I Darkstar X
Junior Member
CEO of Darkstar Incorperated
Posts: 82
|
Post by I Darkstar X on Jul 10, 2018 19:14:12 GMT
In the first game, the tech trees were very linear. Research options only had a single perquisite, being the tech before it. Obviously, it is easier and simpler this way, but rather odd that you can build the Gigantilator with particle beams and rocket pods but you don't need to research cluster-rockets nor particle lasers first.
My question, therefore, is will tech function the same way in the sequel, with advanced technologies only requiring the tech that comes before it in the line, or will they "intersect", with some techs requiring multiple other technologies in different trees to be researched before they can?
|
|
|
Post by thexenomorphian on Jul 10, 2018 23:27:29 GMT
Actually in the first game You could research trion and down the line you could get a trion cannon (a trion artillery) to use it you needed the long range facility but this example was the only one in the first game. so i do agree we need more prerequisites like to have the monolith research you would need to research the laser weapon it uses (also rob stated that you need a special monolith construction ship to build it( you probably would research it)).
|
|
I Darkstar X
Junior Member
CEO of Darkstar Incorperated
Posts: 82
|
Post by I Darkstar X on Jul 11, 2018 14:55:32 GMT
Actually in the first game You could research trion and down the line you could get a trion cannon (a trion artillery) to use it you needed the long range facility but this example was the only one in the first game. so i do agree we need more prerequisites like to have the monolith research you would need to research the laser weapon it uses (also rob stated that you need a special monolith construction ship to build it( you probably would research it)). if memory serves, Trion was added later in the game's development, as a replacement for Heskethium. But yes, I agree that multiple prerequisites would spice up the technology tree progression quite enjoyably, but its still entirely up to Rob, and it is more important that his game match up with his vision for it.
|
|
|
Post by thexenomorphian on Jul 11, 2018 23:29:02 GMT
yeah i hope rob can work on his game as long as he wants because he has awesome ideas and good programming skills if there is a large amount of executrons for each company then you could play the game in fps mode with a large team and if that gameplay is possible then rob has basically made star wars battlefront 2 better than what EA made ( insert rude profanity towards EA. Executive Assault is better)
|
|
|
Post by Rob on Jul 16, 2018 21:11:25 GMT
The research is slightly different in Executive Assault 2, it still has a liner map however the top level research requires you to deploy a research outpost.
|
|
|
Post by thexenomorphian on Jul 17, 2018 2:54:24 GMT
but i thought in the first game you needed the research station in order to research the top stuff
|
|
|
Post by Rob on Jul 17, 2018 9:09:19 GMT
Oh that was just for the tech that goes inside it, this one actually blocks a fair chunk of the tech tree unless you build one
|
|
I Darkstar X
Junior Member
CEO of Darkstar Incorperated
Posts: 82
|
Post by I Darkstar X on Jul 17, 2018 17:24:25 GMT
Oh that was just for the tech that goes inside it, this one actually blocks a fair chunk of the tech tree unless you build one I like this idea of needing a tech outpost to access late-game tech a lot! It creates a "checkpoint" for strategy, so to speak, that few games can pull off. Is it just one needed or does more tech get unlocked with more outposts?
I am a bit sad though that the same linearity is present. But perhaps it is implemented in such a way that the Gigantilator discontinuity of EA1 does not arise. It could very well be the case, as I do not have a full picture of the tech tree to see for myself, haha!
|
|