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The X-Com Files / Re: Another balance thread
« on: October 02, 2022, 10:13:43 am »As to the tech tree search, making a full 2D tech tree is pretty much impossible (at least if humans are supposed to read it). There are third-party tools to show you snippets of it, and the in-game browser does show you the prerequisites and unlocks pretty well, and allows you to hyperlink yourself to what you need with passable efficiency. I think most mod devs consider the tech tree viewer a sort of cheat anyway, and would say that a 'new inexperienced user' should keep away from it. Honestly, a 'new inexperienced user' should actually keep away from any and all megamods as well.
Yeah totally. I mean i get it, like us hardcore players want that sense of discovery in this mod like we had in the original xcom as we figured out what tech paths were important and what werent. The difference is the OG game only had around 50 different techs to figure out. so learning the tree as our 10 year old selves wasn't too daunting. however this game literally thousands of techs. At a certain point you HAVE to give the players some leeway when its changes this drastically. I believe this calls for that. I'm also not asking for much, just a filter like what already exists in the 'what can be researched' screen.
Something that allows the user to say 'hey. i feel like im falling behind in xcom vehicles... what should i be looking for' and they navigate to the xcom vehicles tech portion. as it stands now, unless i know the specific names of the vehicles i cant figure out what tech paths to take without looking at a wiki. so the search is useless unless i already know what to look for. For example, unless i know the name of the katsuni vehicle... im not going to be able to search for that using the current system. however if there was a category breakdown like in the UFOPedia of 'xcom vehicles' and Katsuni was next in the list after humvee. I could work toward that.