@rockrobinoff:
I have an idea for a tech system that could be applied to Axis and Allies in some variant in the future, or perhaps applied to games today.
A power invests in tech as per normal, gets to use the tech straight away as in non tournament rules, and the techs have the same effects as described in whatever version you are playing.
However, when you have researched the tech, it becomes available to all powers in play for the price the originating power paid for it.
For instance, Germany buys two tech tokens and hits Radar on some turn. Russia goes next, and is allowed to just buy radar for 10 bucks and no die roll required. The same would apply to all other powers.
Such a system would allow for tech, but reduce the roll it plays because of the danger of the tech falling into enemy hands. An interesting element to weigh in a decision making process. Perhaps a superior game as a result.
This is a pretty cool idea. It definitely reduces the randomness, and is fairly easy to understand and implement.
I have a question, what if it takes Germany 3 turns to get radar after only spending $10. Is that ‘delay’ passed on to everyone else? I mean, why should Russia be able to get rockets right away at the same cost as Germany who had to wait three turns for the weapon? How about an additional 1 IPC for each extra turn it took for the original researcher to get the tech. So in my example, Russia could get rockets for $12.
I also think the tech acquired by the ‘enemy’ (Russia in your example) should only be active at the end of their turn BECAUSE it is guarenteed. Russia could ROLL for a tech in a normal fashion if they wanted the tech to be instant (active on their turn).