Another option would be to have more gating, i.e. you transition between enemy types only at a time when you are reasonably prepared.
I think this is a mentality issue. Most video games today are structured that you will nearly always face a situation that you can solve/win. XCOM is more like an open world game were your level 1 character can actually meet a dragon. The game does not prevent you from biting off more than you can chew. Lasers are meant to defeat personal armor, but not power armor. Gauss would be the tech tier equivalent weapon to power armor.
On research:
We already got the tech tree viewer to improve things. But yeah, you have some valid points there. A new player would not know which tech is crucial for progess and which is not. Maybe some more strategy articles can be added, similar to the "What do?" topic?
For example to get aircombat started, there could be an article like this:
*Shooting down shippings*
Shippings can only be boarded on the ground. Some shippings land on their own in the wild where we can assault them, those that don't can be "persuaded" to land by sending a few missiles and cannon rounds their way. However, our airbus cannot mount any weapons.
To get some airborne firepower, we need to do a few things:
- The car thieves can sell us vehicles that can mount weapons
- The smugglers can sell us missiles
The missiles are quite expensive and should only be used on the right targets. Police patrol ships for example. We are told with missiles, these craft can be shot down without risk and risk of retribution. The point is to loot their 25mm cannons and ammo, which is the best (and cheapest) option to force civilians to land. Shooting missiles at civilians might outright destroy their ship, leaving nothing to be salvaged.
Upon researching this article, an article about the megapol craft could also be added so the player really knows what they look like in the interception window. An argument could also be made that smugglers should sell the 25mm cannon instead of seagulls, and the seagulls should be sold by Krazy Hanna. Would be more newbie friendly that way.
Some more thoughts on early air combat:
The air balls tech is a noob trap. The chance to actually down anything with them is very low. You either miss and run out of ammo, or you blow your target to pieces (civie shipping assumed). They are also expensive to make. I know they are supposed to be bad, but maybe not that useless.
Goblin Rokkits are somewhat similar. Total damage is so low you can only go after civilians, but there is still a chance to blow them up or run out of ammo. Also, they are quite expensive to make and require integrated devices. So you need to use a limited item to make a mediocre air weapon, while you can pay a little more to get reliable seagulls for just cash. Seagulls seem the better deal to me.