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First Attempt Tech Tree Interface |
Aside from preparing a demo for this year's
FIG Boston, this week I started work on Tech Trees.
Tech Trees will work similarly to skill trees found in most RPGs: players will periodically get to unlock technologies that lie along various research branches. Technologies give bonuses to various ship functions and/or unlock new ship modules. For example, before players can build missile modules for their ship they'll need to research the appropriate technology. Once they have missiles, new technologies may give them longer range, more powerful warheads, better target seeking, etc.
Starcom: Nexus will use a slightly different system than the standard "leveling up" found in most RPGs. To research technologies, players spend Research Points. Research Points will be earned by observing and doing new things: seeing a star nova at close range, destroying an Omen missile frigate, or befriending an alien race. The players will only get the RP the first time they "observe" and event.
The idea is to have a system that rewards exploration over grinding. There may be some grindy aspects if a research event isn't 100% guaranteed to "drop," but generally players will be encouraged to seek out and explore strange new things, even if they aren't tied into the main story line.
Even though I've made progress, there's still some open questions on how Tech Trees will work, such as how much information players start with about the various tech paths:
- Does the entire tech tree start visible, with players being able to see every future research and its benefits? This is typically how skill trees work and lets players aim for specific technologies they want, but removes some of the mystery.
- Do players see all of certain tech lines, with other lines being hidden until the player has unlocked certain prerequisite techs. This lets players aim for specific weapon/defense builds, but with the possibility that other surprise options will open up.
- Do players only see the immediately accessible tech nodes, withe future nodes becoming visible when their prerequisites have been completed?
Obviously if the tech trees are predetermined, the mystery only exists the first time the player plays (or until she or he unlocks all techs), but an important design goal for the game is to give the player a strong sense of exploration and discovery.
Ideas? Opinions? Leave a comment.