Add a research mechanic and tier-levels for blocks

Keks shared this feedback 40 days ago
Not Enough Votes

Unlocking blocks through contracts feels abstract and detached.

I would like to see a dedicated research system (a block you place in your base or ship) that consumes power and specific items to unlock new blocks and technologies.

The required research inputs could vary:

  • ores
  • rare environmental resources (not existing in the game right now)
  • salvaged components from wrecks
  • previously unlocked items
  • loot from enemy bases
  • etc.

This ties progression directly to your immediate gameplay loop, and you don't have to move very far to unlock new stuff.

Contracts could then be reserved for major milestones (e.g., unlocking new sectors, improving faction reputation, earning credits, etc.).

New sectors could make new research inputs available which in turn can make new blocks researchable.

This way, you have local progression to unlock blocks at your current location, and global progression to continue the colonization by doing contracts at the space stations.


Tier-levels for blocks: (wheels, thrusters, tools, weapons, etc.)

It's always fun to start with scrap equipment and evolve to high-end tech over time. This would fit perfectly into SE, especially alongside the proposed research system.

While it would require some extra work from the art team, it would add a lot to the sense of progression.

Replies (5)

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Having a technology gate keeper is one thing, having no tech progress beyond that which the CA gatekeeper allow is to deny progress itself. A research system would be a good move.

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Nice one.

Should we research individual blocks or components? I think researching components makes much more sense.

Basic components could be available right from the start, while more advanced ones remain locked until you install the required blueprints into a production block. Those blueprints could come in the form of special datapads. Once you obtain one, you could copy it (copy its content to another datapad) and install the blueprint into additional production blocks.

How do you get those blueprints? There could be many ways: find them as loot, earn them through missions, buy them from NPCs, or unlock them through research.

As for research, I don't think it should simply unlock items for free. Instead, you should have to feed a certain amount of the target components into a research block, where they are consumed during the process.


For example, if you find a drill, you can either use it immediately by attaching it to your grid, or you can dismantle several drills to research one of their key components—such as compressors—allowing you to manufacture that component yourself in the future. However, completing the research should require more than just the components from a single drill. So if you've only found one, you're probably better off using it for now rather than sacrificing it for research.

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speaking of attaching to your grid.... are merge blocks planned?

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Yes. They have teased merge block already.

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i left a very very simmilar suggesiton for progression myself: Tech Progression: R&D Track

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It's a bit different from what I suggested, but anyway, voted for it! :D

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"An idea I had, which should really be implemented in this alpha to gather a tremendous amount of data points, is to create a Progression Editor for players. Then, they can see what emerges when people post them, critique, and then modify/consolidate them. All the different ideas that have been posted, and see what works well, what doesn't, and what people gravitate to. They can use that data for their own design, as needed for the future of the game.

A flowchart gui editor of a progression excel spreadsheet, in the game editor or put in the creative mode, and the ability to post them."

Can set up needed components, salvage, time, loot, money, faction rep, ore, datapads, blueprints, or a conglomeration of all of them, and then see what happens? Also, enable players to be artistic with the flowchart with it's positioning on the screen, too, some tech trees can look amazing in how they flow through the different stuff. Or spaghetti. Anything created can be put up on it, and dependencies (or none) can be created for them. Add blueprints, if you want to. Create a faction blueprint progression.

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Contracts rewarding you with unlocks is good. Besides that, exploration and trade could provide alternative ways to get those unlocks.

As for multi-tier blocks, I think we already have some sort of that with different block sizes. So different kind of thrusters or simply a bigger version of it could require additional, more advanced components.


This is why I think unlocking components makes more sense than unlocking blocks. It is simpler, and you already have the tech tree dependencies built into the component recipes. The list of required components becomes effectively a list of things you need to unlock in order to build it. You can also safely grind down advanced block and rebuild it on your grid because you will have all the components, but that does not mean you can now produce all those components on your own. You will need much more of those in order to reverse engineer the production recipe.

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Unlocking blocks through contracts squanders an opportunity to give players a real reason to explore and investigate the environment.

Finding specific items to examine here and there, alongside building research machinery in your base, would add much more depth to the gameplay.

Contracts (or the storyline) should only unlock major blocks (e.g., assembler, refinery, jump drive, etc.).

For example:

  • You find an abandoned factory ruin. In that ruin, you find an encrypted data device. With your research block, you can decrypt it and unlock the steel beam blocks.
  • You find a drilling outpost and find a schematic for the large drill there.
  • You finish the questline on a planet and get ion thrusters unlocked.

Something in that direction ;)

I don't think we have enough components in the game to base a complete research system on them. With just a handful of research steps, you would already unlock 80% of all blocks. Unlocking small groups of blocks—or even individual blocks one by one—would allow for a larger tech tree and a longer sense of progression.

Different block sizes are not the tier system I have in mind. The block size and general shape should remain the same across all tiers; instead, you would improve a block's stats (force, efficiency, range, speed, etc.) by upgrading it. This way a block can be upgraded without having to modify the actual grid. Different block sizes are individual blocks to unlock ;)

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How about this: https://support.keenswh.com/spaceengineers2/pc/topic/54226-progression-system-for-a-suit-only-start-to-a-jump-drive-and-beyond


Idea I had to essentially create different 'flavors' for progression, based on your biome. 3 different planet types for 'suit only starts' as the baseline, earth-like, water-like, moon-like, and then mix-and-match everything else as you progress, or if on other types of planets. Would be different, every time, and still a challenge to make it when starting. Also staggered, meaning your progression will matter throughout your entire gameplay, since it is travel based.

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One of the core problems with the CA being also the progression system, is that it mimics a Chinese Social Score Credit System, where you get access to increasing levels of governmental benefits the better you acquiescence. What happens if you don't? How do you progress? Maybe it is just a placeholder to lock down the tech. Maybe it will be faction based, or something? Different factions with their own tech unlocks? (edit- That would give players some options)

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grrrr, then only on future blocks or decorations because it is already a very short piece of choice to build.

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