@effigy: Yes, prereq's are to control timing, in which case the longest path from A to B is the only one that matters - hence the green lines shown above are pointless?
@dak180: I'm still not convinced that's a valid assertion. Let's take this little gem I just found:
Green lines indicate longest path. Red line indicates pointless prereq, because until the green line path has been taken you can't get assault gun hardpoint.
Now, if I got an artefact that gave me Rotary MG Bunker, then that by definition includes Assault Gun (whether I'd researched Assault Gun or not). In which case I should be able to research Assault Gun Hardpoint even if I've not got Assault Gun, yes? Alternatively, it should give me all prereq techs that are not yet researched?
If there's an issue that artefacts might give players an unfair advantage, then it's the artefact drop code that needs fixing to prevent that, not cruftification of the tech tree IMHO. In other words, if the game was planning to drop an artefact of Rotary MG Bunker, but sees I don't have it's prereq, Assault Gun, then the artefact dropped should be Assault Gun and not Rotary MG Bunker.
I believe there is already code available that will facilitate this sort of logic - specifically the persueResearch() JS API function which must by definition work out what the next required tech is on the way to a target tech.
I'm finding literally loads of these "red line" links in the tech tree and if they could be removed it will make the tech tree significantly easier to read and understand.
If these "red line" oddities are purely as a result of campaign oddities, then maybe the campaign should get a separate tech tree so as not to over-complicate the tech tree used in skirmish/mp games?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO