Collecting Ideas

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zanzistar

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How about two modules, working together as a team? especially I think of the following: you have a spotter module on a small scout-type vehicle and a large weapon module on the other, bigger vehicle. The weapon coule be a sniper rifle (Long range, precise, but requires free line of sight) a piece of large artillery (also long range, not soo precise, but can fire without line of sight) some long range rockets (like the artillery).

It could work in a way lite this:
1. the scout sneaks up to the enemy and targets it.
2. he send the coordinates to the big gun
3. the big gun sets itself up and
4. Fire
Very cool Idea. This could be done with a laser tagging module attached to one drone and a large artillery weapon attached to another. The Tag drone just treat's it's tagger like a regular weapon. But it is actually guiding the artillery weapon further away.

I think this sort of heavy military gear belongs to Hawkeye.
 

zanzistar

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When you select an order at base with right-click, you should be able to hover over a selection and use left click to select it multiple times - That'd REALLY speed up production.
Yeah, the base UI is non existent right now. You just have the basic debug menus for now and so all of that will change completely. however, that said, the repeat order system is there already. If you left click a recipe once it will turn it blue and pin it in place so that it will repeat forever until you left click it again (turns white) and then it will go back to one at a time. Also right click an order to remove it from the list
 
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zanzistar

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A way to keep your vehicle from driving off while doing stuff with the base would be nice, or to prevent it from driving into the base and causing damage. For now I've been keeping some big blocks handy to toss under my car so it stays put.

Don't know if it would be easy to implement, but it would be great if a block could be 'locked' so you don't accidentally remove it when trying to move something near it. Quite a few times I went to move a turret and accidentally clicked the block it was on instead and had everything fly off.
Yep, the swapping of vehicles needs lots of work. eventually it will be done by clicking on a vehicles and selecting 'Take Control' from a menu, rather than double clicking. Also you're not supposed to be able to take control of the base at all, that's a bug which is being removed.
 

zanzistar

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Some very interesting ideas here. But many of them for the far future.

A few words about what's needed right now.

Well if full terrain generation on start is a no do for now, than:
Random base placement - after starting 4 times i know my first hour gameplay by heart.
Less resources - apart from wood, other should be scarce, not the way "shot a deposit - ore rolls to base down the hill by itself".

Laboratory base building - for reverse engineering scavenged parts
Side panel for base management - c&c style: refinery/production+research/sell
I like the idea of combining research and build interface in one menu as it's now.
Automated processing on base - "priority process" switch for automatic base behaviour (store resources only (as it's now)/refine resources and store/sell resources immediately/refine and sell).

As far as I've seen, my AI vehicles follow me/attack enemy in vicinity.
They need some training and switches too.
Moving behaviour - stand still/follow me/go to base.
Attack behaviour - follow and attack/stand rotating and attack/carry on driving and shoot/run for your life like mad :)

And for the far future: custom scripting for AI vehicles / base - think Egosoft's X series or even Colobot.

And yes, a way to discriminate what your pad picks up is so much needed. I second that one.
Hey,

You've hit the nail on the head with all of this stuff.

Random seed generation and base placement is coming. for now we re-use the same seed/locations until we can be sure it won't cause problems / be unplayable with random ones.

Resources are getting scaled back too. You're right, trees are plentiful. Everything else gets trickier and trickier to find.

User Interface menu screens will be added for all base unit pieces eventually. We only have the developer debug menus right now, which are far far far from the clean, well laid out menus that will be coming.

Scrapper modules are planned for the base that will strip down unwanted, scavenged vehicle blocks.

Automation on the base is possible to some extent in the current build, by left clicking a listed order (turns it blue), to pin it in place so that it will repeat. You can right click an order to delete it too. I always pin the orders I set in the refinery. All of those interactions will of course be given a proper menu at some stage so that they are clear and simple to use.

Cheers!
 

zanzistar

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Guys, this is a great thread. But it is growing out of control a little bit with so many suggestions and conversations. I'm going to round up this thread, lock it and I suggest that anyone who has further suggestions as we go on just create a new thread in the TT Suggestions Board, that way we can clearly see replies and interest in each suggestion.

Thanks!
 
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