Enemy Tech Population Update

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Matt

PAYLOAD STUDIOS
Jul 23, 2018
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Hey Prospectors,

We need your help! You may remember that from time to time we like to refresh the enemy Tech population in TerraTech. Well, now has come the time for us to do it again! This time with the aim of adding as many of the newer blocks to the enemy pool as possible.

So, where do you come in? Well, we want you to submit Techs to be considered for the enemy population!

You'll need to submit three different Techs, each with a different "Power Level":
  • Early game (easy)
  • Mid-game (medium)
  • Late game (hard)
To make things more fun there should be an 'evolution' from one Power Level to the next. Something like this:

1655722747457.png

Rules
There are some rules that your Techs will need to adhere to:
  • At least one of your Techs must feature at least one of these latest blocks:
    • GeoCorp Lightweight Block #1
    • GeoCorp Lightweight Block #2
    • GeoCorp Lightweight Edge Block #1
    • GeoCorp Lightweight Edge Block #2
    • GeoCorp Lightweight Edge Block #3
    • GeoCorp Lightweight Corner Block
    • GeoCorp Aircraft Cab
    • GeoCorp Conning Tower Cab
    • GeoCorp Landing Gear Wheel #1
    • GeoCorp Landing Gear Wheel #2
    • GeoCorp Catapult
    • GeoCorp Nail Gun
    • GeoCorp Mortar
    • GeoCorp Scrap Gun
    • GeoCorp Active Single Axis Gyro
    • GeoCorp Active All Axis Heavy Gyro
    • GeoCorp Navigational Light
    • GeoCorp Mass Modifier
    • GeoCorp Left Wing
    • GeoCorp Right Wing
    • GeoCorp Tail Wing
    • GeoCorp Centre Wing
    • Hawkeye Cyclops Laser
    • Hawkeye Quad Railgun
  • Tech Size and restrictions:
    • Early game Tech
      • 10x10x10 Blocks
      • Grade 1 Blocks Only
    • Mid-game Tech
      • 15x15x15 Blocks
      • Grade 1& 2 Blocks Only
    • Late game Tech
      • 20x20x20 Blocks
      • Any Grade Blocks
  • Must use vanilla blocks - NO MODS!
  • The deadline for submissions is the 4th 8th of July
  • Techs must be submitted to this thread
    • Three Techs per submission
    • One submission per person
    • Snapshots only please - No Workshop links!
  • We have the final say on what Techs are added to the enemy population
 
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AstraTheDragon

A dapper dragon
Sep 9, 2017
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Firstly I'd like to say this is an excellent initiative, something definitely much-needed to allow the new blocks an optimistic lease of life, and a very fun way to get involved in the game development :D

However, the restrictions strikes me as quite limiting, and the grade guidelines are a good consideration, but maybe require some clarification. Here are a few thoughts:
5x5x5 is absolutely tiny... are we to build GeoCorp techs that small? If a tech is 11 blocks long, must it surely be counted as late-game, even if it could all be ZK-47s and Little Trekkers? By the stage a player is getting Hawkeye, BF, RR licenses, they've long since superceded the weight class of 'mid-game' techs, must Grade 1 and Grade 2 techs of those corporations still obey the size restriction of 'early-' and 'mid-game'? What are the recommendations for multicorp techs?; is a HE grade 1 'early-game' tech also forbidden from using GSO blocks graded higher than Grade 1, even though GSO Grade 4 is already prerequisite?

This causes me to wonder, would factors such as a mass limit (based on the R&D Test Chamber weighing scales), whether having repair/shield bubbles, whether having explosive weapons, whether flying/hovering... not paint a more accurate picture of a tech's difficulty than merely the box it fits into?

For example, the Big Bertha tech depicted above doesn't strike me as particularly challenging. Having an explosive weapon makes it moderately dangerous, ✅ but it (looks to) lack shield bubbles (necessity for any degree of survivability) or higher-than normal mobility (not hovering/flying) , while also being quite structurally lightweight (not an armoured brick of a tech, it's dead as soon as a wheel falls off) . For meeting 1/4 of these conditions I made up, I'd judge it to be of lower-end difficulty of post-GSO Grade 5 techs. Not basing difficulty on bounding box or grades involved, I think reflects a slightly closer picture of difficulty. Difficulty, of course, is different to stage at which techs encountered in the game, but I don't believe it's right to add to the game at its latter stages of gameplay too many new walkover techs that would fail all of these kinds of tests.

I apologise if this sounds over-critical, over-pedantic, or if it's innapropriate to make this point here, and I completely understand the necessity of the recommendations. I'm simply curious about the strictness of the regulations, in the interest of the coolest suitable techs being able to populate this great game :)

tl:dr the tech class restrictions, while important, sound a bit vague to me and I disagree that they accurately classify tech difficulty, which I think is important to try to gauge since the population already has so many old techs that are complete walkovers.
 

Bioniclefan414

Well-Known Member
Sep 7, 2021
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how do we build Geocorp in 5x5x5? How will a 12x12x12 tech survive 20 battleship cannons? consider what actual early, mid, and late game techs will look like, and significantly increase our base sizes. I'd personally vouch for 8x8x8, 16x16x16, and 24x24x24
 

Delirium

Well-Known Member
Dec 30, 2020
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how do we build Geocorp in 5x5x5? How will a 12x12x12 tech survive 20 battleship cannons? consider what actual early, mid, and late game techs will look like, and significantly increase our base sizes. I'd personally vouch for 8x8x8, 16x16x16, and 24x24x24
I skipped to grade 2, seeing as it is impossible to make grade 1.
 
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Aardvark123

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  • Your Techs must feature at leastone of these latest blocks:
    • GeoCorp Lightweight Block #1
    • GeoCorp Lightweight Block #2
    • GeoCorp Lightweight Edge Block #1
    • GeoCorp Lightweight Edge Block #2
    • GeoCorp Lightweight Edge Block #3
    • GeoCorp Lightweight Corner Block
    • GeoCorp Aircraft Cab
    • GeoCorp Conning Tower Cab
    • GeoCorp Landing Gear Wheel #1
    • GeoCorp Landing Gear Wheel #2
    • GeoCorp Catapult
    • GeoCorp Nail Gun
    • GeoCorp Mortar
    • GeoCorp Scrap Gun
    • GeoCorp Active Single Axis Gyro
    • GeoCorp Active All Axis Heavy Gyro
    • GeoCorp Navigational Light
    • GeoCorp Mass Modifier
    • GeoCorp Left Wing
    • GeoCorp Right Wing
    • GeoCorp Tail Wing
    • GeoCorp Centre Wing
    • Hawkeye Cyclops Laser
    • Hawkeye Quad Railgun
  • Tech Size and restrictions:
    • Early game Tech
      • 5x5x5 Blocks
      • Grade 1 Blocks Only
    • Mid-game Tech
      • 10x10x10 Blocks
      • Grade 1& 2 Blocks Only
    • Late game Tech
      • 15x15x15 Blocks
      • Any Grade Blocks
There's a slight problem. None of the new blocks you've listed as requirements are actually available at license grade 1 for their respective corporations. I've checked every last one of them; they're all grade 2 or higher. Should we leave them out of our early-game techs?
 

Geocorp Jumper

Well-Known Member
May 24, 2016
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  • Tech Size and restrictions:
    • Early game Tech
      • 5x5x5 Blocks
      • Grade 1 Blocks Only
Another issue I’d like to point out here is that early game GeoCorp techs are hard to fit in a 5x5x5 space. This is primarily because of GeoCorp’s dimensions, such as that half of the grade 1 weapons have at least one dimension that is 3 blocks long. Another issue here is that every grade 1 wheel in Geocorp is at least 2 blocks wide. Two wheels put side by side leaves only room for a 1-block wide space.

Is this doable? Yes, but you will likely have some really weird-looking GeoCorp submissions. If just early game Geocorp techs were allowed a 6x6x6 space, that would remedy the issue quite well.
 

Matt

PAYLOAD STUDIOS
Jul 23, 2018
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Thanks for bringing up these concerns everyone! As always when we set up these activities there will inevitably be something we've missed or not considered. And the Tech Size has been one of those things.

I'm going to see if there is any wiggle room with the Tech Size but won't find out until tomorrow so I'll have to leave it as-is for now. If you have got anything you'd like to submit that conforms to the current rules feel free to, but if you'd like to wait until I can clarify exactly what the size limit will be that's also fine :)
 

Falchoin

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May 30, 2018
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And about the impossible requirements of grade 1 only parts for the early game tech but every block on the "need at least one of the following" list is grade 2 or higher?
 

Matt

PAYLOAD STUDIOS
Jul 23, 2018
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And about the impossible requirements of grade 1 only parts for the early game tech but every block on the "need at least one of the following" list is grade 2 or higher?
I should have clarified that at least one of your Techs should include at least one of the new blocks. I'll update the post to reflect this. Thanks!
 

Matt

PAYLOAD STUDIOS
Jul 23, 2018
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Okay, so we've discussed this with the team and agreed that we can increase the build limit to 10x10x10, 15x15x15, and 20x20x20.

This will have to be the final version of the rules as we're keen to get this kicked off as soon as possible.
 

warbrand2

A merc who loves blowing up large targets.
Jun 16, 2020
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Well this is awkward, after working afor a bit I found some weakenessed in the design and did some heavy improvements. Now I am going to have to swap my submissions out. for new versions. Note names are not on snapshot because I am an idiot.

--------------------------
GEO miner t1 m2.png
GEO miner t2 M2.png
GEO miner T3 m2.png

Improved versions


20220622165415_1.jpg20220622165421_1.jpg


LORE


The GEO MINER Series. is the Highest point in advanced mining techs. Starting with the T1 a little brother to the others this small tech can and will mine anywhere its driver can get it.

The t2, is an upgraded version with better armor and automadted systems for bringing ore to its silo.

Finally we have the flag ship of the Miner series M2. The Goliath or T3. this bad boy can deploy an autominer anywhere and has 6 little drones to help it in its mining needs.
 
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warbrand2

A merc who loves blowing up large targets.
Jun 16, 2020
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Question, should I do another update on mine to add some more weapons, make the auto minor on the T3 have more function, and give them propper names? OR are they fine as is?
 
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Geocorp Jumper

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May 24, 2016
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Question, should I do another update on mine to add some more weapons, make the auto minor on the T3 have more function, and give them propper names? OR are they fine as is?
I like their character. IMO, they don’t necessarily have to be a challenge to fight. Just the fact that they are built with a purpose in mind adds variety and lore to the world.
 
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Falchoin

Well-Known Member
May 30, 2018
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I bring you the Krusher series! Starting with a lowly GeoCorp/GSO hybrid the Krusher pilot became enamored with Hawkeye skids and weapons. The Krusher Mk2 was a step in the right direction, but he wanted more... more skids! And thus, the Krusher Mk3 lost its namesake wheels in favor of becoming a full skidcraft.

Krusher Mk1 (10x10x6)
Krusher Mk1.png
Krusher Mk2 (14x14x9)
Krusher Mk2.png
Krusher Mk 3 (20x18x11)
Krusher Mk3.png

(edit to update the Mk3 to be a full wall crawler)
 
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warbrand2

A merc who loves blowing up large targets.
Jun 16, 2020
343
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Really wish we could have more then one submission set, As I have both a venture and HE concept that might work for this.
 

Seth_Seth

nevermind probably overhauling dl
Oct 14, 2017
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I dunno
forum.terratechgame.com
I have made, some lads. How do I make gc techs again.

The Lad (GC/HK1) is a small boy with light arms defense, clearly it's more preferred to go off harvesting trees (or destroying all of them as tactical ais have shown to do, which this compensates for oddly enough.)

The Lad.png

The Chad (GC/HK2) is a more advanced version of the lad, with bigger resource capacity, melee damage, weapon pylons and armor being held by BUMPERS. Not to mention hidden cabs!

The Chad.png

Now if you assumed that the grade 3 one would be reasonable, no. Instead I'm pretty sure I manifested a new player trying to make a meta build on accident due to not knowing how to geocorp so it's called The Smad (GC/HK3) and it has no regard for not spamming weapons even though the shield only covers half of it, though if you only look at it from a glance, it's worse than just railgun and cruise spam. But at least it's a decorated meta brick done poorly.

The Smad.png

why are their names consistent.
 

K.N.

New Member
Jun 20, 2022
1
5
1
Here's my tech submissions;

"lil dave" T1
A small geo corp rover i tried building within the old 5x5x5 limits
*unsure if DLC skins are allowed, will edit if needed
lil dave.png

"HE railgunner" T3
A medium sized Hawkeye tank, with lasers railguns, and 2 missiles
* uses quad railgun, and cyclops laser
HE railgunner.png

"Surveyor"
A fast and deadly hover from a geo corp and gso collaborative effort
*uses an assortment of GC lightweight blocks, a GC catapult, a mass modifier block in the rear, and 2x GC turbines.
Surveyor.png
 

warbrand2

A merc who loves blowing up large targets.
Jun 16, 2020
343
400
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As we don't seem to have many people submitting things, I have an alt tech to submit. purely do to the fact that we have what 5 entries at this point.

20220626015733_1.jpg

I give you the BF pill series.
BF pill.png
BF pill, the smallest of the series this small single person tech can be dropped from orbit at a moments notice, has state of the art laser weapons, and an internals designed to keep it mobile and stable.

WARNING: Better future is not liable for the user getting stuck on hills, enemies, or thin air... this is why you use hovers not wheels.


BF STRIDER

BF strider.png

A joint project between HE and BF this tech is armed with the heaviest laser out there, not we didn't just take the laser to steal its tech later.



BF SAPPER
BF Sapper.png



the largest of the Pill series the Sapper is not for sell, it is used by BF recovery reps to retrieve techs that have not been fully paid for as such it is equiped with 4 venture mercs armed with their own fast moving quad cannon hovers.

20220626064140_1.jpg



I know I am breaking the rules by posting this but I really think we need more submissions.


EDIT

MATT if this is a bad idea leave the tech you like the most.


EDIT2: it should be noted I am trying to make use of explosive bolts with my t3 builds to show what they can do. the GEO shows how you can use bolts and turret AI's to auto place autominors, the BF shows how you can get a squad up with bolts.
 
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