tech innovations, learn by disassemble

Wilhelm shared this feedback 40 days ago
Not Enough Votes

This is for a future vertical slice, but putting it out now for discussion. The tech skill tree in SE1 was always a little easy to fill out. This was fine, but I always felt like there should be a more challenging path to learn how to make everything.

In SE1, you had options for 'grind to disable' and 'grind to hack'. I'd like to say a 3rd option which should be something like 'study item'. Now in SE1, you could grind it to non-functional and then put it back together. Doing so would grant you that tech innovation. It would also likely get you shot if you didn't own the item you were grinding on. By contrast, 'study item' might be a less hostile way of checking out that other faction's hydrogen engine technology to see if you can learn something from it. It shouldn't be 'you study it, you learn it', but perhaps you pick up a % of figuring it out, or have an increasing chance to unlock that tech the more examples you look at.

Obviously, the best way to learn how somethign works is to take it apart, but if you take your neighbor's car apart they may call the cops on you (unless you previously took apart their phone). That should always give you that 100% chance to learn.

Otherwise, learning new recipes should take alittle longer, and per the related suggestion (blueprints and tech knowledge via datapads) I think it shouldn't be automatic that you learn how to make, say a hydrogen engine, that you suddenly know how to build rockets next. Slow down the more advanced learning and make players have to explore more to learn how to make some of it.

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