|
Tech tree
May 4, 2014 13:43:15 GMT -5
via mobile
Post by d34thspawn on May 4, 2014 13:43:15 GMT -5
I saw it somewhere else but can't find the thread again, thought it deserved a mention again.
The tech tree has a few things that don't make sense to me either, like the higher planetary construction research tiers have only ship related items, and things like that, just curious if it's a bug or if it was on purpose?
The other question I had was how much more of the tech tree will we see in phase two?
|
|
|
Post by Cory Trese on May 4, 2014 13:50:40 GMT -5
It will be substantially revised in phase 2.
There are big parts of it that don't make sense.
Planetary Construction was an example of messy one.
I'm open to suggestions and name ideas
|
|
|
Post by kyleobrien on May 4, 2014 14:18:00 GMT -5
Cory I think the easiest idea is to make it as simple as possible. There main branches: Planet, Starship, and Weapons. From there they can branch off more. Example might be an armor branch for Starships. Make it simple.
|
|
|
Post by khearn on May 4, 2014 17:37:47 GMT -5
I think the weapons could have multiple branches, one for each type of weapon. But I'm not sure, because I'm not really clear on what the different types of weapons are and how they are differentiated. How is a railgun different than a lance or a grav cannon? It's farily obvious what a torpedo is versus the various guns, but I have no clue why I'd want one gun or another. I'd suggest adding sections to the google doc about the different weapon types.
|
|
|
Post by contributor on May 4, 2014 18:20:02 GMT -5
Cory I think the easiest idea is to make it as simple as possible. There main branches: Planet, Starship, and Weapons. From there they can branch off more. Example might be an armor branch for Starships. Make it simple. That is really simple, which is always a huge plus, especially in mobile gaming. It seems somewhat limiting to me in a bad way though. In real life scientific breakthroughs often have multiple applications. Advances in laser technology could benefit mining as well as weapons. Magnetic propulsion could be used in ship systems, weapons or a factory. So there is some sense in having a one technology benefit multiple sectors. In which case you need to go with more techy names and completely eschew things like "planetary" or "star ship." Instead you can go with "nano-assembly" "ferro-duranium composites" "void manipulators" etc for your technology names. The main branches then would be things like "Construction" "Materials" "Particle Physics" "Political Theory" etc. Does that make sense? kyleobrien's idea is good too though and the main thing to avoid is probably mixing them too much.
|
|
|
Post by kyleobrien on May 4, 2014 18:37:21 GMT -5
^^^ This idea is golden!
|
|
|
Tech tree
May 5, 2014 6:54:48 GMT -5
via mobile
Post by johndramey on May 5, 2014 6:54:48 GMT -5
I love contributor's idea and would be more than willing to contribute ideas for said "techy" names. Having broad research areas that benefit the player in a variety of ways would be pretty interesting. Though, having a straight-forward tech tree has a lot of merits too....
|
|
|
Post by d34thspawn on May 5, 2014 8:21:36 GMT -5
I would be down for cheaper research options that offered just one or two upgrades at a time, or conversely something along the lines of a lot of RTS games where you research an "age" or a very broad tech advancement and it unlocks a lot of upgrades at once, either way would be pretty good I think. I like the idea of techy names, once we see the full tech tree it will be easier to come up with names for them!
|
|
|
Post by excanium on May 5, 2014 15:08:23 GMT -5
I like the idea of specific technologies that contribute to multiple applications and having a broader choice of directions of techs so that players can try different winning strategies. Sid Meier's Alpha Centari is a good example to compare to. Having each of the (3) original colonies have bonuses specific to the original game's (military, research, economy, spice hall etc) would be good.
|
|
|
Post by fallen on May 5, 2014 16:08:14 GMT -5
The next release will feature a majorly reworked tech tree. We will continue to provide a variety of bonuses gained, as you see in real research. Going to the moon spun off insane tech advances, including those in eye surgery. So, mining will provide new armor materials, and weapons, etc. We could talk about it all day, but I'll go help Cory finish the rework now instead
|
|
|
Tech tree
May 7, 2014 2:52:35 GMT -5
via mobile
Post by Lesleyr on May 7, 2014 2:52:35 GMT -5
Love the whole idea of a tech tree.
|
|
|
Post by d34thspawn on May 7, 2014 9:11:31 GMT -5
Another thing that would be great in the tech tree is being able to see what each upgrade that you unlock with that research tier does. Like being able to see the stats of the reactors in the starship construction section, either via long press or just on the unlock list itself?
Also side question, what function, if any currently, do prow's have?
|
|
|
Post by johndramey on May 7, 2014 16:37:39 GMT -5
A small quality of life upgrade that I'd like to see; Currently it seems that there is no way to actually cancel a project once it has started. It would be nice to be able to cancel a project, ideally saving any progress made on it for later.
|
|
|
Post by fallen on May 7, 2014 16:39:08 GMT -5
On the list, thanks!
|
|
|
Tech tree
May 7, 2014 19:20:27 GMT -5
via mobile
Post by ChocoCrowbar on May 7, 2014 19:20:27 GMT -5
A small quality of life upgrade that I'd like to see; Currently it seems that there is no way to actually cancel a project once it has started. It would be nice to be able to cancel a project, ideally saving any progress made on it for later. Actually a nice sistem to see is canceling a proyect, but part of the CP already invested gets passed pver to a new proyect.
|
|