OpenXcom Forum

Modding => Work In Progress => Topic started by: Hadan on September 27, 2013, 11:07:33 pm

Title: Brainstorming for slower technological progression
Post by: Hadan on September 27, 2013, 11:07:33 pm
Good evening,

after looking at all the new weapons and airplanes modders have added to the game, it started to bug me that most of the starting equipment becomes obsolete the instant you gain access to laser rifles and from there it only takes one landed ufo to give you all the possible research you need to get earths tech-level nearly on par with that of the aliens.

So I started to think about changes to the tech-tree to make the progress slower to keep earhts weapons in use longer. I also thought about some improved earth weapons, but I will keep that for a later time.

For reference, here is the present tech-tree:
https://www.ufopaedia.org/index.php?title=Research_Trees (https://www.ufopaedia.org/index.php?title=Research_Trees)

Some quick thoughts:
- Increase the research time for some core technologies
- Add more research that has to be done before Plasma can be researched (alien alloys, maybe E115), maybe add a basic topic "plasma technology"
- You have to interrogate some aliens before you can research parts of the UFO (Navigator for UFO Navigator, Engineer for the Power Source etc) - I know TFTD did this very badly, but without the bugs it might not be to bad  ;)
- You have to research mind probe before you can interrogate an alien

What do the community think, is this a plan worth thinking about?
Any more ideas for the tech-tree?

best regards
Hadan
Title: Re: Brainstorming for slower technological progression
Post by: Gifty on September 28, 2013, 12:36:54 am
I'm all for this, I think the game is at its most tense when you're still using puny Earth weapons, and that gets lost far too quickly. The big one from my perspective is delaying laser weapons; if you rush for them at the start of the game, you can often have laser pistols by the second or third mission, which is silly. They should take far longer to develop.

I actually don't mind the idea of requiring alien captures for certain technologies (as in the case of Navigator > Hyperwave Decoder), so long as it's not sadistically rigid or overwrought. Xenonauts uses this dynamic very well, with nearly every live capture having some sort of unique benefit, and I think that would be a good model to look at.

In any tech rebalancing discussion, there's also going to be the inevitable issue of the Heavy Plasma. There's got to be a way to make it harder to develop so it doesn't instantly overtake the standard Plasma Rifle and make it obsolete. I'd vote for increasing the research time generously, and making it a linear progression from Standard Plasma > Heavy Plasma, so you can't skip ahead.
Title: Re: Brainstorming for slower technological progression
Post by: kevL on September 28, 2013, 01:32:57 am
XcomUtil has what may be its most underused feature: Research Help.

The name may be ironic because far from helping, it increases research times tenfold (iirc). But then for alien techs whenever an appropriately ranked alien is captured live, a significant chunk of that increased time is reduced via interrogation of the alien. A sectoid leader, for example, might reduce research on Psi by 20% -- while a captured ethereal commander might reduce it 50%; any soldier might reduce research on alien grenades 50%, but a medic returns nada.

I regard this as an eventual must for my own style of gameplay: slower tech progress + need for live aliens. With those rules, it becomes vastly beneficial to have multiple, carefully chosen research projects on the go at the same time

However, earth-based laser tech doesn't benefit from captures -- i think it just gets the tenfold increase in time needed till completion.
Title: Re: Brainstorming for slower technological progression
Post by: OwenQ on September 28, 2013, 04:13:31 am
I've been thinking much along the same lines. I've been tinkering with my own personal Ruleset(s) ever since the wiki page showed up. I actually finished planning out what I wanted to do in terms of tech-tree rearrangement yesterday, and the OP and I seem to have some similar ideas. Here's the gist of what I've got;

Just to be clear, a major goal was to make Plasma weapons extremely special. Beyond making them harder to research, I removed the ability to manufacture them, and intend to play with the 'alien weapons are destroyed on death' option on. So basically, captured plasma only. I did add an extra tier of weapons to offset this (railguns), but they still aren't as wildly effective as plasma weapons.

As for research, the pertinent part of what I've got planned and hope to playtest sometime soon:

- Everything, except the Motion Scanner and Medi-kit, are locked behind either Alien Alloys or Elerium-115, if not both.
- Laser Weapons require Elerium-115. (This makes it about 3 times longer 'til you get Laser Weapons if I read the ruleset right; It also puts them on the road to better craft, but what can I do?)
- Any captured engineer, once researched, will unlock Plasma Theory and the UFO Power Source.
- Plasma Theory is one requirement for Plasma weapon unlocks; It's also a prerequisite for my Railguns.
- UFO Construction no longer requires UFO Navigation (furious handwaving about making do with earth radar or something)
- The Lightning project now comes before the Firestorm project, which sort of 'forces' its use.
- Firestorms DO require UFO Navigation which...
- Snakemen or Muton Engineers (and the apparently-theoretical Ethereal Engineers) unlock UFO Navigation and, along with Plasma Theory, allow you to finally be able to research those captured plasma weapons. (This is pretty much a straight-up gamist make it rare/later in the game type thing)
- Plasma Weapons follow the Laser precedent of Pistol unlocks Rifle unlocks Heavy (as Gifty suggested)

This is the gist of what would be pertinent to the base game, I think. I haven't messed with how long it takes to acquire techs as yet as I want to see how there being a more complicated tree affects the pace of the game.

I hadn't thought of making the Mind Probe be a prereq for interrogation, and it's an idea I'd love to steal. I considered getting really nasty and requiring any alien corpse research to unlock the Alien Containment facility as well, but that might be a tad much.

Another idea I toyed with (but ultimately decided against) was to require Alien Medic research for a set of more effective versions of Earth weapons, based on the idea of learning more about alien physiology.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on September 28, 2013, 08:34:43 am
I was trying to do a similar thing... I added several "layers" of technological understanding, basically meta-research subjects which would take a while to research and allow research of more complicated technologies. I called them "basic elerium tech", "advanced elerium tech", "nasic plasma tech", "advanced plasma tech", "elerium fusion tech" and "elerium gravity tech".

Then I tried to make alien weapons non-usable, instead adding the possibility to retrofit a captured weapon to make it usable - basically adding a manufacture item that uses the alien weapon and manufactures a human-usable weapon.

I haven't successfully created the ruleset yet, though - it crashes the game on startup :) probably tried to add too many things at once and made some stupid mistakes in there somewhere.


Maybe we could bundle our efforts and create one "longer game" ruleset together?
Title: Re: Brainstorming for slower technological progression
Post by: Gifty on September 28, 2013, 11:24:26 am
I considered getting really nasty and requiring any alien corpse research to unlock the Alien Containment facility as well, but that might be a tad much.

I actually am a big fan of this idea; create an "alien biology" tech that opens up once you recover a corpse. It'd be available after just one mission, so it really wouldn't set the player back dramatically, but it would add to that frantic feel of racing against the clock by eating up precious early-game research time, and makes very good story sense (we'd know better how to contain an alien once we've actually gotten a look at one). It is pretty nasty, though. :P

I'm also partial to the idea of plasma theory being required for plasma weapons; I think making plasma research more symmetrical with laser research in general is a good thing.
Title: Re: Brainstorming for slower technological progression
Post by: Hadan on September 28, 2013, 01:09:20 pm
Wow, talk about a hornets nest  ;D

Some excellent ideas here, I will try to compile them into a list later.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on September 28, 2013, 01:57:53 pm
I too like the idea that you need an alien body to research alien containment before you can hold a live alien. Actually, I think you should have researched alien alloys before being able to contain a chryssalid or a silacoid :D

Maybe we could also add random events that can occur when having live aliens in the containment. Breakouts or base infestations come to mind. Remember those eggs the snakemen have inside? Perhaps they could deposit them in an unsecured airduct, and suddenly your base is attacked by snakemen from the inside...

Ah, back to my version, to clarify it further: you need basic plasma tech to retrofit an alien plasma weapon (simply replace the trigger with something humans can handle). Those retrofitted weapons use the same ammo, but they aren't as accurate as the alien weapons. Once you researched advanced plasma tech and basic elerium tech, you can manufacture your own plasma weapons.
Title: Re: Brainstorming for slower technological progression
Post by: Hadan on September 28, 2013, 02:09:01 pm
Ah, back to my version, to clarify it further: you need basic plasma tech to retrofit an alien plasma weapon (simply replace the trigger with something humans can handle). Those retrofitted weapons use the same ammo, but they aren't as accurate as the alien weapons. Once you researched advanced plasma tech and basic elerium tech, you can manufacture your own plasma weapons.
On one hand I really like this idea, on the other hand all non-terror-aliens have "normal" hands with fingers & opposable thumbs, so a plasma weapon should be pretty easy to use so restricting its use would make little sense lore-wise.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on September 28, 2013, 02:20:27 pm
I was actually thinking that those weapons don't have a mechanical trigger at all, instead relying on some kind of psi-related activation circuit, possibly available after researching psi (or perhaps mind probe?).
I had also thought about actually needing an alien weapon and a mind probe to construct a human weapon - would finally give some use to the mind probe :)
Title: Re: Brainstorming for slower technological progression
Post by: MKSheppard on September 28, 2013, 09:35:19 pm
Make alien alloys play a much increased role in the game.

There are so many things that alien alloys could be used for in real life!

For example, the "autocannon".  In real life when they adopted Titanium for some parts in the M134 minigun (what is used in PREDATOR), the weight of the gun dropped from 62~ lbs to 41~ lbs. Weight reductions would be more with alien alloy, making it possible for the minigun to actually be a "man portable personal weapon" weighing about 30~ pounds.

Also, alien alloys could be used to create advances in battery technology, whether through conventional rechargeable batteries via replacing conventional nickel or lithium plates in batteries with Alien Alloys.

Or, you could use alien alloys in something a bit more unconventional -- the Mark 50 torpedo for the US Navy used a Stored Chemical Energy Propulsion System (SCEPS) which had a small tank of sulfur hexafluoride gas sprayed over a block of solid lithium. This reaction caused enormous quantities of heat, which was used to drive a rankine cycle engine; and because the reactant byproducts took up less space than the original reactants....it was pretty much closed cycle.

So imagine having to "load" a 99 round SCEPS into your laser rifles. This would explain how we somehow got man portable lasers with the power density necessary to kill other living things at long ranges, yet not need an extension cord leading from the skyranger!
Title: Re: Brainstorming for slower technological progression
Post by: MKSheppard on September 28, 2013, 09:38:41 pm
I was actually thinking that those weapons don't have a mechanical trigger at all, instead relying on some kind of psi-related activation circuit, possibly available after researching psi (or perhaps mind probe?).

I had also thought about actually needing an alien weapon and a mind probe to construct a human weapon - would finally give some use to the mind probe :)

That's actually brilliant -- and explains why we don't just capture a Plasma Rifle and then immediately turn around and give it to a squaddie; because it's pretty obvious where the magazine goes, what the magazine is; and how you point and aim the rifle and fire it.

EDIT: And if weapons have a psi-trigger, then what's stopping the weapon from being psonically linked to it's user's health?

Basically, if the Psi trigger detects that it's authorised user has expired suddenly; and if it doesn't get "reset" by an engineer within a certain amount of time; then it automatically destroys itself. You'd still be able to figure out some rudiments of how the system works from the self-destroyed guns, but you'd be missing a lot.
Title: Re: Brainstorming for slower technological progression
Post by: MKSheppard on September 28, 2013, 09:58:19 pm
I too like the idea that you need an alien body to research alien containment before you can hold a live alien. Actually, I think you should have researched alien alloys before being able to contain a chryssalid or a silacoid :D

Once again, you're brilliant.

"Alien Containment" I think is a misnomer. It's not just about keeping an alien in a steel-walled tank for us to poke at it. It's keeping it *alive*; which means more than just pumping in air. You have to give it food and liquids to keep it alive over a decent period of time. Corpses could be analyzed for their stomach contents and this could be used to develop "Alien Food Substitutes" that you feed them.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on September 28, 2013, 10:39:32 pm
precisely :)

so we'd have a perfectly sound explanation to why the gun cannot simply be used by humans and why it can only be obtained from a captured live alien.

now, about the tech tree... I would do something like this:

completed research on any alien weapon + corresponding ammo (+ maybe "alien alloys"?) yields research project "alien weapon tech"

"alien weapon tech" + "alien weapon xy" researched allows retrofitting of that weapon (manufacturing of "retrofitted xy", which uses 1 item "xy" + maybe 1 unit of alien alloys)

retrofitted weapon has reduced accuracy and increased TU use, because it replaces the thought-activated aim and trigger mechanism by a simple mechanical trigger

"elerium 115" + "any pair of plasma weapon + clip" researched yields research project "elerium plasma tech"

"elerium plasma tech" + "alien weapon tech" + "any pair of plasma weapon + clip" + "mind probe" researched allows manufacture of "human plasma weapon xy" and corresponding clip

manufacture of human plasma weapon xy needs "mind probe"

human plasma weapon has normal accuracy and TU use, but maybe reduced damage? is that even possible when using the same ammo?

"elerium 115" + "blaster bomb" + "blaster launcher" yields new research topic "elerium fusion tech"

"elerium fusion tech" allows manufacture of "blaster bomb"
"elerium fusion tech" + "alien weapon tech" allows retrofit of "blaster launcher"

retrofitted blaster launcher is a direct-fire weapon! waypoint programming is too complex and requires further research

"elerium fusion tech" + "alien weapon tech" + "blaster launcher" + "mind probe" yields new research project "mind-guided missiles"

"mind-guided missiles" allows construction of "human blaster launcher"
"mind-guided missiles" yields research project "fusion ball launcher" (the craft weapon)

Title: Re: Brainstorming for slower technological progression
Post by: OwenQ on September 28, 2013, 11:22:20 pm
I really like the psionic-linked guns; I was going to attribute it to some sort of genetics thing, which is about as feasible and supported in the lore. My only concern is whether Mind Probes are one of those things that dry right up as you go later in the game; I honestly can't remember. It also gives you a reason to hold on to them despite their large sale price. My other only concern ( :P ) is that it does mean that the end of the tech tree convenes around psionics. That may just be a personal foible though.

To answer moriarty's question, I don't think there's a way to have a gun determine the amount of damage dealt if it has a clip; It tried giving a pistol power 250 and it seems to be using the power listed for the pistol clip.

Personally one thing I'd like to see come out of this topic is a sort of baseline 'Marathon' ruleset for research. No new actual game items, just a reshuffled tech tree, possibly with new "layers", as moriarty called them which are essentially point-eaters that get some fluff in the UFOPaedia. The goal here would be to get a significant period of game time between tech 'tiers'. Hopefully this would allow for other people to make compatible mods that insert new items for rebalancing purposes into certain points of this baseline tech tree. The layers would make this fairly easy; just decide whether your new items are, say, Basic Elerium or Elerium Fusion and they branch from that topic.

I think having the game take longer is something a lot of folks can agree on while I imagine all of us have a different tack to take for new content. Hopefully this way we'd get some variety that would be fairly easy to just plug-and-play to get compatible. (or I may be overthinking the whole thing; I dunno)
Title: Re: Brainstorming for slower technological progression
Post by: Gifty on September 29, 2013, 01:58:44 am
I'm still slightly skeptical about the retrofitting stuff; I don't think there's an airtight explanation as to why it's necessary. The psionics angle is smart, but half the gun-wielding aliens have no psionic ability. Mutons in particular are pretty explicitly handicapped in this area.

Gameplaywise, I also think a lot of this stuff would get unnecessarily convoluted, and hard to present clearly in-game. I still think the best way to go is to have it mirror laser research, but perhaps give each weapon a manufacturing restriction which must be unblocked by a separate tech. The resulting tree would look like this:

Plasma Theory

Plasma Pistol  → Clip  → Manufacture

Plasma Rifle  → Clip  → Manufacture

Heavy Plasma  → Clip  → Manufacture

etc.

Coupled with an increase in research time aross the board, this would extend plasma research while keeping it simple. The manufacture step makes you choose between mass-producing a smaller gun, or rushing to the next gun. This would work best if plasma weapons were made rarer by self-destructing when the user dies, as in the Firaxis game. This would make live captures necessary in order to get a functioning unit, and increase the importance of manufacturing your own, since there's less to be scavenged in the field. This is kind of getting into a whole other topic, though. :P
Title: Re: Brainstorming for slower technological progression
Post by: OwenQ on September 29, 2013, 07:10:02 am
I'm not a big fan of the retrofitting thing either - except as a way to introduce a distinct tier of power (or different class of weapons entirely), though the complexity might appeal to some. I do sort of like the idea of humans having to make do with a weaker version rather than outright capturing it. That would give the aliens some slim advantage, too, which they seem to need.

That's part of why I want to stick to messing with research and keeping it somewhat simple/streamlined; then folks can slap on whatever they like in a companion ruleset.

As an aside on the psionic fluff thing, I had a similar misgiving and then figured the reasoning that the mechanism was similar to the mind probe was good enough; all races can use that, can't they? (Then again UFOPaedia says they only appear on scouts and are phased out in the late game, so maybe I'm wrong).

I like Gifty's proposal to add a separate research step for manufacturing - I think that adequately restricts plasma weapons for a baseline mod. I'd ditch having to research the clip entirely, though - that always struck me as rather arbitrary (why would you only research every part of the gun except the part that can actually kill things?). Just roll the time into the gun research (which is what I did myself).
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on September 29, 2013, 11:10:31 am
I'm still slightly skeptical about the retrofitting stuff; I don't think there's an airtight explanation as to why it's necessary. The psionics angle is smart, but half the gun-wielding aliens have no psionic ability. Mutons in particular are pretty explicitly handicapped in this area.

as OwenQ already said, I wouldn't tie this into psionics, more like an application of the circuitry of the mind probe, which isn't tied into the whole psionic story.


Gameplaywise, I also think a lot of this stuff would get unnecessarily convoluted, and hard to present clearly in-game. I still think the best way to go is to have it mirror laser research, but perhaps give each weapon a manufacturing restriction which must be unblocked by a separate tech.

I would agree if it was a technology line that was being developed by humans, but since we are only reverse-engineering it, there really isn't a reason we would need plasma pistol research in order to use a heavy plasma, if we have a heavy plasma to take apart. my reasoning was: once we have a weapon plus its ammo researched, we know how it works in general. at that point we should be able to use it (which is the way the original game does it).

so to prevent the player from having heavy plasma right from the start, I figured that the weapons should have some kind of trigger mechanism that isn't workable by humans, hence the "thought-action" trigger. once you understand the weapon, though, you should be able to replace the trigger mechanism... only later, with more understanding of the process, would you be able to manufacture your own plasma weapons, including the craft / HWP / base defence versions.


Quote from: OwenQ
I'd ditch having to research the clip entirely, though - that always struck me as rather arbitrary (why would you only research every part of the gun except the part that can actually kill things?). Just roll the time into the gun research (which is what I did myself).

well, if you want to roll it into the gun research, what happens if you only recover an empty gun? that shouldn't be able to give you full research of the system. you would have to make the gun AND its clip the research requirement, but then again you couldn't research anything if you only recovered one of the two, which is kinda stupid, too. I think there's really no way around the current system, that you need to research both items separately.

if we opt for simply adding a "manufacturing XY" step, I'd vote for making the following things the requirement for the research of "manufacturing XY":
- weapon XY clip
- weapon XY
- elerium-115
- alien alloys
- elerium-115 plasma technology (for plasma weapons) or elerium-115 fusion technology (for blaster bomb) or elerium-115 stun technology (for small launcher)

...interesting point: should you also need elerium-115 fusion technology for manufacturing of alien grenades?
Title: Re: Brainstorming for slower technological progression
Post by: mercy on September 29, 2013, 02:55:33 pm
Warboy added an Advanced Options feature: alien weapon destruction high chances at aliens death  just like in XCOM: EU   That was a great idea to slow down XCOM hauling home 10 tonnes of alien tech from first crash.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on September 29, 2013, 03:02:29 pm
alien weapon destruction high chances at aliens death  just like in XCOM: EU

where did you find that? I only see the option to turn "weapon destruction on alien death" on or off, nothing about chances. and this option has been there for a while...
Title: Re: Brainstorming for slower technological progression
Post by: MKSheppard on September 29, 2013, 08:09:07 pm
I'm still slightly skeptical about the retrofitting stuff; I don't think there's an airtight explanation as to why it's necessary. The psionics angle is smart, but half the gun-wielding aliens have no psionic ability. Mutons in particular are pretty explicitly handicapped in this area.

Thing is, even people who have virtually no psonic abilities can use the MIND PROBE and get a 100% success rate. I'd imagine that is also the case with the psi-lock/psi-trigger on the guns.
Title: Re: Brainstorming for slower technological progression
Post by: Gifty on September 30, 2013, 12:13:13 am
as OwenQ already said, I wouldn't tie this into psionics, more like an application of the circuitry of the mind probe, which isn't tied into the whole psionic story.

Damn, this is a good point. The mind probe angle is solid. Consider me persuaded on the thought-trigger stuff. :P

Quote
I would agree if it was a technology line that was being developed by humans, but since we are only reverse-engineering it, there really isn't a reason we would need plasma pistol research in order to use a heavy plasma, if we have a heavy plasma to take apart. my reasoning was: once we have a weapon plus its ammo researched, we know how it works in general. at that point we should be able to use it (which is the way the original game does it).

This is also a good point. From a story perspective I completely agree, my only misgiving is that players will simply jump straight to Heavy Plasma if given the choice, just as they do currently. I guess my point is that we can delay heavy plasma, but that doesn't make the other plasma weapons worth researching. If every plasma weapon is delayed equally, then we're back where we started with heavy plasma being the undisputed best option.

Quote
if we opt for simply adding a "manufacturing XY" step, I'd vote for making the following things the requirement for the research of "manufacturing XY":
- weapon XY clip
- weapon XY
- elerium-115
- alien alloys
- elerium-115 plasma technology (for plasma weapons) or elerium-115 fusion technology (for blaster bomb) or elerium-115 stun technology (for small launcher)

...interesting point: should you also need elerium-115 fusion technology for manufacturing of alien grenades?

This is a good idea, so long as the fluff steps are kept pretty clean and intuitive. Maybe something (roughly) like this:

Elerium 115
↓                    ↓
Elerium Bombs          Elerium Guns
↓                               ↓
Alien Grenade           Plasma Theory
↓                               ↓
etc.                           etc.

Obviously some other prerequisites would tie in along the way, like alloys for gun research and so on. If we wanted to get really nasty, we could split certain weapons between the two branches; say, stun bombs are a "bomb" technology, but the launcher is a "gun" technology, so you've got to keep up with both branches.

Later on down the road this would lead to a "fusion weapons" fluff tech, unlocking the "blaster > bomb > manufacture" bit. But besides that, I think most of the alien weapons could be nestled into the "elerium bomb/gun" ladder (minus the psi stuff). Also, I wouldn't think of alien grenades as fusion technology. They seem like a pretty basic elerium explosive.

Title: Re: Brainstorming for slower technological progression
Post by: moriarty on October 03, 2013, 12:20:28 am
okay, after a lot of trial-and-error I have started playtesting a ruleset that I think does what I want it to do... I'll share it with you, but since it is very much work-in-progress, don't expect it to be perfect.

I'll try to sum the included changes up tomorrow, but right now I'm just going to throw it at you in case you want to try it :)

EDIT: added "Tank Weapon" name strings


EDIT2: okay, a try at summing up the changes:

1) you cannot use the plasma weapons after researching them: the alien guns use a thought-activated trigger that only reacts to the brain-waves of the designated user, and we don't understand the circuits)

2) once you researched one weapon and its clip (small launcher/stun bomb and blaster launcher/blaster bomb qualify, too) and alien alloys, you can research "alien weapon technology"

3) research of "alien weapons technology" gives you an insight in the trigger mechanism: you can now retrofit those captured weapons you already researched (again, need to have researched weapon and clip) by simply bypassing the thought-activation mechanism. you can use the retrofitted versions, but they are less accurate and use more TUs. oh, that doesn't work for the blaster launcher, of course, that one is too complicated :)

4) once you researched "alien weapons technology and "mind probe", you can research "advanced alien weapons technology"

5) "advanced alien weapons technology" shows that the mind probe can be used to emulate the thought-trigger functions. you can now produce your own versions of the alien weapons (those you understand)

6) to manufacture an alien weapon, you need one mind probe per weapon as a base material, to manufacture the trigger system (because we just aren't capable of creating the circuits, just use them)

7) once you researched one plasma weapon and its clip and elerium-115, you can research "elerium plasma technology". this enables you to replicate the plasma clips you already researched. also, once you researched "advanced alien weapons technology", you can manufacture the human versions of the plasma weapons you understand.

8 ) blaster launcher and blaster bomb, once researched, allow you to research "elerium fusion technology", which then allows you to research human blaster weapons

9) for laser, plasma and blaster weapons, the craft weapons and HWP weapons have been split up into separate research subjects.

10) speaking of HWP weapons: I added tracked HWPs with plasma and launcher turrets, and hovertanks with laser cannons, because why not? (haven't tried them yet, though, so I cannot guarantee that they are working as intended :) )

11) having researched "alien alloys" and "elerium-115" and "ufo power source" allows you to research "elerium gravity technology"

12) "elerium gravity technology" gives your techies the knowledge of how to use of elerium for creating ellipsoid gravity fields: this allows the research of "new fighter craft" (aka firestorm), "new fighter transporter" (aka lightning) and "hovertank", all of which are seperate independent research projects now.

13) "elerium gravity technology" also allows research of "advanced elerium gravity technology", a really long project (2000 research points needed): this gives you the knowledge of how to create gravity fields of other shapes. this allows research of "flying suit" and "ultimate craft"



...I think that's just about it. again, this is work in progress... as I was writing this, I discovered several flaws in the .rul file, so it is now again updated :P

EDIT: found some more flaws, especially in my modified tanks not being defined as units, resulting in all kinds of crashes. ruleset updated :)
Title: Re: Brainstorming for slower technological progression
Post by: MFive on October 03, 2013, 06:08:55 am
okay, after a lot of trial-and-error I have started playtesting a ruleset that I think does what I want it to do... I'll share it with you, but since it is very much work-in-progress, don't expect it to be perfect.

I'll try to sum the included changes up tomorrow, but right now I'm just going to throw it at you in case you want to try it :)

looks great, i will give it a try, i have been working on a kind of 'light' research complexity mod but this is almost exactly what i would have liked it to be when it grew up, so i will give this a try :)
Title: Re: Brainstorming for slower technological progression
Post by: MFive on October 03, 2013, 09:26:54 am
forgot to add laser tank to the extra strings

STR_TANK_WEAPON_LASER: Tank Laser Weapon

other than that, looks great
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on October 03, 2013, 09:46:12 am
whoops, I'll add it. I'm sure that's not the only one I missed :)

EDIT: updated the file in the above post.
Title: Re: Brainstorming for slower technological progression
Post by: Hadan on October 05, 2013, 02:37:40 pm
Questions:
How do I distinguish between a tech needing both of 2 researched items or one of 2?

For example:
  - name: STR_FUSION_MISSILE
    cost: 880
    points: 25
    dependencies:
      - STR_BLASTER_LAUNCHER
      - STR_BLASTER_BOMB
This needs Blaster and Blaster bomb researched (unless I am completely wrong)

  - name: STR_PSI_LAB
    cost: 420
    points: 25
    dependencies:
      - STR_ETHEREAL_COMMANDER
      - STR_ETHEREAL_ENGINEER
      - STR_ETHEREAL_LEADER
      - STR_ETHEREAL_MEDIC
      - STR_ETHEREAL_NAVIGATOR
      - STR_ETHEREAL_SOLDIER
      - STR_SECTOID_LEADER
      - STR_SECTOID_COMMANDER
This need either one of these aliens to be researched.

What I am trying to do:
I would like to unlock a tech "Alien Containment" when Alien Alloys is researched and either sectiod corpse, floater corpse or snakeman corpse is researched.
Can I achieve this with "dependencies" like with
 - name: STR_PLASMA_CANNON_DEP1
    cost: 0
    dependencies:
      - STR_HEAVY_PLASMA
      - STR_HEAVY_PLASMA_CLIP
    unlocks:
      - STR_PLASMA_CANNON
  - name: STR_PLASMA_CANNON_DEP2
    cost: 0
    dependencies:
      - STR_PLASMA_RIFLE
      - STR_PLASMA_RIFLE_CLIP
    unlocks:
      - STR_PLASMA_CANNON
?
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on October 05, 2013, 02:43:55 pm
"unlocks" causes the mentioned research item to immediately become available, regardless of the other dependencies specified. yes, this is what you need to do:

make a new research item that acts as a dependency proxy (and is never visible): call it "alien_containment_requirement" or something, that costs 0 and gives 0 points. make the relevant corpses "unlock" your "alien_containment_requirement". now you have a kind of switch that activates once any of those corpses is researched.

then create your "alien_containment" research item with dependencies: alien_alloys and alien_containment_requirement.

:)
Title: Re: Brainstorming for slower technological progression
Post by: Hadan on October 05, 2013, 03:05:38 pm
/never mind, I think I know whats wrong.

Thanks!

I tried to implement this:
Under research:
  - name: STR_ALIEN_CONTAINMENT
    cost: 500
    points: 15
    dependencies:
      - STR_ALIEN_ALLOYS
      - ALIEN_CONTAINMENT_DEP1
  - name: STR_ALIEN_CONTAINMENT_DEP1
    cost: 0
  - name: STR_SUPPLY_SHIP
    cost: 0
    points: 50
    needItem: true
  - name: STR_SECTOID_AUTOPSY
    cost: 0
    points: 50
    needItem: true
    unlocks:
      - STR_ALIEN_CONTAINMENT_DEP1
  - name: STR_SNAKEMAN_AUTOPSY
    cost: 0
    points: 50
    needItem: true
    unlocks:
      - STR_ALIEN_CONTAINMENT_DEP1
  - name: STR_FLOATER_AUTOPSY
    cost: 0
    points: 50
    needItem: true
    unlocks:
      - STR_ALIEN_CONTAINMENT_DEP1

The problem is that STR_ALIEN_CONTAINMENT_DEP1 shows up as research topic right at the beginning of the game.
What did I do wrong?
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on October 05, 2013, 03:28:57 pm
you did not specify any dependencies for it. things without dependencies show up at the beginning... apparently even if their research cost is 0. this could be viewed as a bug, but in your case you should specify the dependencies, that is all three autopsy research subjects. it doesn't matter that all three are specified, because of the mechanics of the "unlocks" function.
Title: Re: Brainstorming for slower technological progression
Post by: Hadan on October 05, 2013, 03:44:35 pm
Thanks for your help.
There still seems to be an error.
I tried hooking the dependencies to CORPSE and AUTOPSY, but the research for Alien containment doesnt show up.

I attached the ruleset, maybe you could be so good and have a look on it.
Title: Re: Brainstorming for slower technological progression
Post by: Align on October 05, 2013, 06:07:04 pm
I already did pretty much what you want in my mod, though I decided to forego a middle-hand tech.
Code: [Select]
research:
  - name: STR_ALIEN_CONTAINMENT
    cost: 150
    points: 15
    dependencies:
      - STR_SECTOID_AUTOPSY
      - STR_SNAKEMAN_AUTOPSY
      - STR_FLOATER_AUTOPSY
      - STR_MUTON_AUTOPSY
      - STR_ETHEREAL_AUTOPSY
      - STR_CHRYSSALID_AUTOPSY
      - STR_REAPER_AUTOPSY
      - STR_CELATID_AUTOPSY

...

  - name: STR_SECTOID_AUTOPSY
    cost: 0
    points: 50
    needItem: true
    unlocks:
      - STR_ALIEN_CONTAINMENT

(and so on for the other autopsies)
...
ufopaedia:
  - id: STR_ALIEN_CONTAINMENT
    type_id: 6
    section: STR_BASE_FACILITIES
    requires:
      - STR_ALIEN_CONTAINMENT
    text: STR_ALIEN_CONTAINMENT_UFOPEDIA

...
facilities:
  - type: STR_ALIEN_CONTAINMENT
    requires:
      - STR_ALIEN_CONTAINMENT
    spriteShape: 1
    spriteFacility: 25
    buildCost: 400000
    buildTime: 18
    monthlyCost: 15000
    aliens: 10
    mapName: XBASE_08
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on October 05, 2013, 07:10:38 pm
well, you only require an alien autopsy, whereas Hadan wants Alien Alloys as an additional requirement...

it would be nice if there was a way to include building upgrades and special requirements... like the necessity to improve your alien containment with alien alloy shielding in order to contain the more... volatile... aliens (chryssalids, silacoids).

unfortunately, we don't have a way to prevent only certain aliens from being put in the standard containment, and we don't have building upgrades, and I don't think we have the possibility to have buildings require special materials for building, or do we?
Title: Re: Brainstorming for slower technological progression
Post by: Align on October 05, 2013, 09:01:51 pm
well, you only require an alien autopsy, whereas Hadan wants Alien Alloys as an additional requirement...
Ah, my bad. Then you want the autopsies to unlock the dependency tech, and have the proper tech depend on alloys and the dependency tech (neither should unlock the proper tech).

Don't know about the rest, or at least probably not without something deeper than ruleset editing.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on October 05, 2013, 09:10:15 pm
Thanks for your help.
There still seems to be an error.
I tried hooking the dependencies to CORPSE and AUTOPSY, but the research for Alien containment doesnt show up.

I attached the ruleset, maybe you could be so good and have a look on it.

your research topic lists the dependency as "ALIEN_CONTAINMENT_DEP1" where it should be "STR_ALIEN_CONTAINMENT_DEP1" 8)

Code: [Select]
  - name: STR_ALIEN_CONTAINMENT
    cost: 500
    points: 15
    dependencies:
      - STR_ALIEN_ALLOYS
      - ALIEN_CONTAINMENT_DEP1


other than that, everything appears to be fine :)
Title: Re: Brainstorming for slower technological progression
Post by: Hadan on October 06, 2013, 12:23:37 pm
Thanks, it works now  :)
it would be nice if there was a way to include building upgrades and special requirements... like the necessity to improve your alien containment with alien alloy shielding in order to contain the more... volatile... aliens (chryssalids, silacoids).
I wouldnt worry too much about Aliens with only "melee" weapons. Think about what an ethereal commander could do, even behind thick wall  :o
Title: Re: Brainstorming for slower technological progression
Post by: hstech on October 12, 2013, 02:40:36 pm
Basically, if the Psi trigger detects that it's authorised user has expired suddenly; and if it doesn't get "reset" by an engineer within a certain amount of time; then it automatically destroys itself. You'd still be able to figure out some rudiments of how the system works from the self-destroyed guns, but you'd be missing a lot.

I got an idea: Don't make it too obvious that the weapon destroyed itself. The weapon would appear normally as a research project however once researched it will turn out that it has been destroyed somehow and an alien engineer is necessary to figure out why it got destroyed and how to prevent that. Once researched, all self destructed weapons would be reduced to so much scrap alien alloys after the mission completes. The explanation would be that the self destruct mechanism destroyed the internals of the weapon while leaving the outside of the weapon largely intact.

Additionally, the weapon would self destruct immediately upon the death of its authorised user. Given the fact that aliens have enough resources to send a fully crewed and equipped battleship to your base several times a month (see https://www.ufopaedia.org/index.php?title=Known_Bugs#Never-ending_Retaliation_Bug (https://www.ufopaedia.org/index.php?title=Known_Bugs#Never-ending_Retaliation_Bug)), I would suggest that they will not bother to make their weapons reusable like this and make them rather disposable. Once the alien soldier dies, its weapon will die with it and that's it.

If you manage to capture a live alien with its weapon and research it, it would be possible to tell apart live weapons from the dead ones so you would be able to skip the dead weapon research necessity.

This would waste your research time if you did the most obvious thing: kill all aliens and then collect their corpses and their toys.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on October 27, 2013, 09:21:14 pm
I found some more flaws in my ruleset, so here's an updated one... I am also currently working on simplifying it, because the whole "alien plasma weapon" - "retrofitted plasma weapon" - "human plasma weapon" thing is just a bit too complicated in my opinion.

I suggest playing this ruleset with the option that destroys alien weapons when the alien dies.
Title: Re: Brainstorming for slower technological progression
Post by: mercy on October 28, 2013, 12:08:11 pm
Thank You. Trying this out as well. I love your mods!!
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on February 01, 2014, 04:52:35 am
I really, really don't like the "alien weapon is destroyed on death" mechanics. Sorry for the harsh words, but to tell you the truth it feels extremely unconvincing, forced and gamey. A pistol is a goddamn pistol, it can't just spontaneously burst into flames like a letter from a spy comedy show. And even if it could, enough would remain to investigate it anyway (especially if we had many of them).

However, I really like everything else in this thread. Despite some initial reservations, I like the "psionic trigger" idea, the "research alien corpse to enable Alien Containment" idea and so on. I'm only worried that the game might become too hard at some point - perhaps the aliens' progress could be slowed somewhat to accommodate for much slower research? Or maybe it wouldn't be as necessary?
Title: Re: Brainstorming for slower technological progression
Post by: Paddywhacker on February 03, 2014, 06:46:25 am
Wouldn't it be plausible that the alien weapons would have biometric sensors to lock them against misuse, and even to trigger self-destruction?  All the game needs is for it to be explained in a believable way.
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on February 03, 2014, 09:58:52 am
Wouldn't it be plausible that the alien weapons would have biometric sensors to lock them against misuse, and even to trigger self-destruction?  All the game needs is for it to be explained in a believable way.

>Able to reverse-engineer a power source based on exotic energies in under two months
>Unable to break a biometric lock in a lifetime

As you say, it should be believable. :)
Title: Re: Brainstorming for slower technological progression
Post by: Align on February 03, 2014, 05:45:47 pm
Well, if they use the plasma clip to overload and vaporize the weapon... I guess?
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on February 03, 2014, 07:35:01 pm
Well, if they use the plasma clip to overload and vaporize the weapon... I guess?

It'd either vaporize a crater around the alien corpse or not vaporize the weapon very well. :D
Title: Re: Brainstorming for slower technological progression
Post by: yrizoud on February 03, 2014, 09:10:55 pm
I'd rather like a system where interrogation of multiple alien soldiers is required to unlock the entire armory.
(I started experimenting with this idea, but it gets hairy very quickly...)
Title: Re: Brainstorming for slower technological progression
Post by: Maw on February 07, 2014, 08:09:29 am
Latecomer to the board and thread.

As a thought relating to the plasma weapons conundrum...

I have no problem with the ability to jump direct to Heavy Plasma in research - we have it there in front of us.

But, why not have research speed affected by following the research line?  Something like:

Overall, research time on pistol plus rifle with bonus, should be less than researching the rifle alone directly.  Similarly, researching riflle then heavy is quicker than heavy alone.  The big bonus that researching all three in series is quicker than jumping right to heavy first.

Thus, you can still research the heavy right up - particularly if its the only weapon you have.  It is still quicker to research the series if you have the weapons on hand.

Anyway, just thought I'd through this thought into the mix.
Title: Re: Brainstorming for slower technological progression
Post by: hszp on February 07, 2014, 04:05:04 pm
I have yet to try the weapon self-destruction option which seems to me to be a very good balancing factor (more difficult to research all alien artifacts and also less loot money that you could hire scientists for.)
Title: Re: Brainstorming for slower technological progression
Post by: Glorfindead on February 07, 2014, 05:45:01 pm
1. add a 2nd level of ballistic weapon that you can research after the "Alien Alloy" tech
2. Laser Weapon requires the "Elerium 115" tech
3. add a 3rd level of ballistic weapon requiring both "Laser Weapon", "Elerium115" and a new "Elerium powered ballistic" tech, ala 2mm EC from Fallout
4. having all of this unlock the "basic Plasma" tech, then "Plasma Pistol"+"Plasma Rifle". Unlock "Advanced Plasma"
5. "advanced plasma" unlocks "Heavy Plasma"

Wouldn't it be simpler?
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on February 07, 2014, 08:50:24 pm
1. add a 2nd level of ballistic weapon that you can research after the "Alien Alloy" tech
2. Laser Weapon requires the "Elerium 115" tech
3. add a 3rd level of ballistic weapon requiring both "Laser Weapon", "Elerium115" and a new "Elerium powered ballistic" tech, ala 2mm EC from Fallout

I like this part best. Will experiment at some point.
Title: Re: Brainstorming for slower technological progression
Post by: Aldorn on February 17, 2014, 09:12:22 pm
well, you only require an alien autopsy, whereas Hadan wants Alien Alloys as an additional requirement...

it would be nice if there was a way to include building upgrades and special requirements... like the necessity to improve your alien containment with alien alloy shielding in order to contain the more... volatile... aliens (chryssalids, silacoids).

unfortunately, we don't have a way to prevent only certain aliens from being put in the standard containment, and we don't have building upgrades, and I don't think we have the possibility to have buildings require special materials for building, or do we?

An idea...

If you find a way to do this, an idea could be to define alien containments specifically to any alien race :
- "Sectoid containment" facility
- "Sectopod containment" facility
...

Including a new research "alien containment technology", it would become
- "Sectoid containment" facility needs "alien containment technology" research + "Sectoid autopsy" research
- "Sectopod containment" facility needs "alien containment technology" research + "Sectopod autopsy" research
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on April 21, 2014, 12:59:03 pm
REBOOT


okay, modders, let's try and compile a list of ideas for a longer research story arc!

what I'd like to achieve:
- slower technological progression, forcing the prolonged use of earth-tech weapons
- a way to include other weapon rulesets so they gradually become available
- something that stops heavy plasmas from being kill-all super weapons :)
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 21, 2014, 01:08:51 pm
REBOOT


okay, modders, let's try and compile a list of ideas for a longer research story arc!

what I'd like to achieve:
- slower technological progression, forcing the prolonged use of earth-tech weapons
- a way to include other weapon rulesets so they gradually become available
- something that stops heavy plasmas from being kill-all super weapons :)

Well, we've started from scratch [/b]]here (https://openxcom.org/forum/index.php?topic=2027.0[b). :P We seem to have the same goals.

As for the HPG balance, I believe enabling UFOExtender accuracy does help a lot.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on April 21, 2014, 01:18:44 pm
yes, I read the thread, which is why I necro'd this one... I didn't want to spam Ktulu's thread with a discussion about the slow tech progress thing, which is only a part of what he's trying to achieve.

(I wanted to link to this thread in his thread, but my computer crashed while I was writing the post :P )
Title: Re: Brainstorming for slower technological progression
Post by: yrizoud on April 21, 2014, 04:04:24 pm
No matter how long you make research, as a player you will still determine "the" best research order, and use only this one for all your games...
For more variety, I tried something that would introduce a random element, but I didn't have the will to complete it...
The idea was to make some aliens carry "bit of knowledge" items that are tagged liveAlien (this is necessary so you can research more than one).
For example an "Alien weapon technology data" would use the "getOneFree" system to unlock a random item in the list:
- plasma pistol,
- plasma rifle,
 etc.
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 21, 2014, 05:54:02 pm
No matter how long you make research, as a player you will still determine "the" best research order, and use only this one for all your games...
For more variety, I tried something that would introduce a random element, but I didn't have the will to complete it...
The idea was to make some aliens carry "bit of knowledge" items that are tagged liveAlien (this is necessary so you can research more than one).
For example an "Alien weapon technology data" would use the "getOneFree" system to unlock a random item in the list:
- plasma pistol,
- plasma rifle,
 etc.

That's not a bad idea, actually it's pretty awesome. However, AFAIK it's not viable with ruleset only. Otherwise I'd be doing this by now :)
Title: Re: Brainstorming for slower technological progression
Post by: Falko on April 22, 2014, 01:41:15 am
if you add more clases STR_SECTOID_ENGINEER1, STR_SECTOID_ENGINEER2, STR_SECTOID_ENGINEER3, STR_FLOATER_ENGINEER1, .. that unlock (invisible?) ufotech[1-3] and name them the same as the original STR_SECTOID_ENGINEER,STR_FLOATER_ENGINEER,..
you cant differentiate between engineers with or without "extra-knowledge" and have to research until you got all 3 parts
at least i think it should work "with ruleset only" and i am not alone :)
[00:36] <Shoes_> you would essentially be adding new units to the game, that are identical in all respects except rank to already existing units
[00:36] <Shoes_> and then you would add reseach entries for each one, and then you would mod existing research entries
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 22, 2014, 01:46:00 am
if you add more clases STR_SECTOID_ENGINEER1, STR_SECTOID_ENGINEER2, STR_SECTOID_ENGINEER3, STR_FLOATER_ENGINEER1, .. that unlock (invisible?) ufotech[1-3] and name them the same as the original STR_SECTOID_ENGINEER,STR_FLOATER_ENGINEER,..
you cant differentiate between engineers with or without "extra-knowledge" and have to research until you got all 3 parts
at least i think it should work "with ruleset only" and i am not alone :)

Hmmm... This is brilliant (if painful to code). But wouldn't creating more alien ranks need additional code?
Title: Re: Brainstorming for slower technological progression
Post by: Shoes on April 22, 2014, 01:50:06 am
You're adding new units that are copies of old ones, but with a unique "type". As far as I know, you would not need to create new ranks (although I am sure you can mod that).
Title: Re: Brainstorming for slower technological progression
Post by: yrizoud on April 22, 2014, 11:05:09 am
The same Live aliens can be researched an infinite number of time - even when the getOneFree list is complete. But if you create specific "data pod" items which all look alike, it would be a nice trick to randomize the discoveries.
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 22, 2014, 11:11:24 am
You're adding new units that are copies of old ones, but with a unique "type". As far as I know, you would not need to create new ranks (although I am sure you can mod that).

Sorry, but what is "type" exactly? We have the races, which are then subdivided into ranks (called "members" - STR_SNAKEMAN_SOLDIER, STR_SNAKEMAN_NAVIGATOR etc.). Neither seem to be applicable here.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on April 22, 2014, 02:51:08 pm
If it's possible to introduce new Aliens in this way (and I agree, they would be new ranks. if it's an "alternate engineer", that can only mean a new rank.), it would emulate a kind of random research result. that would be nice.

however, back to the problem of slowing the technological progression without introducing "empty layers"... maybe the introduction of "empty layers" is actually the only way? if we fluff the empty layers out with some text, and form a true research tree with diverting and re-combining branches, we could use the empty layers as starting points for new weapons.

an example:
first analysis of a plasma weapon and corresponding clip would allow research of "plasma physics" (as well as allowing the use of said captured devices)

analysis of elerium would give you "metacritical physics"

"plasma physics" is primarily an "empty layer"; it gives you a fluff text, and opens three new research topics: "plasma generation" (which only becomes available if you researched "metacritical physics"), "plasma containment" and "plasma focusing"

"plasma generation" can also become available from analysis of alien grenades OR blaster bombs (and, of course, "metacritical physics")

"plasma generation" allows construction of alien grenades
"plasma generation" PLUS "plasma containment" allows re-creating previously researched plasma clips
"plasma generation" PLUS "plasma containment" PLUS "plasma focusing" allows re-creating previously researched alien plasma weapons, but also opens new research topics: "advanced plasma focusing" for plasma sniper weapons and "large-scale plasma weapons" for craft and base defence versions

...this way, we already split the plasma weapon technology in several parts, of which there is only one truly empty layer.
The HWP plasma weapon should become available when you are capable of building the Heavy Plasma weapon. (For that matter, I think that the HWP should simply be a weapon-carrier, which you can outfit with one weapon of your choice. Why not send a Plasma Pistol HWP into battle? Maybe it could be a little bit faster if equipped with a pistol?)

of course, a real research tree would need to be carefully balanced.

What do you think?
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 22, 2014, 06:11:53 pm
If it's possible to introduce new Aliens in this way (and I agree, they would be new ranks. if it's an "alternate engineer", that can only mean a new rank.), it would emulate a kind of random research result. that would be nice.

Yeah, it would be nice, but it would also be a hell of a work. You would need to make new entries everywhere, including mission loadouts etc. I don't really think the gain is work all that effort, especially since it would mean incompatibility with pretty much every other mod. I'd rather wait for the devs to code in random treasure. ;)
(Unless someone else does it. Then I might consider this option. :P )

however, back to the problem of slowing the technological progression without introducing "empty layers"... maybe the introduction of "empty layers" is actually the only way? if we fluff the empty layers out with some text, and form a true research tree with diverting and re-combining branches, we could use the empty layers as starting points for new weapons.

The problem with empty levels - or in this case empty research topics - is that they're simply not fun. It's not just my own opinion (although I do agree), but also confirmed by many sources. It may be clever as fluff, but it's just bad game design; you don't do it, because it looks unprofessional.
Therefore I believe that perhaps not 100%, but at least 90% of research should give you something. X-Com is a very to-the-point game, with almost all research giving you concrete applications. I believe we shouldn't deviate from it.

Having said that, I am all for clever fluff and logical research trees. These things are not mutually exclusive. :)
Title: Re: Brainstorming for slower technological progression
Post by: Shoes on April 22, 2014, 07:09:11 pm
Sorry, but what is "type" exactly? We have the races, which are then subdivided into ranks (called "members" - STR_SNAKEMAN_SOLDIER, STR_SNAKEMAN_NAVIGATOR etc.). Neither seem to be applicable here.

I am talking about the ruleset. The alien "Sectoid Soldier" has type "STR_LIVE_SECTOID_SOLDER" with race "STR_SECTOID" and rank "STR_SOLDIER" (or something, I am making this up from memory). The race and rank are simply there for display purposes; when you interrogate a live sectoid soldier, the code looks to see if you have an alien of type "STR_LIVE_SECTOID_SOLDER". Another soldier, identical in every respect except for having type "STR_LIVE_SECTOID_SOLDER_2" could be added, simply to be required by research.
Title: Re: Brainstorming for slower technological progression
Post by: Falko on April 22, 2014, 11:07:01 pm
another idea to slow down technology advancement without empty results
you cant use alien weapons but can research different guns/ammo types
similar to the toxi gun in apocalypse (the clipA was meh, clip B needed ~5 life/dead alien researched and was good, clipC with max damage needed all aliens dead/alive researched)
Title: Re: Brainstorming for slower technological progression
Post by: Avalanche on April 23, 2014, 02:20:05 am
I've been lurking with this thread for a couple of weeks, but I just had an idea earlier today which (hopefully) could be useful. I have no idea about how actually making mods works, so this might be impossible, but here it goes.

It seems to me that there are two primary goals in mind here. One is to make the game longer, without just putting a lock on research. Two is to keep players from just going the "heavy plasma= win" route. Might it be possible to make some new aliens which are heavily resistant to plasma, and mix them into some missions? This would encourage players to diversify their loadouts, and would give some older equipment a chance to shine. You could even combine it with the gauss weapon mod which popped up earlier today. Now you've got a few new tech branches and weapons, a reason to carry plasma, lasers, and armor piercing weapons into battle, and the new alines could break up the monotony which might seep into an extra long game.

Does this seem like it might be possible to do, or is it just asking too much from the old engine?
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 23, 2014, 03:16:09 am
Hello Avalanche, welcome to the forums! (Cool nick by the way. :D )

I've been lurking with this thread for a couple of weeks, but I just had an idea earlier today which (hopefully) could be useful. I have no idea about how actually making mods works, so this might be impossible, but here it goes.

It seems to me that there are two primary goals in mind here. One is to make the game longer, without just putting a lock on research. Two is to keep players from just going the "heavy plasma= win" route. Might it be possible to make some new aliens which are heavily resistant to plasma, and mix them into some missions?

Yep, definitely possible! Well, it would be much work - AFAIK, the only full-fledged new race mod in existence is Robin's Cover Alien mod - but yeah, it can be done.

This is an interesting approach to the problem anyway: from the other end. :)

This would encourage players to diversify their loadouts, and would give some older equipment a chance to shine.

Do you mean lasers as well, or just armour piercing?

You could even combine it with the gauss weapon mod which popped up earlier today.

Yep, that's partially why I was asking. ;)

Now you've got a few new tech branches and weapons, a reason to carry plasma, lasers, and armor piercing weapons into battle, and the new alines could break up the monotony which might seep into an extra long game.

Does this seem like it might be possible to do, or is it just asking too much from the old engine?

As I said: perfectly doable, if not easy. Perhaps we can use TFTD aliens for that? Tasoths? Maybe modify Ethereals to be extra-resistant to plasmas (psi fields, duh) and add Tasoths as well as Lobstermen as more normal high-level races?

Anyway, while the idea of plasma-resistant high-end aliens is interesting, I believe we should tackle the problem from the other end as well, I mean delaying progress during early stages.
Title: Re: Brainstorming for slower technological progression
Post by: Avalanche on April 23, 2014, 06:55:47 am
Well, I was kind of thinking that we could keep lasers in the mix, in addition to plasma weapons and the new gauss weapons. The old laser rifles don't pack quite the punch that the plasma guns do, but they've still got enough output that they're not totally worthless (like the starting firearms would be by the midgame). Perhaps there could be an "advanced laser weapons" tech branch that could up their power a bit? Maybe a laser machine gun which fires off larger bursts than the standard 3? Just something to spice things up a bit.

As for the Terror from the Deep units, I think that's a great idea. I was actually playing the Piratez mod an hour ago, and I ran into a terror unit from TFTD, so it seems like it's possible to use them. If nothing else, it shouldn't be that hard to just make a pallet swap of a preexisting race and give it new stats to use as a placeholder until some new aliens pop up, right?

In regards to keeping the player from progressing too quickly early on in the game, I'm not totally certain what can be done, other than adding a couple of empty layers towards progression (which has already been suggested). I do agree that something should be done though. The community has put a ton of effort into making new guns, but almost all of them wind up getting tossed by the wayside. I downloaded a bunch of the new guns the other day (submachine gun, machine pistol, magnum, assault rifle, and so on), but I literally had laser pistols by the time I had my first mission, and the lasers were better across the board. By the second mission I had laser rifles, and the only reason to keep using conventional guns was as a self imposed challenge.
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 23, 2014, 03:21:47 pm
Well, I was kind of thinking that we could keep lasers in the mix, in addition to plasma weapons and the new gauss weapons. The old laser rifles don't pack quite the punch that the plasma guns do, but they've still got enough output that they're not totally worthless (like the starting firearms would be by the midgame). Perhaps there could be an "advanced laser weapons" tech branch that could up their power a bit? Maybe a laser machine gun which fires off larger bursts than the standard 3? Just something to spice things up a bit.

Yeah, I made something like this in my Minugun mod: a Scatter Laser, which is, well, a laser mingun. :) It's not online yet, because I haven't tested it properly, but I was thinking along the same lines. I can't really gaue its power yet though.

As for the Terror from the Deep units, I think that's a great idea. I was actually playing the Piratez mod an hour ago, and I ran into a terror unit from TFTD, so it seems like it's possible to use them. If nothing else, it shouldn't be that hard to just make a pallet swap of a preexisting race and give it new stats to use as a placeholder until some new aliens pop up, right?

Using TFTD aliens is perfectly viable, but I imagine time-consuming, as they use a different colour palette and a different sprite structure. It's just a matter of effort really. (And we can't have real Lobstermen yet, because we don't have the code to allow an alien having a natural weapon and normal weapons at the same time.)

Making new aliens with changing a palette would be a poor man's solution, and frankly I am opposed to this one... But maybe, as a temporary measure...

In regards to keeping the player from progressing too quickly early on in the game, I'm not totally certain what can be done, other than adding a couple of empty layers towards progression (which has already been suggested). I do agree that something should be done though. The community has put a ton of effort into making new guns, but almost all of them wind up getting tossed by the wayside. I downloaded a bunch of the new guns the other day (submachine gun, machine pistol, magnum, assault rifle, and so on), but I literally had laser pistols by the time I had my first mission, and the lasers were better across the board. By the second mission I had laser rifles, and the only reason to keep using conventional guns was as a self imposed challenge.

If we want to do it the brutal way, then instead of including empty research, why not simply increase the cost of the Laser Weapons tech (and possibly each laser weapon tech too)drastically - say, by 400%? The result would be the same, but it would be much neater.
Title: Re: Brainstorming for slower technological progression
Post by: Falko on April 23, 2014, 08:10:53 pm
how about this:
instead of including more races change the dependencies to include researched alien-knowledge (e.g. UFO needed for new crafts)
Code: [Select]
  - name: STR_FLOATER_NAVIGATOR
[..]
    getOneFree:
      - STR_ALIEN_RESEARCH
      - STR_ALIEN_HARVEST
      - STR_ALIEN_ABDUCTION
      - STR_ALIEN_INFILTRATION
      - STR_ALIEN_BASE
      - STR_ALIEN_TERROR
      - STR_ALIEN_RETALIATION
      - STR_ALIEN_SUPPLY
      - STR_EMPTY_NAV_TECH00
      - STR_EMPTY_NAV_TECH01
      - STR_EMPTY_NAV_TECH02
      - STR_EMPTY_NAV_TECH03
      - STR_EMPTY_NAV_TECH04
      - STR_EMPTY_NAV_TECH05
      - STR_EMPTY_NAV_TECH06
      - STR_EMPTY_NAV_TECH07
      - STR_EMPTY_NAV_TECH08
      - STR_EMPTY_NAV_TECH09
      - STR_EMPTY_NAV_TECH00
      - STR_EMPTY_NAV_TECH11
      - STR_EMPTY_NAV_TECH12
      - STR_EMPTY_NAV_TECH13
      - STR_EMPTY_NAV_TECH14
      - STR_EMPTY_NAV_TECH15
      - STR_EMPTY_NAV_TECH16
      - STR_EMPTY_NAV_TECH17
      - STR_EMPTY_NAV_TECH18
      - STR_EMPTY_NAV_TECH19
in the example there are 20 "empty" techs - now you have to research a lot of navigators and hope you get the right (UFO) knowledge .. each researched empty tech increases the chance to get a useful one
similar to STR_LASER_WEAPONS these empty techs do not need an ufopedia entry
Title: Re: Brainstorming for slower technological progression
Post by: Avalanche on April 23, 2014, 09:34:50 pm


If we want to do it the brutal way, then instead of including empty research, why not simply increase the cost of the Laser Weapons tech (and possibly each laser weapon tech too)drastically - say, by 400%? The result would be the same, but it would be much neater.

Bumping up the research time by a massive amount would certainly make the game longer, but it might also make things a bit tiresome. The reason that everyone makes a bee line for lasers is because there's just nothing else useful to research in the opening. I have yet to find a single use for the motion scanner, and in the early game medikits are useless because every shot is a kill shot.

I think we can get around this by just making lasers show up a bit later in the game. I've seen some mods that add in different types of ammunition for the conventional guns, so maybe that's the way to go? You start out the game with an "improved ammo" research topic. Maybe an improved chemical propellant which gives a slight damage boost?  Then,  once you find alien alloys, you can do research on "alloy ammunition," and then use that for a while, and then move onto developing lasers once you research a few more alien techs. And then late game, we throw in the weapons that we had talked about earlier.

In a normal game, the evolution of combat goes something like this: basic guns (which get thrown away after the first mission)---->Lasers---->Heavy Plasma.

With these changes though, the game now looks like this: Basic guns (which still probably won't last long)--->Improved bullets---->Alloy bullets--->lasers---->gauss guns----->advanced lasers----->plasma (with gauss, advanced lasers, and plasma all being viable endgame options).

If we do it like this, we slow down the start of the game a bit, but we still allow players to feel like they're making progress, instead of just grinding for lasers.
Title: Re: Brainstorming for slower technological progression
Post by: yrizoud on April 23, 2014, 10:01:34 pm
I have yet to find a single use for the motion scanner,
It can really make it easier for your entry team if a teammate is hugging a UFO wall (outside) and gives you a reading of what's happening inside. Works even better in late game if you fly on top of a UFO to get a very wide reading. Remember that this gadget is light and resistant : don't hesitate to THROW IT across the battlefield to a soldier who is in a good place to use it.
and in the early game medikits are useless because every shot is a kill shot.
More like 50%-50%, from a plasma pistol shot. Survivors however are almost guaranteed to suffer from fatal wounds.
I usually research either medikit or scanner first, just so my engineers can start building something to earn their wage.
basic guns (which get thrown away after the first mission)
I wonder if we have played the same game... Pistol and Rifle have the best accuracy/time ratio of the entire game, and they stay useful even when strong enemies appear, for accuracy training.
Title: Re: Brainstorming for slower technological progression
Post by: Avalanche on April 24, 2014, 02:21:05 am
It can really make it easier for your entry team if a teammate is hugging a UFO wall (outside) and gives you a reading of what's happening inside. Works even better in late game if you fly on top of a UFO to get a very wide reading. Remember that this gadget is light and resistant : don't hesitate to THROW IT across the battlefield to a soldier who is in a good place to use it.

I can count on one hand the number of times I've actually lost a soldier breaching a UFO. As long as you open the door first instead of just rushing in, you'll almost certainly be fine. As for flying over a UFO to throw a scanner on the roof, that might be helpful, but then again, you could always just use a blaster launcher to make your own door and avoid choke points altogether.


More like 50%-50%, from a plasma pistol shot. Survivors however are almost guaranteed to suffer from fatal wounds.


I think you're being pretty generous with 50/50, but even if it's true, it doesn't change a whole lot. In the early game your forces will probably outnuber the aliens on any given mission, so you can probably get by just hunting for the few aliens in hiding to save your wounded men. Besides, rookies are plentiful. While I normally do pick up medikits fairly early on (usually right after I get lasers), they're really not that useful until you start getting some stronger soldiers wearing decent armor.


I usually research either medikit or scanner first, just so my engineers can start building something to earn their wage.

It's true that the empty tech layer which you have to research ahead of laser pistols gives some extra downtime for your engineers, but we're talking what? A week? Less if you pick up some extra scientists as soon as you start the game. And I could be mistaken, but I always thought it was standard operating procedure to mass produce the laser cannons if you're looking to make money (though I think I've heard somewhere that alloys are also a good option), so you're probably going to want to start hitting up lasers soon anyway.

I wonder if we have played the same game... Pistol and Rifle have the best accuracy/time ratio of the entire game, and they stay useful even when strong enemies appear, for accuracy training.

Your best defense of the conventional guns is that they aren't actually useful for killing things. Yeah, you can shoot an alien six times with the rifle. Or, you could use a real gun and shoot it once. Accuracy training always struck me as kind of excessive. Once you get up to around 70, you can reliably hit things with a single autofire (and you get at least 2 with most guns), and one hit is usually all it takes. Maybe 2 if the RNG hates you. Maybe it's useful if you've got a bunch of soldiers who are in the 40% range, but even then, you'd probably just be better off selling them and buying new ones. Even at the very start of the game, you've usually got enough spare cash to scrap your whole team and pick up about 20 more if you need to.

Besides, I always found having to constantly buy ammo to be a pain. Especially in my main base, I am perpetually running out of storage space. Unless I really stock up on ammo at the start of the game, I usually find myself in a situation where I'm unable to buy more due to lack of space.
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 24, 2014, 03:29:08 am
I won't comment on the Motion Scanner and the Medikit, because various people use them differently (or not at all), that's fine and shouldn't be changed.

What matters here and what everybody seems to agree on is that lasers should appear later, that's it. I have a simple idea (already explained in the french mod Pack thread, but only partially) that consists of two elements:
1) Make the Alien Containment researchable, so you can't build it straight away. The research is unlocked by any alien autopsy.
2) Make Laser Weapons unlockable by interrogating an alien - any alien really, except the terror units. If you want, you can make an intermediate (empty) level called Alien Power Systems, which explains why suddenly humans can build working hand lasers.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on April 24, 2014, 12:18:17 pm
also, I think the knowledge of how to manufacture alien alloys comes too easily. you simply get some alien stuff, your scientists take a look, and then they are able to replicate it perfectly? I don't think so.

I think that researching alien alloys should allow the use of alien alloys, but perhaps even that should be limited - maybe you recover "alien debris" instead, and have to extract usable pieces of alien alloys in order to make stuff out of it, at a rate of 3-to-1 or something?

only later, after interrogating an engineer or two, should you be able to actually manufacture alien alloys from ordinary raw materials.

about the lasers: I would think it totally believable if you would need alien alloys to research laser technology. perhaps the alloys are needed for lossless reflectors in the amplification chamber, as well as for the capacitors needed for the laser power cells.

another thing that comes to my mind: we could try and split the alien alloy research into several parts. for game-lore purposes, we could make the alien alloys into the holy grail of material sciences: stuff that, depending on the circumstances, can act as a perfect conductor, perfect insulator, super-strong yet lightweight building material, perhaps even as an energy converter (electrical-to-mechanical, heat-to-light, gravity-wave-shaping, whatever). the trick is that you don't discover all properties right away, but in stages. the different properties can then act as principles upon which other technologies are based (new weapons, new armor, etc.).

this way, one of the first properties discovered could lead to "conventional weapon improvements", another to "laser weapon research", and only later discoveries unlock stuff like plasma containment principles and UFO propulsion.

something like this:

[item: Alien Debris] --> (research: Alien Debris)
(research: Alien Debris) --> (discovery: Alien Alloys)
(discovery: Alien Alloys) --> (manufacture: Alien Alloy Salvaging)  | "manufacture: Alien Alloy Salvaging" allows conversion of 3 units Alien Debris to 1 unit Alien Alloys
(discovery: Alien Alloys) --> (research: Alien Alloy Properties)

(research: Alien Alloy Properties) --> (discovery: Super-Strong Materials), (research: Further Alien Alloy Properties)
(discovery: Super-Strong Materials) --> (manufacture: <some advanced human weapons or ammo, armor, craft>)

(research: Further Alien Alloy Properties) --> (discovery: Alien Alloy Electrical Properties), (research: Even More Alien Alloy Properties)
(discovery: Alien Alloy Electrical Properties) --> (research: Advanced Power Systems)

(research: Advanced Power Systems) --> (discovery: Laser Weapons), (manufacture: <some other advanced human craft>)

(research: Even More Alien Alloy Properties) --> (discovery: Alien Alloy Power Conversion), (manufacture: >some other advanced weapons or other>)
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 24, 2014, 06:55:15 pm
also, I think the knowledge of how to manufacture alien alloys comes too easily. you simply get some alien stuff, your scientists take a look, and then they are able to replicate it perfectly? I don't think so.

Fair point, although I never really produce Alien Alloys anyway. There's just no need to.

about the lasers: I would think it totally believable if you would need alien alloys to research laser technology. perhaps the alloys are needed for lossless reflectors in the amplification chamber, as well as for the capacitors needed for the laser power cells.

I don't think we can make the Alien Alloys responsible for everything; they'd become a "kitchen sink" tech, and that's not right. I do not recall the Alloys to have any particular qualities beyond their durability, flexibility and conductivity. Honestly, I'd prefer a separate tech, even if it was empty.

another thing that comes to my mind: we could try and split the alien alloy research into several parts. for game-lore purposes, we could make the alien alloys into the holy grail of material sciences: stuff that, depending on the circumstances, can act as a perfect conductor, perfect insulator, super-strong yet lightweight building material, perhaps even as an energy converter (electrical-to-mechanical, heat-to-light, gravity-wave-shaping, whatever). the trick is that you don't discover all properties right away, but in stages. the different properties can then act as principles upon which other technologies are based (new weapons, new armor, etc.).

this way, one of the first properties discovered could lead to "conventional weapon improvements", another to "laser weapon research", and only later discoveries unlock stuff like plasma containment principles and UFO propulsion.

something like this:

[item: Alien Debris] --> (research: Alien Debris)
(research: Alien Debris) --> (discovery: Alien Alloys)
(discovery: Alien Alloys) --> (manufacture: Alien Alloy Salvaging)  | "manufacture: Alien Alloy Salvaging" allows conversion of 3 units Alien Debris to 1 unit Alien Alloys
(discovery: Alien Alloys) --> (research: Alien Alloy Properties)

(research: Alien Alloy Properties) --> (discovery: Super-Strong Materials), (research: Further Alien Alloy Properties)
(discovery: Super-Strong Materials) --> (manufacture: <some advanced human weapons or ammo, armor, craft>)

(research: Further Alien Alloy Properties) --> (discovery: Alien Alloy Electrical Properties), (research: Even More Alien Alloy Properties)
(discovery: Alien Alloy Electrical Properties) --> (research: Advanced Power Systems)

(research: Advanced Power Systems) --> (discovery: Laser Weapons), (manufacture: <some other advanced human craft>)

(research: Even More Alien Alloy Properties) --> (discovery: Alien Alloy Power Conversion), (manufacture: >some other advanced weapons or other>)

Hmm, this could work. :) the problem is that it would need coding, because either Alien Alloys are what you get from the UFO or they aren't. Unless someone like Falko has another ingenious idea how to go about it. :) We could of course force the player to make Alien Alloys from Alien Debris before they can be used for construction, but I'm not sure if it's a good idea or not.
Title: Re: Brainstorming for slower technological progression
Post by: moriarty on April 24, 2014, 07:39:01 pm
Fair point, although I never really produce Alien Alloys anyway. There's just no need to.

exactly. there is just too much of that resource - which kind of defies the purpose of using this resource as a game mechanic at all...

I don't think we can make the Alien Alloys responsible for everything; they'd become a "kitchen sink" tech, and that's not right. I do not recall the Alloys to have any particular qualities beyond their durability, flexibility and conductivity. Honestly, I'd prefer a separate tech, even if it was empty.

true. well, we could always change the names and fluff texts, while the structure of the tree I started to sketch wouldn't change.

Hmm, this could work. :) the problem is that it would need coding, because either Alien Alloys are what you get from the UFO or they aren't. Unless someone like Falko has another ingenious idea how to go about it. :) We could of course force the player to make Alien Alloys from Alien Debris before they can be used for construction, but I'm not sure if it's a good idea or not.
hmmm... if we still wanted to do it, we could leave "Alien Alloys" as the stuff that gets recovered, but you have to turn it into "Usable Alien Alloys" before using it :P :D
Title: Re: Brainstorming for slower technological progression
Post by: Falko on April 24, 2014, 08:27:18 pm
Hmm, this could work. :) the problem is that it would need coding, because either Alien Alloys are what you get from the UFO or they aren't. Unless someone like Falko has another ingenious idea how to go about it. :) We could of course force the player to make Alien Alloys from Alien Debris before they can be used for construction, but I'm not sure if it's a good idea or not.
hmmm... if we still wanted to do it, we could leave "Alien Alloys" as the stuff that gets recovered, but you have to turn it into "Usable Alien Alloys" before using it :P :D
thats the way i would do it
disable the production of alien alloy
change alloy as manufacture requirement to
light alloys
resistance alloys
alien control crystal
conductive alloys
...

Edit:
ufopedia ufo navigation: "The system is based on optical processors arranged in network fashion. The control interface is relatively simple - the navigator controls the direction of gravity waves generated by the power source to move the craft in any direction."
so replace aien control crystal with alien optical processors controlled with mind commands :)
Title: Re: Brainstorming for slower technological progression
Post by: Solarius Scorch on April 24, 2014, 09:37:13 pm
Great ideas, Falko! XD
Title: Re: Brainstorming for slower technological progression
Post by: Falko on May 02, 2014, 02:31:38 pm
here an idea how a more complex tech tree could be
3 types:
- original
- with more dependencies/alien life forms needed [only existing items used]
- with some already existing or possible mods included

i added the source file (dia (https://sourceforge.net/projects/dia-installer/) needed) in the zip file

sorry for the bad export quality in the pdf
Title: Re: Brainstorming for slower technological progression
Post by: Human Ktulu on May 02, 2014, 08:12:13 pm
Very interesting, I particularly like the idea of 3 alloys qualities and the technological tree for the vessels.
Title: Re: Brainstorming for slower technological progression
Post by: Aldorn on May 17, 2014, 12:28:36 pm
here an idea how a more complex tech tree could be
3 types:
- original
- with more dependencies/alien life forms needed [only existing items used]
- with some already existing or possible mods included

i added the source file (dia (https://sourceforge.net/projects/dia-installer/) needed) in the zip file

sorry for the bad export quality in the pdf

For people who want to print it before working on it, I split your files in three parts


As it is brainstorming, I drop an idea : what about specifying next possible steps at end of research report ?

I mean, for example : if you succeed reasearching on UFO Navigation, given that we have "UFO Navigation + Mind Probe + Alien Navigator -> Hyperwave Decoder", UFO Navigation resulting report could mention :
   "Leads to : Hyperwave Decoder - Needs : Mind Probe, Alien Navigator"

I know some people will argue this is not plenty of sense, as we cannot know in advance such an information, but this could be intermediate between nothing and a complete tech tree, and this could add some strategic dimension.