Originally posted by thirdsin
Understanding things will change: I was hoping the research tree would be for newer stuff, not existing stuff.
I can see how this will require lots of bandwidth on the devs part.
Just think of all the knock-on effects!?
If you don't research a shield generator, you honestly can't ninja mine systems with meteors.
If you do research it, you've burned through more fuel rods(time) and food (water) and do you even have water reclamation tech researched to stop your ship from running out of water for all the food you have to produce for the days (turns) spent idling just researching shields!?
I'm sure it won't be as bad as I think. But this game already has hurry up and wait mechanics like salvaging that take lots of time and are not very interesting or engaging after doing them a few times as a new player. I don't want research to be the same here.
There's many sides to all of it, right now there's a ton of facilities open right from the start, which makes it a bit overwhelming for a new player starting to play. The game already has a ton of facilities in the industry category for example, it doesn't really need much more, it's on the brink of being unnecessarily complex.
It will help new players when some of the now existing stuff is locked from the start.
We don't want to forget players who have played the game for some time already. Our thoughts is to make a research tree, which is a mix of existing stuff locked and new stuff as we have time to create them. Hopefully we get some new exciting stuff for this next update too.
As always, it's a delicate balance of so many things. Wanting to ease new players in to the game better, not forgetting old players yearning for new exciting stuff and then our small team with limited resources =)
Knock-on effects are a valid concern. Those can be worked a...
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