Talk:Research (Piratez)
To Do
- Explain length of research
- Differences (expect projects to be MUCH slower than vanilla X-Com)
- Basic info on projects = outcomes (Like researching Documents gives X topics, interrogating hostages gives Y unlocks)
- Early info on what projects branch into (Craft, Craft Weapons, Armors, Weapons, Facilities, VooDoo, etc)
- Ideally a tech tree at some point
--DracoGriffin (talk) 23:35, 21 October 2015 (EDT)
More Notes from Ivan to get this started
- Introduce Imeryak's Tech Tree viewer.
- Link to "Get One Free" table for Prisoner Exploitation.
- Links (or Tables) to Researchable Items > Discs, books, etc (Checklists)
- Link to building a Research base.
--IvanDogovich (talk) 22:08, 30 March 2016 (UTC)
Draft WriteUps
Early Research
In your first consultation with the three brainy gals down at the lab, you are presented with the initial branches of a huge tech tree that will take you from a savage bunch of misfit primitives to the stars. These "Brainers" are quite expensive to sustain, so its important to understand that discoveries may take a while to unlock.
Initial Topics
Hellerium
- Some basic research into the fuel found in the tanks of the Bonaventura to help us understand a bit about chemistry and energy systems. (No direct unlocks, maybe worth researching a bit down the road.)
Plastasteel
- The amazing metals found in our new hideout hint a levels of metallurgy we've never imagined before. (No direct unlocks, but we'll want to explore this at some point.)
Spring Cleaning
- This place is a bit a mess. It might be worth our while to try making it shipshape. (Leads on some of the junk laying around, as well as a possible way to get these computers working.)
Flintlocks & Bombs
- Lets figure out if we can make our initial gear shootier and explodier. (Great for figuring out how make some of the early things that go boom.)
Primitive Weapons
- Our Piratical enterprise may benefit from solid understanding of savage weapons. (Early melee and ranged weapons.)
Our Abilities
- This may help us to understand a bit more about who we are and how we came here. (A basic tech for many later advances. Initial benefits involve a lead on some different togs.)
Contacts: Smugglers
- There appears to be a Smuggler's camp just down the road. It may be wise to investigate and see what we can learn. (A new lead on weapons tech and some new items become available on the blackmarket.)
Basic Armor
- We maybe able to figure out a way of making some protective gear for the hands, Cap'n. (Initial armor and understanding of protective attire.)
Smoke-Ops Gear
- Seems like these smoke grenades can tire the gals out. Maybe there is a way to use some of the lab equipment to protect against it. (Unlocks smoke-ops gear that can keep the gals on their feet in smoke clouds all day long.)
Research Tech Tree
To say that the XPiratez Tech Tree is vast, is a huge understatement. Truly, it is so gargantuan, that accurately depicting it in one massive diagram maybe almost impossible. There is hope, however:
Piratez TechTreeViewer
Imeryak has provided an amazing online tool to allow you to explore the tree an an individual topic level. http://techtreeviewer.byethost9.com/ Type a topic in the box in the upper left. As you type, potential topics begin to appear below in a drop-down window. They are case sensitive, so it makes sense to use the arrow keys or mouse to select the topic exactly. This tool can help you get an idea of what early unlocks lay behind the topics you have available. You can also look up a topic, then "back track" to see what the requirements are to see how to bee-line to it. Forum Link is Here