Off the back of the reversal to FE building tech change that severely crowded the repeatable tech-tree for a spell. Got me thinking if a revision should be considered on repeatable techs in general, regardless of what eventually ends up with the FE building techs.
For instance, I think Engineering has a bit too many techs compared to the other two lines. I’d welcome a streamlining of them all, with perhaps a bit of shifting around too.
As an example, combine two techs with related benefits into one tech, but double the tech cost to off-set getting two benefits applied. Like putting the 5% energy weapon damage and fire rate physics techs into the one option. Likewise with army damage/health, and strike craft damage/fire rate in social, and so on. Would shift mineral output to physics, and possibly armour too.
Though all this is just initial food for thought to start a discussion, would be interested in seeing other’s thoughts/approach to it might be.
For instance, I think Engineering has a bit too many techs compared to the other two lines. I’d welcome a streamlining of them all, with perhaps a bit of shifting around too.
As an example, combine two techs with related benefits into one tech, but double the tech cost to off-set getting two benefits applied. Like putting the 5% energy weapon damage and fire rate physics techs into the one option. Likewise with army damage/health, and strike craft damage/fire rate in social, and so on. Would shift mineral output to physics, and possibly armour too.
Though all this is just initial food for thought to start a discussion, would be interested in seeing other’s thoughts/approach to it might be.
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