ok i had the time to take a closer look at the tech trees and here are some thoughts about the whole thing:
general i see a lot of good points but i think it can be improved.
atm the trees are simple forking trees. we only have one requirement for each skill. and sometimes they fork but never come back together.
i think it will be a good idea to have a couple more options here:
- have more then one requirement
- have either/or requirements
- have inter skilltree conections (few not too many)
the either/or connection could be used for example on the industrial tuning. this should not only be avalibe from the miner, but also from the harvester.
also the riveler should be linked to the miner and not to the tuning. just like the symbiont is linked to the harvester.
there would be quite a few good and logical sample for the inter techtree connections. ill combine this one even with the either/or option:
eccm would need besides the coprocessor connection also the ecm or the supressor.
quite a few more connections of that type could be made to make the whole thing a bit more intresting. of cource we dont want too many of thse links or we basicly have to research everything before we get anywhere.
what is a bit unlogical are the ammunition choices here. i see 2 possible aproaches here but non was followed to the end:
- first the ammo that is good vs your own race (incenary slug, ap missile, seismic cell)
- first ammo good vs enemy faction that also is the single dmg ammo (composite slugs, sonic missile, thermal cell)
second one is my personal preference logic wise. its more easy to make a kinetic weapon do kinetic dmg, more easy for a laser to do heat dmg ... that is the basic technology. adding a second effect is more difficult so that is the secondary ammunition later in the tech tree.
on one side i see the point that a corp database should be more expensive. but hell a single prototyper can produce enough for even a big corp. prototypes are not needed in the masses. my prototyper is idle most of the time. so where do you need 10 or more of them? yes we have low population atm, but even with a lot of players this factor 10 is way over the roof. if its more then factor 3 i doubt a lot corps will even build that database at all and with that a good feature in this game wated simple because its for most not worth doing so.
last but not least enabler extentions:
some numbers to bring in some facts. we have 6 different types of tech trees (i dont think we will see 2 common enable extentions, one for each tree)
with complexity 1 (level1-10) this will be 13500ep per extention = ~9,3d --- = 81000ep for all 6extentions = ~56d
with complexity 2 (level1-10) this will be 27000ep per extention = ~18,7d --- = 162000ep for all 6extentions = ~112,5d
with complexity 3 (level1-10) this will be 40500ep per extention = ~9,3d --- = 243000ep for all 6extentions = ~168,75d
i think that these numbers show quite wenn that anything besides complexity one will be through the roof. we have 6 extentions so this will add up to quite a bit.
a work around would be to lower some prototyping extentions costs and so have some more room for research. but on the downside high research ep costs will slow newer ppl down imensly so i dont think too much here is a good idea.
i might have forgotten something, but enough for now.