I hope tech trees are easy to rebuild. I mean not completely, but enough to insert tech in between. ...
Also would add up after thinking. Do not like current gear progression system. Hope it is just placeholder. Erodungeons one was more fun. It is ok to have mundane gear, even mundane fancy looking gear. But when you feel that most gear especially bondage gear is just stat stick to make sure enemy would not hit you as hard, it is boring. I mean it is what you expect from tier 1 bondage gear, and most of it just that. But even present tier 2 and 3 gear do not bring optimism. Easily could be two variations of tier 3 or tier 2 collars with branches what they do might be even bad for tasks to make capture easier. Same with gags, there is mask and gag which literally serve same function, but then upgrade to tier 3 which does absolutely the same just needs two items. (Production wise it is interesting and cute kinda mixes things up) but item wise it becomes routine upgrade. To be honest would love to see less items but them being a bit more unique at least at higher level. Taking from library of ruina as example with IDs.
Green ones think tier 1 were generic used as replacements or for their skills to add on better ones as leftovers, blue were pretty much good for abilities at task and fit few floors that had no purple or orange remaining to fit the floor, and purple were main force, not too many innate abilities to take space, they a bit expensive to be used for ability atribution, but good enough stats and having all mechanics needing to be used for task. And orange were special build around me.
So maybe following idea, most
tier 1 gear and bondage is mostly your starter kit. Cheap effective, does generic stuff as now, might be used to get benefits without penalizing yourself too much, you would use it early, you might fill in slots with it that are not used but benefit, does not have any quirks.
Tier 2 gear is mostly for general tasks, like working in buildings, disabling or enabling certain generic mechanics, due to being a bit specialized maybe more of it a bit.
Tier 3 gear either main having most fun things, or do specific stuff:Hypnovisor which allows you press button to do simple brainwashing(not free action and weaker as respective control classes moves) and increasing power of control moves of your hypnosis classes. Hobble sets that make someone to stumble? for work maybe specific buildings, like voice changer for puppies to put them into same building as harpies and satisfy needs at certain ranches)
tier 4 are special, class modifiers focused on one skill sometimes undistinguishable from bondage, bondage might have funny effects, they probably start reducing in amount to prevent content bloat.
Tier 5 are special items most not produced maybe related to certain shrine or role their functionality is quite narrow, think like some boss dungeon equipment and effects in erodungeons. Worth to have few. Heck as long as it is interesting maybe scary to wear or be subjected to and serves only purpose to send to main land to get benefits only, the fact you doing it might feel bad or whatever but really unique and special stuff that you do not want to have whole colony if you want it to function normally.
Hmm strapons follow this mentality in a way, and look kinda more fun if you would ask me, from basic breeding to shuffle genes or get new gene that fits to really cool bonuses and effects some of which a bit puzzling of why they are there.
I guess item design was not even part of development yet so probably it this post not really that important just yet, but still writing what I felt while playing. Kinda items feel like boring not worth my time not eager to see what is next.