when you headhunted from AI's they had to actually replace their guys with talent from the pool and suffered in tech development as a consequence. That system, while exploitable, was a lot more fun.