So I've been struggling with a bit of a decision and I thought I might post it here to get a second opinion. Not sure I want to do it as a poll though.
The research table with it's minigame will still be around in TC6, however it will basically be a crafting mechanic to make "Theories". Theories is one of the new currencies you require to unlock research. For example, unlocking Infusion crafting might cost 5x "Observations: Magic" and 3x "Theories: Magic". Observations you get by scanning stuff (for the most part).
The problem I have is as follows. Where to get the pool of aspects required to finish the old aspect puzzle. In earlier incarnations of TC it was gained by scanning and in TC5 you just had a pool when you crafted the research note.
Now I'm thinking of making require breaking down items. In other words you need to sacrifice something with AER to be able to get AER points to complete the puzzle. Combinations are no longer possible. One of the reasons I'm considering this system is that in the great scheme of things you will be spending a lot less time at the table thus I want to give things there a greater cost.
The alternative is the TC5 way - in other words you start with a pool of primals and you need to combine them to finish the puzzle.
What do you guys think?
I'm back! Missed me?
There are ups and downs with both: breaking down items was abandoned because it was too grindy with higher tiers, especially if it wasn't your first run it resulted boring, also while earth aspect is always common something like aer usually was a big issue.
Giving a pool of aspect defeats the propose of an increasing curve of difficulty which was your point I assume.
I suggest a third way, make the research table suck aura to convert it in research points (I only have a partial idea on how the new aura works so if it's not doable just ignore me) as new TC6 aura is raw it can be converted in any element, I suggest the research table to build up elements like one of each every X vis sucked from the aura or a random element maybe encouraged by some focusing objects (like a candle for fire or a pool of water for water to increase the odds) this will also require a redstone signal or something to not mess with the aura in an uncontrolled way, you could add multiple tier of research tables or researches to make the process faster or more efficient. Point being that research will require a good knowledge of how aura works and its limits so expert thumaturges will likely be able to perform research in a more efficient way. It will also requires to build thaumcraft apparatus while you're researching (to manage the aura), instead of unlocking it all (I'm guilty of that) before starting to really play TC.
Bonus fact: this will make the research totally loose from any non TC resources so no other mods (unless specifically designed) can mess with the process, for example if feathers were a good source of aer and a mod allows me to turn dirt in to feathers the balance would be broken.
Possible downsides: it will still takes time but it will allow you to do other things while aspects are building up, might require a chunkloader to keep the chunk the research table is in loaded while you're off doing stuff (unless you come up with a smart way to keep in account ho much time the chunk was unloaded and catch up with the production) it will require multiple tier items to manipulate the aura even early on because otherwise I assume things will get messy pretty quick.
Hope you like, back in the shadows.