TLDR: Research character buffs and item quality, f unlocks.
Endos are robots, unlocking "parts" as roadblocks is just plain dumb for an entity that is literally technology it self.
IMO the availability and acquiring of the necessary resources to build a thing is roadblock enough, no need to add a superficial on top.
Instead of research being a unnecessary gate keeper, make it matter:
Allow those points to be spend as character buffs like:
This makes certain people more valuable as pilots, soldiers or administrator of stations / caps etc.
Next thing allow the same points to be used to buff certain specs of item BPs like:
That said, there also should be a "specialization multiplicator" starting at 0.5 and moving up or down depending on what skill groups you invest.
Similar skills move it up, dissimilar skills move it down. This should prevent somebody from maximizing everything.
Someone can still do that, but with a multiplicator of 0.5 it's not really worth it. (Side note 0.5 is the minimum)
(Also f reskilling, the choice should be irreversible!. Think and choose wisely)
It makes salvage operations way more exciting since you may find an over engineered part.
It makes the market way more dynamic since it matters now from whom you buy.
It makes manufacturing a whole rabbit hole of optimization possibilities.
In short it makes you matter with your own set of skills.
Now thoughts anybody?
Endos are robots, unlocking "parts" as roadblocks is just plain dumb for an entity that is literally technology it self.
IMO the availability and acquiring of the necessary resources to build a thing is roadblock enough, no need to add a superficial on top.
Instead of research being a unnecessary gate keeper, make it matter:
Allow those points to be spend as character buffs like:
wep damage,
hull/armor resistance,
fuel consumption,
thrust power,
production speed
and many more
This makes certain people more valuable as pilots, soldiers or administrator of stations / caps etc.
Next thing allow the same points to be used to buff certain specs of item BPs like:
fuel consumption
output
heat generation
hit points
mass
needed crafting martials
etc.
All those buffs have to have diminishing returns, down to a certain degree but it should always be rewarding to spend points on something.That said, there also should be a "specialization multiplicator" starting at 0.5 and moving up or down depending on what skill groups you invest.
Similar skills move it up, dissimilar skills move it down. This should prevent somebody from maximizing everything.
Someone can still do that, but with a multiplicator of 0.5 it's not really worth it. (Side note 0.5 is the minimum)
(Also f reskilling, the choice should be irreversible!. Think and choose wisely)
This allows to build ships that have an "edge" compared to the same ship with "lesser parts" but that still could keep up with a skilled pilot.It makes salvage operations way more exciting since you may find an over engineered part.
It makes the market way more dynamic since it matters now from whom you buy.
It makes manufacturing a whole rabbit hole of optimization possibilities.
In short it makes you matter with your own set of skills.
Now thoughts anybody?