SusanMcO Posted September 27, 2017 Share Posted September 27, 2017 This was to bring up a general discussion on the research tree. I know my first goal is to get through it as fast as possible, then I can deconstruct my research workstation and not worry about it anymore. But, that leaves me with some thoughts, and I don't know how feasible they would be to implement, so obviously, lots of salt with this. Some of the research items (like traps) are at the end of the research tree, requiring oil to make - but often, by the time you are able to actually make the traps, you've taken care of the animals. Traps would be far more useful earlier in the game, not requiring plastic. I think the idea of the plastic tiles/stairs/improved beds is a step in the right direction - further enhancing items we already have or make, or making them more useful for a larger base. Like there is research triggered if you hit a certain population, then you can start looking at mass-producing food, like maybe 2-4 plants to a tile. Or the oil research isn't triggered until you actually discover oil I used exosuits a little, but they were clunky enough and didn't seem to go much further than the dupe holding their breath, at which point you are just adding time by going through the checkpoint, and you're better off rotating them so they don't get slimelung. Other ideas along this line? I would like I think to see research as a skill used for more than just the first 10 min of the game. Link to comment Share on other sites More sharing options...
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