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Beelined-career modes


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My suggestions, which maybe kind of sucky, I don't know, I think that maybe we should have something at the end of the career tree that turns it into a section that you can unlock, and can't come back, like for instance advanced space station technologies vs advanced rocket technologies, or electric technologies that makes it to when you buy one, you can't buy the other tree. It may not be that much of a suggestion and probably not many people would find it worthwhile or anything interesting, but you know, what the heck. But if you think this is a good idea tell me so, in the down theirs I greatly appreciate it! :D

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Sorry, but terrible idea, in my opinion. It's just a very bad fit for this game. As long as the costs to unlock are appropriately balanced, that's sufficient. There isn't any basis in reality for being locked out of one branch of research by taking another, only the time and resources needed to do both/all. It also would significantly shorten career mode, and leave you in the position where you had a "completed" game which was significantly inferior to sandbox mode. Personally, that would drive me crazy, and it would take around 1ms for me to decide to just hack the save file to have all unlocked (that's coming from someone who really doesn't like to cheat, but will gladly hack when confronted with what feels like a fundamentally broken feature).

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Restricted branches really only work well in multi player games where each person needs to fill a specific roll. This might work as a mod to go along side KMP where several players are building a massive project together(1 makes the power plant, 1 makes the drive section, ect...) but even then it probably wouldn't be to popular.

Edited by Nobody
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Yeah I kinda figured it would be a bad idea, thanks for your input, I do hope that maybe one day they will add a multiplayer implementation that would be really cool! But yes it is a bad idea i will probably just keep the post just for fun!

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I could see this working in a system that didn't Restrict other options, but did make those options more expensive. The goal of this kind of system would be to slow down end-game play.

In fact it would be a fun experiment (maybe not good design, but worth a shot) to see what would happen if the cost of every tech increased 10% for every other tech already purchased. Not sure what kind of real world phenomenon it would be modeling, but that's really not the point of an experiment.

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