Tech tree - Needs LOT of improvements or total replacement.

Gamers Quarter shared this feedback 5 years ago
Submitted

Hello fellow Engineers.


As for long community member and long term gamer I have some problems with this tech tree.


First disclaimer: I know that it its completely optional but.. Imho as it stands it is somewhat confusing and lot of things doesn't make a lot of sense.


Let me elaborate more..

As first example I will take this: In order to build a battery, you need to build landing gear...

Excuse me what? What does the landing gear and battery have in common? Shouldn't the battery be more relevant to power? Like to wind turbine or something?


In current implementation this tech tree feels redundant to resource availability.


I kinda like the point of progressing from simple stuff to more advanced stuff but.... I don't see the point in the tech tree since you cant build assembler/refinery without building basic ones first if you start out with s-kit just because of available assembler blueprints.


So how to solve those issues?


1) Fraction unlock system - if member of fraction unlock something let it be shared with others members of the fraction


2) Better blend in of block requirements (Power blocks, construction blocks.. utility.. etc)


3) Point unlock system - ??

4) Leave it without this system because we are already locked with resources :)

Replies (3)

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I vote for #4. I cannot see a good implementation of a tech tree in this game. Are we not all fully qualified Space Engineers already in order to be allowed into Space?

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This game might need some guide for new players but... As I said... In current state it's more confusing than helpful.

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Hmmm ... if you start with the advanced blocks, there would be no progression. So yes it makes sense to begin with a basic assembler and refinery and work up.

As for the battery. Most players begin building a ship with a landing gear. This is because in the very early versions of the game, that is how we started a new grid. It was a game requirement. And it's a lot easier to build if your project doesn't slide around or fall over.

We also have to consider KSH are getting the game ready for it's final release. And that means it needs to work for noobs to the game every bit as much as grizzled veterans.

I would agree however, the tech tree does need a lot of work to make it a genuinely useful addition to the game.

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I get that most players start ship with landing gear but some blocks relations just doesn't make any sense at all and lot of new players will be generally more confused. Also since you have to build wind turbine as first power generation it makes more sence to take it instead of landing gear. Just my opinion.

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2.) If I understand you correctly, you would want that for example Power related blocks should be unlocked by building Power related blocks right?


If you do, then I'm agreeing with you.


4.) According to my understanding about the tech tree, it's main purpose is to help new players a bit, by leading them trough the blocks slower, so they have a better learning course about the game.


For veteran players there is already an option where you can turn off the "tech tree" if you don't want to use it.

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Exactly. It makes more sence that for example wind turbine would unlock you more power stuff than landing gear unlocking for example batteries and other stuff. It makes it bit confusing.


The thing with this tech tree is that there would be no option to disable it client side and only server side. And if server is gonna force you through this mess it might leave quite a lot of veteran players unhappy = less players in general. Also incorrect iteration will confuse a lot of new players.

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