Fixing the game's replayability.

Sapioit

Well-Known Member
Nov 1, 2019
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I'll keep it short. These are my ideas to vastly improve the game's replayability, and reduce unnecessary frustrations.

1. Corps unlocking should be tied to reaching the previously-unlocked corps' grade 1 (from the default grade 0 upon unlocking). This way, you won't deal with grade 1 Venture only after reaching grade 3 GSO, and won't deal with Better Future only after reaching grade 5 with GSO. Reticule Research should be the exception from this rule, requiring grade 3 GSO (so we can get dynamos and the like, but have the other RR quests unlocked by grade 5 GSO.

2. Fabricators should check upon loading at maximum-render-distance whether or not they have all the components needed to manufacture something, to fix the problem if getting stuck.

3. Change the rotation keys. Have one key be for checking every possible placement position of a face, first checking every position facing one orientation, then going to the next orientation and so on. The other key should change the face with which the block you're trying to place will be connected to the blocks you're trying to place. If the block won't fit in a certain position, it can be either skipped or show as unplaceable, possibly have a setting for that.

4. Components factories should have a queing option, so we can use a single components factory to create a block without looping. It would still only output one component, but it will queue and craft all the components needed for those components as well. It doesn't have to be shown to the player outside of a new tab of the menu.

5. Add a new functional block which lets us see how many raw resources a block needs (or add that information in a tooltip while hovering over an item in the fabricator), and to show us how many of each resource we have (or add that to the fabricator, in a new tab).

6. Use the weekly/monthly build challenges to completely rebuild the vehicles the enemies can spawn in, or at least let the users have those blueprint files in a folder, so they can modify (add, remove, replace) them as they needed, or so people can mod new vehicles to replace the old ones.

7. Change the respawn menu to have 5 pre-built vehicles to choose from, aside from the last vehicle used. GSO, GeoCorp, Venture, Hawkeye, Better Future. Not having Reticule Research, Space Junkers, Legion, and Aesthetics would be a good idea, because those are meant to be a different kind of corps. Those should also be chosen using only grade 1 or up to grade 2 blocks, and fit in a certain price range. A a geo-corp drill with a 2x2 for picking up resources, a small airplane with 2 smallest propellers and needing the weakest booster to take off and increase in speed and elevation (as opposed to slowly descending and/or slowing down), a tiny cannon with 2 front wheels and the tail dragging behind, and a small hovercraft, those would be good options without being overpowered. GSO could also get an upgrade, using less blocks in general, and getting some ground clearance.

8. Unlock trailer wheels and GeoCorp pipes before access to the inventory, so we can drag along the things we pick up in a trailer, instead of slapping them onto our tech, increasing it's size unnecessarily.

9. Increase the distance from the ground at which we can anchor without a Sky Anchor, or at least let it ignore the wheels and hovers while checking if it's at the right height.

10. MagLock trailer hitches (Magnetic Locking). Able to detach when in build mode and attach to the closest maglock hitch within it's range, to prevent phase-through. Different corps could have different ranges and strengths. For example, Venture could have high strength low distance, GSO low strength low distance, GeoCorp low strength high distance, Hawkeye and Better Future high strength high distance, and RR could have multiple variants.
 
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Sapioit

Well-Known Member
Nov 1, 2019
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I actually built a few examples of possible respawn vehicles. Note that I made them very unique to encourage creativity. Each of the vehicles has it's own quirks, and limited usage. I also used DLC themes, to show people the benefits of using them.

For example, the GSO vehicle is much smaller and much better at offroad (having wheels in the middle). Geocorp is focused mainly on mining and resource harvesting. Venture is a flyer difficult to control while on land. Hawkeye moves slower and on skids, but has a lot more weapons. Better Future semi-hovers using a gyroscope, and steers with an adjustment thruster (though I guess I could have used an all-axis gyroscope instead, and added a weapon).

I do think it would be interesting if the enemies also had random themes for their blocks (either a random theme per faction, or a random theme per block), to tease at the DLC content, and tigive the players who do not have DLCs some reskinned things, to show them how cool they look, and so they can use the skins if they don't send the blocks to the inventory, don't try to load a creation with a DLC theme without having that theme, and if they don't reskin the blocks.

RespawnGSO.pngRespawnGEO.pngRespawnVEN.pngRespawnHKE.pngRespawnBFT.png
To see the bigger images, click the button below, and then the button for each corporation:
RespawnGSO.png
RespawnGEO.png
RespawnVEN.png
RespawnHKE.png
RespawnBFT.png
 
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Sapioit

Well-Known Member
Nov 1, 2019
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The same techs, but with the default corps' skins:

RespawnGSOdefault.pngRespawnGEOdefault.pngRespawnVENdefault.pngRespawnHKEdefault.pngRespawnBFTdefault.png

To see the bigger images, click the button below, and then the button for each corporation:
RespawnGSOdefault.png
RespawnGEOdefault.png
RespawnVENdefault.png
RespawnHKEdefault.png
RespawnBFTdefault.png
 

Sapioit

Well-Known Member
Nov 1, 2019
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Oh, and please give the users some trailer wheels and GSO pipes before access to the inventory, so we can drag along the things we pick up, instead of slapping them onto our tech, increasing it's size unnecessarily.

And maybe also increase the distance from which we can anchor, or at least let it ignore the wheels and hovers while checking if it's at the right height.
 
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Sapioit

Well-Known Member
Nov 1, 2019
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MagLock trailer hitches (Magnetic Locking) should be introduced. As long as they are able to detach when in build mode and attach to the closest maglock hitch within it's range, it will be welcomed. Different corps could have different ranges and strengths. For example, Venture could have high strength low distance, GSO low strength low distance, GeoCorp low strength high distance, Hawkeye and Better Future high strength high distance, and RR could have multiple variants.
 

HeX

TerraTech Modder Manager
Jul 4, 2018
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505
MagLock trailer hitches (Magnetic Locking) should be introduced. As long as they are able to detach when in build mode and attach to the closest maglock hitch within it's range, it will be welcomed. Different corps could have different ranges and strengths. For example, Venture could have high strength low distance, GSO low strength low distance, GeoCorp low strength high distance, Hawkeye and Better Future high strength high distance, and RR could have multiple variants.
That's actually been made by modders already. Although it functions, unity doesn't necessarily like it and the physics like to kill itself.