Space Engineers

Space Engineers

AQD - Research
 This topic has been pinned, so it's probably important
enenra  [developer] 5 Dec, 2020 @ 3:12pm
Feedback Vanilla Tech Tree - How does playing feel?
All values used in the Vanilla Tech Tree are still very much work in progress. I've not had the chance to do extensive gameplay testing ingame. As a result, I'm very interested in your impressions and opinions about how gameplay feels like with this mod:
  • Is progression too slow? Too fast?
  • Is the amount of research material to research a technology reasonable?
  • Are there any errors or things that don't seem to make sense?
  • Is losing all schematics on death too punishing?
  • Is having to research early technologies again to get access to them after dying when you've used the schematics to research higher technologies too inconvenient?

Please bear in mind that I have my own opinions about balancing and while I'm very interested in yours, that does not mean I will always implement changes per your feedback. :-)
Last edited by enenra; 5 Dec, 2020 @ 3:23pm
< >
Showing 1-8 of 8 comments
mehmet_baha 12 Dec, 2021 @ 1:21pm 
20 Minutes for a single research seems a little too much since we cant build another station at the same time as well, would love to see one that has 5 mins research time at max since it takes quite a bit time for me to get going in a game.
nopro 12 Dec, 2021 @ 4:22pm 
The progression is excessively slow for the cost of materials for example tier2 items taking 40 or more comps which is like 280 Mg

no deaths yet but with how long it takes to get a research an expensive tiered way of obtaining the lower tier schematics could be nice, maybe a vendor of sorts?

in terms of bugs the DLC industrial blocks ignore your mod and can be made without research

I can see this mod becoming a always-on-modlist mod
reecort 19 Jan, 2022 @ 1:06pm 
*sigh*

Solars should be accessible from the start. I am having a really tough time now kickstarting power starting on the moon.
Wind turbines are useeless. Hydrogen engine needs power cell which requires, duh, power for assembler.
That's it.
I might be able to hook up my starting rover into the grid (no connectors researched, so it means rotor shenainagans if they still work) to use its half-depleled (already) battery to produce power cell to make hydrogen engine, but this hassle is really unnessessary in my opinion, unless I missed some easier way.

I'll give extra feedback once I solve this puzzle.
reecort 25 Jan, 2022 @ 9:40am 
Well, I had to resort to privateering because ice was hard to come by and tricks to connect rover to static grid by rotor to make battery cell to make small grid hydrogen engine to charge rover's battery to be able to sustain production of research material and research itself just to enable finally building solars was deemed eventually too much of a hassle by me. Commandeering R.U.S.T freighter was much more fun, though I needed to install Hostile Takover for it to actually work. Now my first tech is in the pipeline.

I understand that this mod is probably balanced around terran start and as a whole is essentially self-imposed challenge but come on.
Last edited by reecort; 25 Jan, 2022 @ 9:41am
BylliGoat 6 Feb, 2022 @ 11:54am 
I think, more so than anything else, there needs to be some way to affect the time it takes for researching. I think 20 minutes to unlock something is only brutal because we don't have any control over it. Every aspect of this game, and any like it, is essentially based on the idea that things take a long time to achieve, but there's an active participation required to make it come sooner. There's a skill check involved. An engineering problem. Having a set timer isn't an engineering problem. It's an oven.

We're engineers, not cooks.

Aside from that, I love the idea and I'm still playing through it. Keep up the great work.
Nyarlathotep 24 May, 2022 @ 1:42pm 
Terrific mod, your work on this is appreciated. I play with a number of other punishing mods, therefore I'm still working out how this mod is affecting the overall balance of the game, but I'm enjoying it immensely so far.

One very minor gripe so far is with the UI and how it prefixes everything in the left panel with the word 'research' (see pic) https://imgur.com/a/SYtva2M

Pretty sure this could be removed which would make this area a little less cluttered. Having it there also gives the impression it is some sort of requirement to the production. Vanilla components that are in the same panel are not prefixed with 'manufacture'.

p.s. this also applies to your 'research material' which is prefixed with the word 'produce'.

edit: This mod is tough in conjunction with the "Better Stone" mod. Trying to branch into the tier 2 research is gruelling as magnesium is not an easy find Couple this with most (useful) ores being VERY deep underground, and require semi-decent equipment for extraction.

My main gripes so far with this mod is the way that atmospheric thrusters are gated behind 2 earlier research modules, also the initial mineral sink into the research module is hefty. This is probably largely an issue because of other mods I'm playing with, and in vanilla, this is probably no stress whatsoever.

I'd suggest perhaps allowing the survival module (or something as easily attainable) allow for research, but do this at an increased cost of some sort (time and/or materials). It'd also be nice to have speed/mat cost upgrade modules for the research station (once it's been built).

My game is started on Pertam with perpetual sandstorms, so early game is tough. Exploration is slow and getting power up and running (safely) can also be a slow and expensive process.

AwwScrap and Better Stone v7.0.10 are probably 2 out of my list of loaded mods which interact with this mod. and without these, as stated above, This mod would probably balance relatively fine.
Last edited by Nyarlathotep; 25 May, 2022 @ 8:38pm
Amstevens 3 Jun, 2022 @ 10:41am 
Hello! Love the mod and others that I have installed of your's for my server. Just as Nyarlathotep, my main area of concern is how the atmospheric thrusters are gated after double hydrogen research, is this an alternative thrust idea or more of a conservation of hydrogen resource idea?

Edit 1: I believe I've answered my own question, with Vanilla Ore Distribution it'd be very hard with just Atmo Thrusters
Last edited by Amstevens; 3 Jun, 2022 @ 10:52am
Maya 27 Nov, 2022 @ 9:07pm 
I have a few notes from my own game play
3x3 wheels should probably be either the first wheel research or starting tech, I think ejectors and collectors should be available with the basic conveyor tubes.

It feels weird having to research hydrogen thrusters to get atmospheric thrusters, atmo thrusters should probably be a parallel research line starting with small ones in my opinion.

And my final point for now is that being limited to 1 research lab can cause problems in some cases(in mine specifically I died after my base lost power and I ended up re-spawning on another planet with no way to get to my old lab)

I also have the question of why schematics require special storage and cant just be thrown in a cargo container?
< >
Showing 1-8 of 8 comments
Per page: 1530 50