21 Suggestions for the game.

Harrier

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#1
These are only suggestions, and just my humble opinion. The Devs have built an amazing game.

1. A separate button for the propellers and thrusters. This would allow you to kick in the after burners on your flying techs when you needed them. Compared to how it is now where it just leaves the boosters open at full throttle when you fly all the time. Would greatly improve the fun of flying techs.

2. Larger sections of flat armor plates. Sizes like 1 x 3, and 3 x 3 would really help people keep their techs together. Making it easier to build. Also some really light flat panels sections of armor from venture would be so sweet. Finally Armor spikes, does damage when you ram things.

3. Weights, damages, durability, and weight limits of each block inside the tool tip. Make it way easier to build for advanced players. Tires show how much weight they can hold. Also an overall total weight of your tech.

4. Each tech corporation has a territory. GSO has the forest, GEO has the mountains, Venture has the desert, and Night hawk has the salt flats. Have each cardinal direction correspond to a territory. Meaning I can go North to get to the Mountains, South gets me to Venture, the Salt flats are in the West, and the Forest is in the East. Have only one really expansive territory for each type of terrain rather than little patches over and over. Have a slow smooth transition from territory to territory kind of like when you drive from the forest to the desert in real life it slowly starts looking more like the desert, not just all at once.

5. Each territory has quests that deal only with the territory you're in. Meaning you're starting in the Forest with GSO for the single player campaign. So while you're still in the Forest you will only get GSO quests. Now if you want you can head South and try some of the fast venture scout techs, and those quests but you better be ready because the fresh out of the box starting tech won't cut it. See where I'm going here with this? Territories help write the story.

6. All corporations will Ally with their same corporation against techs of opposing corporations. GSO will fight Venture and so on. If two GSO techs come in contact with one another they will form a small gang, the more techs of the same corp the larger the gang.

7. Shield bubbles will begin to change color as they loose power. A Blue shield is fully charged, a Yellow shield is at 60%-35% charge. An Orange shield is at 35%-15% a Red shield is at 15%-5% or less, and Finally a Blinking Red shield is at 5% or less. This is good to help people keep track, but it adds an element in multiplayer as well. Also please make a block you can add to your tech that lets you turn shields, and repair bubbles on and off.

8. Multiplayer: One big Server and one game mode for all players. I can't stress this enough, this is the single mistake that 90% of MMOs today are still making. Don't divide the game community. Give them one big Sandbox to run around in, don't give everyone or every group their own little sandboxes. They will learn to player together if they have a common goal. Everyone from the same corporation is automatically in the same guild, and in the same party.

9. Multiplayer: When you begin the multiplayer mode for the first time you will be asked which of the 4 corporations you want to join. You will Spawn in that corresponding territory. Meaning if you picked Nighthawk then you spawn in the miles of expansive salt flat territory with the other night hawks. Each corporation needs to have a percentage of players it can have for the server. Example if 12 people have made accounts on multiplayer then the maximum number of people who can choose night hawk would be 3. Now if the account number raises to 16 then another new player or an existing player could choose night hawk. Keeping the populations of players for the corporations equal. Players can only buy parts from the corporation they belong to. This gives players reasons to take parts from other techs from different corporations. This also makes money a lot more important. If one corporation of players completely wipes out another corporation, with the beaten corp only spawning with the starting tech the winning corp will get bored and eventually leave. This way the loosing corp can rebuild and players can have a real fight again sooner.
 
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Harrier

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#2
10. Multiplayer the goals of multiplayer will be to go into the other territories to complete quests, steal parts, destroy techs either AI techs or player techs, to capture bases, etc. Players will also find it really useful to defend their territories from enemy techs, they can also find ally techs doing this as well. Setting up traps for would be bandit techs as they venture into you're territory is a good way to harvest enemy parts. AI cpu controlled techs will have 3 primary jobs. One to harvest minerals then bring them back to the closet base. This will add corporation money which everyone that is logged on will get a percentage of. This gets everyone working together, and makes harvesting more important. Second job of AI bots is to be a guard. They drive slowly around bases and follow players to help guard them. Third job is to be a patrol. They make really big completely random drives around their corps territory. When found they are automatically converted to guard bots, or harvester bots.


11. Broadcasts are signals that techs can pick up on. Each Corp has its own frequency. You could even have ways to spy on the enemies frequency.

Okay so a frequency is a live stream that players can either stream audio too, have a wall of just characters streaming to them, or send and receive video broadcasts. Depending on what type of antenna you put on your tech. Video broadcasts would be little boxes that appear much like watching a gamer on youtube, or twitch. Audio broadcasts would be just like mumble, or vent, or team speak, and of course another antenna that adds a global wall of text. Voice microphone communication for anyone that is near your tech. Two techs of the same corp could drive up on to one another and start talking on mics right away if they both had a very simple to get Antenna.


12. The multiplayer game will keep track of kills and deaths for player to player combat. It won't keep track of player to cpu combat. The player who has the highest kills and the lowest death percentage will be that factions leader. The leader has 3 special perks.

a. The title of his or her corporation's leader in front of his or her name.

b. The leader's battery drain is half as much. Everyone will be gunning for the leader anyway.

c. The leader can talk to the leaders of the other corporations in either private messages or with local voice chat. This creates a doorway for a whole lot of situations to arise if two leaders from factions decide to work together, or two work against each other in a bitter rivalry. It also keeps everyone from taunting the crap out of each other if just 1 guy from each corporation can communicate with the other corporations. Also makes it a pretty desired spot to be in.


13. Boss techs that are scattered about in multiplayer. Each one guards a supply depot, and uses unique parts that can only be gotten from killing that boss.


14. Caves: give us a reason to use those lights. Have expansive underground terrain with all kinds of enemy techs. Maybe even a cave with techs that look like spiders with a big spider boss guarding a supply depo.


15. Water: build lakes, rivers, and canyons. Water adds another element in base defense it also makes hover panels way more useful. Canyons are fun to fly through. Rivers and waterfalls are pretty to look at.


16. Weather: Rain, snow, and ice would be amazing especially if the rain wet the ground leaving deep muddy tracks behind your tech. Snow could slowly blanket the ground in white. Wet ground would make your tech slide and slip on the mud. Snowy ground would leave white powder behind you and would make you grip into the snow when you turn. Icy ground would make you slip and slide all over the place. Weapons could even shot freezing water to make muddy, or icy ground terrain to set up traps for enemy techs. Flamethrowers could melt ice. Caves could be icy and you would need flame throwers to melt the icy in order to make it up certain slick slopes.


17. Boat and underwater tech pieces that allow you to float, or dive underwater.


18. Techs that can't float that drive into deep water will simply drive very slowly on the bottom of the lake. Making them easy pray for faster underwater tech that use torpedoes.


19. Areas with unique quests to explore in the sky, and underwater. Building a base underwater might be a pretty good hiding place. The same could be said for building something up in the air. Each one is hard to get to and you can make specific techs to defend it. Unprepared techs wishing to attack your base will be in a lot of trouble.


20. Have expansive temples and pyramids to build on, inside, and around.

21. A button to enlarge the map into a scrolling one for better navigation, along with a search bar. This is to help you find places on the map. Might as well make a search bar for parts too. Credited to Legionite.

That's all I have for now, thanks for reading. Please comment below to add to the discussion.
 
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#4
With all of this, I could say that you have essentially created a whole new game out of Terra Tech that really catches my eye.
All it needs to become a complete huge improvement over the current Terra Tech would be a button to enlarge the map into a scrolling one for navigation, along with a search bar.

https://forum.terratechgame.com/ind...ggesting-frequent-suggestions-12-11-17.14564/

And don't do wall of text it's not pleasant to read and so devs won't read it
I suddenly have an idea, since this happens way to frequently already, why not have the ideas that many people agree with get their own thread? (With this post mentioning
  • at the top to indicate that the Devs shouldn't read it).

    That way, the number of thread ideas is filtered, rather than a ton at once!
 

Harrier

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#5
Yes sir Legionite great addition, you're right. Might as well make yourself a map. I'll edit that in now.

Exund I thought of this instead give players an option by using antennas that are put on a tech.

Broadcasts are signals that techs can pick up on. Each Corp has its own frequency. You could even have ways to spy on the enemies frequency.

Okay so a frequency is a live stream that players can either stream audio too, have a wall of just characters streaming to them, or send and receive video broadcasts. Depending on what type of antenna you put on your tech. Video broadcasts would be little boxes that appear much like watching a gamer on youtube, or twitch. Audio broadcasts would be just like mumble, or vent, or team speak, and of course another antenna that adds a global wall of text. Voice microphone communication for anyone that is near your tech. Two techs of the same corp could drive up on to one another and start talking on mics right away if they both had a very simple to get Antenna.
 
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