[0.8.1.2] Feedback - New Creative mode starting techs

Discussion in 'TT Unstable (Bugs & Feedback)' started by ZeroGravitas, Jun 22, 2018.

  1. ZeroGravitas

    ZeroGravitas Breaker of Games

    OK, so these are an interesting addition. Giving new players a jumping-off point is a nice idea to spur inspiration. (Was this related to your mega-tech project at all @Zeena?)

    [​IMG]

    The obvious thing I'll point out is that their novelty will wear off almost immediately for experienced players, so a tick box to avoid having them spawn would be great.


    Minor point - the HE tech is called "Harvester". How about "Tank" instead?

    Also, the techs seem prone to being placed up trees, initially.

    [​IMG]

    And how about a more creative, rainbow coloured block build, or something...?
     
    Last edited: Jun 26, 2018
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  2. Deutsche Würfel

    Deutsche Würfel I look good in this dress.

    Asalo, why does the venture unit have GSO fuel tanks? Venture have thier oewn, y'know.
     
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  3. ZeroGravitas

    ZeroGravitas Breaker of Games

    Maybe they did a trade for the nose propeller on the GSO plane... (Same point there.)
     
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  4. Zeena

    Zeena PAYLOAD STUDIOS

    Good guess, but I actually wanted Techs for the trailers and videos we're making :D:D:D

     
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  5. ZeroGravitas

    ZeroGravitas Breaker of Games

    Cool.:) (Well that was my initial assumption at the time.)
     
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  6. TheSpaceMan

    TheSpaceMan Mammoth walker

    How about making enemies unable to spawn directly at/very nearly to the beginning? Yes, you can remove them but it would suck for new players if these starting techs would get destroyed instantly.
    Also, you could solve the problem with the tree spawning if they would instantly destroy any rocks/trees/crystals at their position upon spawning in. (Don't know how easy that would be, just like "delete all objects in a x radius around Heavy harvester")
     
  7. TheSpaceMan

    TheSpaceMan Mammoth walker

    How about this (in the save)
    It's a bit whacky but i think its cool.
     

    Attached Files:

  8. ZeroGravitas

    ZeroGravitas Breaker of Games

    Spaceman Brighter.png

    Heh. Colourful, indeed. I was thinking more along the lines of the blue doge in the Creative mode new game icon... ;)
     
  9. QuackDuck

    QuackDuck Duck

    What we need is a duck as a starting tech.
     
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  10. harpo99999

    harpo99999 ah kick till it starts

    that would only cause quackups
     
  11. AstraTheDragon

    AstraTheDragon A dapper dragon

    Personally, I really don't like the new techs in creative mode. Only the plane is remotely useful and even then it's not a good plane, constantly needing the pilot to correct its pitch. I only really use creative mode as a place to road-test my experimental RnD chamber-built craft and always having a little useless entourage to accompany me and contribute to loss of frames doesn't sound like fun... Apart from road-testing, I use creative mode to test textures applied using MODS!! and once again I am uninterested in having techs already there. The last reason I would use creative mode is to take screenshots of my techs (a photo shoot, if you please) and for that situation a flyer could be useful if I need to scoot over to the pillars biome or something, but echoing myself, it's not even a good flyer!
     

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