Tech tree - Needs LOT of improvements or total replacement.
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 :)