PeskyTiger wrote:
1. Is there one user that is responsible for designing the tech tree? I see a lot of post on the subject by Bigjoe5. Is he still active? Does he actually decide on the content or just
collects everyone suggestions?
There's no formal process to tech tree or other content creation. There were attempts at this, but the level of interest in actually writing content, as opposed to posting incomplete ideas, wasn't enough to make it useful to run things that way. Bigjoe5 is still posting regularly, though he hasn't made a content post in the last week or two. He's not officially "responsible" for content, but he's been posting about it the most recently, including updated content files, which is pretty much how one gets into a position of de facto responsibility for this sort of thing.
One thing Bigjoe5 hasn't been discussing much is a large-scale reorganization of the tech tree, which does need to be done.
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2. The tech tree, as is, is very bloated in my opinion. There are too many techs in general, and too many techs that are just "speedbumps" to other techs.
a. Is it there to serve some purpose?
b. Are the techs supposed to "do" something and just not implemented?
The plan, from several years ago, was to have a few types of techs: theories, applications, and refinements. Theories don't do anything directly, but represent the background reserach that later allows practical research to be done. The idea was that you'd reserach theories, which would have a bit of a "tech tier" sense to them, and they'd unlock refinements which would actually give you stuff. Going up to the next theory level would be a significant investment. Refinements, conversely, would modify / improve the stuff unlocked by already-researched applications.
I've been pondering how wise this plan is overall, as in practice theories mainly seem to be extra delay in getting to useful techs and the things techs unlock. Theories do have some use in defining the overall structure of the tech tree, though.
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3. Is there a design document containing the techs and their intended bonuses?
No. The game engine and content (including techs) aren't stable enough to have this sort of thing documented yet.
As well, there hasn't been a useful discussion about the overall plan for game content (including techs), in terms of structure, progression through it, what "levels" of it there should be, what different paths through it there should be and how these are associated with possible strategies.
Part of the problem with doing that sort of planning is that the underlying game enging is still evolving. It's hard, and a bit of a waste of effort, to make a detailed overal plan for content when the underlying system isn't there yet, and in many cases hasn't even been designed yet.