Comments (4)
Personally, I don't think that Mindustry needs a tech tree. Firstly, this adds some complexity to the game. Second, I think that the game will have a naturally occurring tech tree. You will need to build certain things to be able to get resources required to build the next better thing. A lot of games with crafting, such as Terraria or modded Minecraft, use this kind of system. To get the next best pick, you need to have the previous tier pick to be able to mine the resources needed to craft the better one.
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I completely agree with @Epowerj. Mindustry has absolutely no need for a tech tree. It makes things more complicated and subtracts from the fun of the game. It is also another cliche feature, and really, the game should be different and unique.
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I think it's best to wait until we start working on the RTS aspects before we spend more time on something like this.
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Moved to #87.
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Related Issues (20)
- Unit Cargo Loader Build Cost HOT 2
- Invalid LOC Header... Can't import Data game HOT 11
- Mindustry keeps crashing HOT 2
- Powered Block Bug HOT 2
- Various minor issues HOT 3
- Electrolyzer and Atmospheric Concentrator having itemCapacity
- Can't properly import Github version's game data from the Steam version HOT 4
- Turret inconsistencies HOT 1
- Number Lock State is Ignored HOT 3
- Unit maintenance towers do not work HOT 1
- mindustry overgrowth and naval fortress map bug on campagin HOT 5
- confirmunadmin text doesn't get formatted when opened from the list of admins
- Last Accessed doesn't show player's name color when placing something
- Disabled blocks still functioning HOT 1
- Ошибка при открытии браузера модификаций. HOT 2
- Loadout achievement unlocked from modded planet
- Units cannot pathfind through solid enemy blocks HOT 1
- Tank Unit show max unit cap alert not properly
- Mech unit get stucked when moving by liquid floor
- yes another one...... some units not visually drown correctly
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