More sofisticated research tree, longer pace, shaping the colony

Started by wbonxx, June 09, 2016, 08:20:02 AM

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wbonxx

Would be fun to have  more researchable items in the research tree.

For example some more objects could have their own research slot. Some advanced weapons. Like granades or machine rifles and so on.

Also some of the seeds could be researchable (research on growing conditions).
Some of the stiff walls, the switches, the small vs large batteries. Automatic doors.

The replayability and length of the game is tightly bound to the research game.

More research would change the pace of the game, would be great also to have the chance to specialize in something range vs close combat or armor vs weapons vs seeds vs defence walls/turrets. Like digging part of the tree makes harder to reach the same tech on the other side. More nested elements would allow this.

1000101

A lot of that is handled through mods.  Right now Tynans focus is on the game engine with enough content to reflect that.

A2B, for example, adds 10 new research techs, some unlock new buildings, some enhance those buildings.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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wbonxx

Would be good to implement some of the major mods in the final release.
This would be a major improvement for the average gamer not willing to install mods.

Wex

It also would be great to have some use of the research skill, after the researching is done.
Right now it becomes a dead skill. Maybe operating some machines? I don't know.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison