Did had few more plays with the mod and damn its still enyoing it, atleast the start:D
I was thinking that there might be some more dependence on research, not sure if its possible now i.e. all colonists woluld have massive penatly to most of the skills ( i think this can be done by making a mod with skill values and lowering them not sure), skills would have milestones so 1 to 5 lvl of minig would give 2% of speed for each lvl(10%) but on lvl 6 you get extra 25% bonus for only this lvl, any higher lvls would give 2% until next milestone.
So we got poor skills and here comes the research, there could be few research that are categories in them selfs, but at some stage they are linked together and require some of other category higher research.
Player could start with wood, stone, minerals( metal, and hopfully crystals at some stage or other resorces) and plants research.
Each of this categories would give a bonus to skill research, like the basic ones pneumatic minepicks that give 20%.
Food category as there are zones which i dont know how to change could mainy give speed up to growing and some basic like a plant pot, maybe early merge with minerals for food dispenser, and with wood for hydrophonic farms.
Also merge plants and minerals could give chemical research that would allow for some basic solar plants and batteries.
Wood would provide some early furniture.
This idea is mostly for early specialization, as i did play the early version it was very cool since i had to choose and plan what i will need to research dependable on the map im on.
I was thinking that there might be some more dependence on research, not sure if its possible now i.e. all colonists woluld have massive penatly to most of the skills ( i think this can be done by making a mod with skill values and lowering them not sure), skills would have milestones so 1 to 5 lvl of minig would give 2% of speed for each lvl(10%) but on lvl 6 you get extra 25% bonus for only this lvl, any higher lvls would give 2% until next milestone.
So we got poor skills and here comes the research, there could be few research that are categories in them selfs, but at some stage they are linked together and require some of other category higher research.
Player could start with wood, stone, minerals( metal, and hopfully crystals at some stage or other resorces) and plants research.
Each of this categories would give a bonus to skill research, like the basic ones pneumatic minepicks that give 20%.
Food category as there are zones which i dont know how to change could mainy give speed up to growing and some basic like a plant pot, maybe early merge with minerals for food dispenser, and with wood for hydrophonic farms.
Also merge plants and minerals could give chemical research that would allow for some basic solar plants and batteries.
Wood would provide some early furniture.
This idea is mostly for early specialization, as i did play the early version it was very cool since i had to choose and plan what i will need to research dependable on the map im on.
