In the last blog I have explained about the basic concepts and the grid layout of the new tech trees, which will be introduced with the revamp of the kernel research system.
By now we have completed the layout of all of the trees, have a look:
As you can see we'll have 7 separate trees, since we had to separate common and industrial tech, and even had to split the common one in two. This doesn't really have any influence on the research mechanic itself, it's just for usability reasons (less complexity, less scrolling).
As I have explained before, the items are laid out onto a grid, and the grid columns determine the research point cost of the items. The news here is that we'll also introduce new enabler extensions for each faction which will be used to unlock the research of the columns of that specific faction one by one. As there are 10 columns and 10 extension levels, this is really convenient (thanks Simmy for the hint!). Eventually when new items get introduced into the game we'll also create "advanced" extensions for this, but for now this will be enough.
I have also mentioned that we intend to make prototype variants for robots to give a reason to research them, and you have pointed out that ammunition and colony buildings don't have prototypes either. While this is true, we don't intend to make prototype versions for those due to balancing reasons. I also forgot to point out again that despite that, actually there will be a reason to research everything you want to mass produce, since you'll get a bonus for that if you have an item researched in both your personal and the corporation knowledge base. I believe this will come in handy for both ammo and buildings, since the former is in large demand, and the latter needs a lot of commodities to build so there is a lot to gain there.
In the next blog I can hopefully show you how the tech trees will actually look in the game. Until then feel free to provide some feedback on the tech tree layouts, we'll of course consider any changes if they sound logical.
Comments for this post
1 Winnetou
2 Celebro
3 N1nhurs4g
4 DEV Zoom
Btw there was a bug at the first row of the MPC tree, updated now with a fix.
5 Tux
other than that looks pretty good .. nice to see good progress on the new system
6 DEV Zoom
7 Doek
8 DEV Zoom
The only connection I could find and which made at least some sense for LWFs and transport robots is to put them together, and branch off evasive NEXUS from LWF. If not there then I don't know where :)
Originally LWFs were considered to branch off from armor plates, but that became Thelodica tech, which LWF isn't.
9 Doek
10 Fourfingers Frankie
11 DEV Zoom
http://forums.perpetuum-online.com/topic/5990/prototype-bots/
12 Alexander
In the early game, when it was first released we used Arganos to transport everything until we had researched Sequers. Sequers are part of the Nian Industrial faction/group yet are in the common tree.
Apart from that weirdness the rest seems like it all just fits into place.
13 Blackomen
Still, something doesn't make sense here, you say extentions are being used to unlock tech, yet you reference the old research we had will be converted to research points. Is there both a research system AND extentions now required to unlock tech? Or some sort of either/or?
14 DEV Zoom
1. Have the necessary research points
2. Have its parent researched
3. Have the required enabler extension installed
We'll have 6 new extensions for this (Nuimqol, Pelistal, Thelodica, Industrial, Common, MPC) and each level of them will enable the research of the Nth column on the tree grid of that particular faction.
15 Balfizar
16 Brutux
My first impression when the research revamp was announced was that our existing tech was safe and would be carried thru. So under the new system, will I still have my T4 accum recharger unlocked, or will I be given the equivalent value of the new kernel system. And still have to put EP into whatever tree's extension that tech requires.
What concerns me is players who have most of the T4 items unlocked, but relatively little unspent EP, will find themselves unable to proto items they previously could. Can you clarify how the transition will occur from old tech to new tech structure?
Btw, I have more than 50k available EP, and I think the new system is great and needed, but I'm sure thats not enough EP to bring 7 different tech levels to 10.
17 DEV Zoom
18 Gooma
"So what will happen to your current knowledgebase when this gets into the game? Well it will be wiped of course and you’ll have to start over, ha-ha. Nah, I’m just kidding, once we figure the exact RP value of every item in the new technology tree, we can give you the matching amount of RP for your actual knowledge, so you can basically rebuild your knowledgebase from scratch. Now, we can’t guarantee that you’ll have the same amount of “raw research value” after that, but I’m sure that being able to select specific technologies to research will mostly provide you with a better result overall. We still have to figure out what happens to unresearched kernels, so we’ll get back to that.
This is why i call for a EP RESET,
19 Brutux
20 Ville
Now, my only question is will I be able to make it where ALL of my corp is able to use the proto knowledge?
21 DEV Zoom
22 Ville
23 Pakaw