[Public Test] Progression Do-Over, Please!
Unlocks should be based on technology types instead of blocks.
Research Cost for a technology = Power x Time. The Research Cost's time can be reduced by Reverse Engineering Salvaged Components or adding additional grid Power up to the max for each Research Block.
A new Block, the Research Block runs a timer down on a selected Technology based on how
much power is being supplied, up to a max for the block.
Multiple Blocks can be added , but only allow multiple lines of different research. Not combined to research 1 line faster. Multipole blocks will research slower because speed is based on Grid Power.
Example: Magnetic Field Manipulation - takes 80 hours to research with the full power output of 2 small LG reactors.
The research block accepts Salvaged Components. (not normal ones)
Salvaged Components drop from NPC enemies, cargo ships, and from grinding down unlearned tech. If the tech is learned/unlocked no scrap is generated.
The Salvage Components are a tweak of "scrap" (a separate "scrap" for every component).
Example: adding 10 Salvaged Motors will unlock Magnetic Field Manipulation by reducing the Timer to a hard minimum of 20 in game minutes in the Research Block.
When that Magnetic Field Manipulation is achieved/unlocked, you are able to build Motors in the assembler.
Some components such as Gravity Components may require more than 1 tech to be able to make them in an assembler. (Magnetic Field Manipulation, Superconductivity, Gravitational Manipulation, and Quantum Projection)
Some Components cannot be made by players at all and only come from pirate/cargo drops such as Jump Drive Targeting Components.
Blocks will be visible in the G-Menu when you have unlocked all of the required technologies.
Blocks that require Dropped Components but otherwise require no technology research by the player to build, will also be shown in the G-Menu.
There can also be unbuildable components and unlearnable tech for enemy only or Blocks that have special Functionality when used with a Visual Scripting Scenario, such as a block transferred to a player that must survive and be delivered to a destination.
I like this. It's very interesting, however, it does not fit SE current Core Loop. But that doesn't mean that shouldn't be SE's loop. "Loop" here does not mean main rendering loop, it means what are the activities the players engage in repeatedly to complete the goals of the game. (ie "enter room, kill enemies, loot, goto 0")
In Space Engineers, right now the loop is: collect stuff, build bigger thing. It's not a very interesting loop and the current tech tree doesn't support that.
The main game loop should help feed the research tree. If you look at research trees in other games, this is exactly how it works. Factorio is a game about automating logistics, and the higher science costs require bigger and better automation to be doable. RTSs like StarCraft tend to be building economy and burning that to fight, and the tech trees in those typically involve building things unlock other things. (this is basically what SE has and it doesn't quite fit)
I think the best option here is for SE to offer a good modding framework for a tech tree and let modders decide what kind of server they want to run. If it's a server about fighting pirates, then defeating pirates should give you the stuff you need to unlock tech.
I like this. It's very interesting, however, it does not fit SE current Core Loop. But that doesn't mean that shouldn't be SE's loop. "Loop" here does not mean main rendering loop, it means what are the activities the players engage in repeatedly to complete the goals of the game. (ie "enter room, kill enemies, loot, goto 0")
In Space Engineers, right now the loop is: collect stuff, build bigger thing. It's not a very interesting loop and the current tech tree doesn't support that.
The main game loop should help feed the research tree. If you look at research trees in other games, this is exactly how it works. Factorio is a game about automating logistics, and the higher science costs require bigger and better automation to be doable. RTSs like StarCraft tend to be building economy and burning that to fight, and the tech trees in those typically involve building things unlock other things. (this is basically what SE has and it doesn't quite fit)
I think the best option here is for SE to offer a good modding framework for a tech tree and let modders decide what kind of server they want to run. If it's a server about fighting pirates, then defeating pirates should give you the stuff you need to unlock tech.
My only complaint about the "research" is that it needs to be faction wide. If a player joins a faction, they should be able to help weld and build with their faction right away. If a player is alone or in their own faction, they should need to progress in technologies as they do now.
That said, I like the idea of a more exploratory focus in space engineers. I love building but I need incentive to go out and fight. I usually have too many resources, so salvaging of any kind is a mute point as there is nothing to gain (game-progression-wise). I like the idea of needing components that cant be made in an assembler and must be found (ie warp drive comp.). However, I disagree that you should need research to know how motors and basic components work. This would stagger the early game to a halt if a player cant find NPCs to salvage. Additionally, how could a player explore easily if they can't build a scout ship/rover to find said NPCs.
You need to start with a basic blocks in order to be able to play the game. For this you should start knowing how to build a rover and some wind power: cockpit (preferably a small grid flight seat), small battery, wheels, light armor blocks and survival kit.
TLDR: There should be an incentive to explore and find components you cant make yourself in the early game
My only complaint about the "research" is that it needs to be faction wide. If a player joins a faction, they should be able to help weld and build with their faction right away. If a player is alone or in their own faction, they should need to progress in technologies as they do now.
That said, I like the idea of a more exploratory focus in space engineers. I love building but I need incentive to go out and fight. I usually have too many resources, so salvaging of any kind is a mute point as there is nothing to gain (game-progression-wise). I like the idea of needing components that cant be made in an assembler and must be found (ie warp drive comp.). However, I disagree that you should need research to know how motors and basic components work. This would stagger the early game to a halt if a player cant find NPCs to salvage. Additionally, how could a player explore easily if they can't build a scout ship/rover to find said NPCs.
You need to start with a basic blocks in order to be able to play the game. For this you should start knowing how to build a rover and some wind power: cockpit (preferably a small grid flight seat), small battery, wheels, light armor blocks and survival kit.
TLDR: There should be an incentive to explore and find components you cant make yourself in the early game
I like your idea, except for the "Salvaged Components" part with the scrap. If I shoot down an enemy, I have earned the right to reuse its components :-)
I like your idea, except for the "Salvaged Components" part with the scrap. If I shoot down an enemy, I have earned the right to reuse its components :-)
A couple points of clarification:
I should mention that the "Salvaged Components" would only drop from grinding if the block was an enemy AND the technology needed to build a component was unknown by the player actively grinding . Otherwise you would get the components as you do now.
I would also see the restriction removed from being able to place the frame or load components into the block regardless of the unlock state of technologies. (A block level lock however is a different story as it could be part of a campaign mission, or a mod block, etc.)
To consolidate some of my replies to questions brought in discord and here:
The numbers used are not my suggested times for unlocking. They are just used to facilitate easier math to help understand the timer mechanic and how power and salvaged components interact. e.g. 2 reactors with well known outputs and a 20 minute timer should illustrate that doubling the power output halves the time required. With a complete set of salvaged tech dividing that further, perhaps by a factor of 5, brings the unlock timer down to 2 minutes, which could also be hard capped at 3, 5, 10, or more minutes, depending on the technology being researched. Even at 10 minutes, a single mining trip in a ship can take more than 10 minutes and that timer is counting down the whole time.
A couple points of clarification:
I should mention that the "Salvaged Components" would only drop from grinding if the block was an enemy AND the technology needed to build a component was unknown by the player actively grinding . Otherwise you would get the components as you do now.
I would also see the restriction removed from being able to place the frame or load components into the block regardless of the unlock state of technologies. (A block level lock however is a different story as it could be part of a campaign mission, or a mod block, etc.)
To consolidate some of my replies to questions brought in discord and here:
The numbers used are not my suggested times for unlocking. They are just used to facilitate easier math to help understand the timer mechanic and how power and salvaged components interact. e.g. 2 reactors with well known outputs and a 20 minute timer should illustrate that doubling the power output halves the time required. With a complete set of salvaged tech dividing that further, perhaps by a factor of 5, brings the unlock timer down to 2 minutes, which could also be hard capped at 3, 5, 10, or more minutes, depending on the technology being researched. Even at 10 minutes, a single mining trip in a ship can take more than 10 minutes and that timer is counting down the whole time.
Hi, Engineers!
Based on your feedback, we implemented some improvements to the Progression Tree. We also implemented a new user interface.
Please let us know what you think about these improvements during the next public test.
Thanks!
The Space Engineers Team
Hi, Engineers!
Based on your feedback, we implemented some improvements to the Progression Tree. We also implemented a new user interface.
Please let us know what you think about these improvements during the next public test.
Thanks!
The Space Engineers Team
My problem with this concept is, that it has nothing to do with Space Engineering. The game is about engineering solutions to problems, not grinding resources.
Mining starts with a hand drill and small quantities. After the update, it even starts with stone. Then it can go small ship drill and later multiple large drills. You design your solution.
Same with Power, Combat etc.
Having to loot stuff and put in a research machine doesn't present me with any challenges to solve through engineering.
My problem with this concept is, that it has nothing to do with Space Engineering. The game is about engineering solutions to problems, not grinding resources.
Mining starts with a hand drill and small quantities. After the update, it even starts with stone. Then it can go small ship drill and later multiple large drills. You design your solution.
Same with Power, Combat etc.
Having to loot stuff and put in a research machine doesn't present me with any challenges to solve through engineering.
This tech I think is for a new Space engeneers. KSH said that maybe will be SE2 and I think that this improvements is for another game because now it change totally the game purpose. By this I'm not saying that I don't like it.
I really hope this will be improved somehow in the future of SE
This tech I think is for a new Space engeneers. KSH said that maybe will be SE2 and I think that this improvements is for another game because now it change totally the game purpose. By this I'm not saying that I don't like it.
I really hope this will be improved somehow in the future of SE
+1 the current progression system seems lacking.
also leaving a link here as i believe the ideas are very similar. hope its ok.
https://support.keenswh.com/spaceengineers/publictest/topic/se-public-test-23-progression-survival
the full description is in an attached pdf.
+1 the current progression system seems lacking.
also leaving a link here as i believe the ideas are very similar. hope its ok.
https://support.keenswh.com/spaceengineers/publictest/topic/se-public-test-23-progression-survival
the full description is in an attached pdf.
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