[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.