dajarvi Posted June 23, 2013 Share Posted June 23, 2013 Hello Everyone, I'd like to introduce an alternative concept for research in this game. Research could become an important role in the unfolding drama the player experiences. Currently, research is linear, tier based, with one tier overpowering the other. For instance, you begin with kinetics and basic armor, and can unlock the next tier of firepower, lasers or plasma, which are more powerful than kinetics. What I propose are research trees for each weapon type (kinetics, laser, plasma, ect). Recovered alien artifacts that are disassembled or dissected unlock opportunities to pursue different technologies within each tree. For instance, your scientists learn something from alien alloys and laser guns and can use these technologies to (A) make a laser gun, or (B) unlock advancements in kinetic guns. You'd have to get creative here. To break down alien technology at a molecular level, alien science behind recoil and ballistics projection could be modified to enhance kinetic weapons. I am very interested in this concept and would be willing to help in its development. If the creators have any interest in this, please contact me. I really enjoy this game and I am looking forward to its first official release. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 23, 2013 Share Posted June 23, 2013 The UFO:AfterX series did something like that. Problem is, the player very quickly finds out the best move is to take general-purpose weapons that may not be awesome at something, but are good at everything. As all tiers of research are optional, the tiers which don't make better all-purpose weapons are left by the roadside as "that's interesting" research. Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 23, 2013 Share Posted June 23, 2013 Gauddlike & Sathra have just started discussing breaking down artifacts here. Weapon tiers have been discussed quite a bit in various threads. I'm all for tiers having niches, with aliens susceptible/ more resistant to certain damage types. More broad attributes of the tiers has also been discussed, such as laser weapons having more damage but being less accurate etc. Quote Link to comment Share on other sites More sharing options...
dajarvi Posted June 23, 2013 Author Share Posted June 23, 2013 There's a lot to work with i think that can make weapons balanced. Weight of weapons, accuracy of weapons with weapon recoil and its user skill playing apart, as well as muzzle-length, ect. I imagine a laser or plasma gun would have limits on the length of its muzzles due to extreme heat. That would negate sniper and heavy weapons to kinetics. Maybe there's some technologies only the aliens can have, ect. My argument is that if a kinetic weapon can kill an alien, alien technology should benefit kinetic weapons by advancing their potential when research accumulates. I can develop a thorough essay of thought to produce to the developers if they're interested, including resources and research required in order to reach new weapon designs, and also balancing the class of weapons on use on the battlefield. Also, upkeep on types of weapons would be interesting. Ammunition and spare parts cost money. Laser and plasma weapons could be costly. Just throwing out some ideas. I can develop a coherent thought if anybody is interested. Quote Link to comment Share on other sites More sharing options...
dajarvi Posted June 23, 2013 Author Share Posted June 23, 2013 I don't want to post too much of my thoughts on the threads, but if a developer is interested, I can share my thoughts via e-mail. I have modding experience through Rome and Medieval Total War, not 3D graphics, but coding using Notepad++. I am very interested in presenting a tangible, usable, and non-game-breaking technology tree within the limits of the game engine. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 24, 2013 Share Posted June 24, 2013 Chris has mentioned a few times that he isn't interested in going down that route. He wanted a tier based progression and that is what the work has all been towards so far. Unless Aaron comes up against any major problems to this approach during the balancing phases I don't see that changing at this stage of the game. The kind of ideas you mention will likely become a mod from the community though. Quote Link to comment Share on other sites More sharing options...
dajarvi Posted June 24, 2013 Author Share Posted June 24, 2013 Thanks for the info Gauddlike. The development stages of this game are so far more intriguing than X-Com Enemy Unknown, each game developed in modern time. I am familiar with the vision behind its development (I've done my reading . I've played X-Com Enemy Unknown, but one of its major drawbacks was its research development. It was so linear it was boring. Endless Space has a sophisticated and intriguing tech-tree. As a fan of Xenonauts, I was hoping to see something other than a linear research tree. That aside, keep up the good work! Quote Link to comment Share on other sites More sharing options...
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