Greentech Corporation - The Rangers of Off-World Mining

Rafs

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#1
Hi!


On this thread I’ll be talking about the concept of a new corporation I thought of, which I think would introduce a lot of things to make the early-mid game more interesting and fun to play, and later phases too, with a few quality improvements for some areas and new mechanics that will help some playstyles.

Before starting, I must say that adding another corp to the planned corps we already have (which are 3: Junkers, Reticule & Legion) is something for the faaaar future of Terratech (if they ever decide to keep making new corps), and may depend on other features of the game too. With this thread, my main hope is to inspire the devs of some new blocks and new mechanics, even if they end up being added to the official corps we have; this is already a win for everyone.

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Greentech


I came up with Greentech after seeing so many ideas that pointed out for the need of a sustainable approach in mining and other activities of Terratech. Not only that, but the possible addition of water and the constant suggestion for a water themed corporation coming along. And also the idea of weather and ways to handle it.
So I fused all these concepts in one corporation, with a lot of inspiration from an Anno 2070 corp, The Eden Initiative.

Do note that the water and weather described in some blocks come from this thread: Reshaping The World: Biome Tweaks, Terrain Structures, Trading Stations, Water, Weather & Disasters


Corp description:


“Born back on Earth from a joint of ecologists and environmental engineers, the Greentech Corporation constantly researches new sustainable technologies for land and water exploitation. Their products can also handle climate and all kinds of harsh environments; while having minimal impact on the planet’ ecosystems.​
For them and their customers, each world is an invaluable jewel. And they are willing to fight for it.”​
Greentech is a corp that has its similarities with Geocorp but at the same time completely different visions on off-world mining. Their products are much less aggressive but also provide long term benefits for those willing to go the sustainable path.​
They are experts in climate and provide technologies to handle it, as well as many other environmental hazards. From light wooden and fiberglass structures that makes ships float to heavy titanite blocks that can stand the high temperatures of lava; from weather forecasting computers to intensive tree farming and planter boxes; autominers that doesn’t deplete veins; water turbine generators; riot control inspired guns, and much more; this corp has a wide array of utilities.​


This short video of the Eden Initiative can give a lot of inspiration for Greentech’s blocks style, with a mix of ceramic textures, metals, details in wood; never losing the high-tech feeling of a futuristic corporation but at the same time making it feel different of other corps in the game. It’s not as luxurious and streamlined as Better Future as some would think, it is a little more "rustic"; but neither gray, dull and retro as GSO.

https://www.youtube.com/watch?v=t2A6EK9Xq9w

And some Eden Initiative concept art:

Anno 2070 Concept Art Ecos.png

This is just to show we can have a different and unique style for this corp.
The colors and textures for Greentech could be light cream ceramic, olive green metal/fiberglass, and details in wood, with warm yellow lights.
Secondary skin would change the cream and olive green colors to dark gray and dark blue, with details in scorched wood; a “deepwater” themed skin.

Greentech should also appear in the game a little after or during Geocorp. It is not an endgame corp, but it has its gimmicks that might help the player throughout the game, much like Geocorp does.
 
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Rafs

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#2
Standard Blocks


Greentech basic blocks don’t have much special stuff about them, they come relatively early in the game and are balanced as such.
The chassis blocks are an interesting addition because they come way earlier than BF chassis blocks, and have similar low weight properties, but much less health. They can be used to make early boats and rafts, or early flying “dirigible” techs and balloons with the "floater blocks" I’ll show next.
And finally, a block that lets you navigate over lava, which can be used as early game armor too.


=> Greentech Ceramo-Metal Block (2x1x1, 2x2x1, 3x2x1) – The basic greentech block, half ceramic cream half metal olive. It has the same weight of GSO blocks of similar sizes but slightly more health.

=> Greentech Streamlined Ceramo-Metal Block – The streamlined version of the regular blocks, which comes in many shapes and sizes like Venture streamlined ones, but less curvy. Also trading attach points for more armor.

=> Greentech Wood-Fiberglass Chassis Block (2x2x1, 3x2x1, 3x3x1) – The appearance of this chassis block is that of an olive fiberglass mat covering a chassis-like structure, stretched like a tent, with a thin border of wood on the four sides. It has BF chassis weights but much less health, although much cheaper.

=> Greentech Titan Block (2x2x1, 3x2x1, 3x3x1) – A block that can stand lava (and float on it), coming in the same sizes of the chassis blocks. Dark metal for color and texture. Can be used as armor (heavy as a Hawkeye block of similar size, but a little less health, and cheaper). Top grade.

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Control Blocks


The greentech cab is easy to drive by itself, given its flat shape, making it harder to flip over than other land cabs. And the built-in radar makes it useful on early game to deal with the weather.


=> Greentech Explorer Cab (2x2x1) - A cab similar to the BF cab in shape, that unfolds wide-suspension buggy wheels when not attached to any blocks. Comes with built-in weather radar.

=> Greentech Ranger AI Module (2x2x1) - Mobile AI module, comes with two airguns.
 
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Rafs

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#3
Wheel Blocks


Greentech basic wheels are designed to be the easiest to use, not too fast or too strong, but having a good suspension, rather long horizontally for extra stability, and grippy. It also has special wheels that cling to the ground, again following the “easy to drive” design.
There are also amphibian wheels, one with paddles, one with lava-proof materials, and one that floats.
And finally long skids to make sledge techs.


=> Greentech Buggy Wheels (many sizes) – The standard Greentech wheels, not as strong as Geocorp or fast as Venture, but has small spikes that make it grip well to the terrain, and a tall suspension that makes it very bumpy and lets it absorb a lot of impact damage on landings. All tire sizes are thick and round in the edges, almost like a ball with spikes, and the suspension is a little longer than other wheels, giving the tech a lot of stability on curves.

=> Greentech Electrostatic Wheels (small, medium and large) – Strong wheels that use electrostatic charges to glue itself to the terrain, making it impossible to slip and very hard to lose the contact, almost like a strong magnet. Top grade unique technology, and costly. Also works underwater.

=> Greentech PaddlewheelA hollowed wheel with paddles, amphibian, works like a regular wheel on land but floats on water and help propelling the tech forward, like an old steamboat paddlewheel.

=> Greentech Titanwheel – A large and heavy metallic wheel, hollowed, that can traverse lava by floating and propelling itself over it with reinforced titanite paddles. Quite slow but strong and armored.

=> Greentech Balloon Wheel – The bounciest wheel available in Terratech, very round, medium sized. Somewhat amphibian, it floats very well on water with a strong buyoancy, but lacks any paddles for self-propelling.

=> Greentech Long Skids – Skids like Hawkeye’s but much longer, with a good suspension to absorb impacts. It has a strong resistance to strafing and sideways movements (like wheels) to grant it stability, but its mechanized support can make the skids turn a little bit to aid on curves. Perfect for making a sledge tech.

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Weapon Blocks


Greentech ranged weapons are the opposite of my concept of Junker weapons (which are "dirty"); here many weapons are clean and derived from riot control technologies (upgraded for some heavy environment protection enforcement). There’s even a purely defensive weapon, the foam cannon, which shoots a temporary obstacle/barrier.
There are torpedoes too, which may be an early-mid game version of Hawkeye weapons with specific uses for land and water.
As for melee weapons, there is a chainsaw that makes cutting trees easier given its long blade, and an unusual weapon which expels hot air and has very high point-blank damage but quickly lowers with the distance.


Ranged


=> Greentech Airgun (2x1x1) – A pneumatic machine gun that uses compressed air to shoot its bullets. Low damage, very high rate of fire, low range.

=> Greentech Pump Shotgun (2x1x1) – A pneumatic shotgun that uses compressed air to fire many round explosive pellets, fast. Very short range and low damage per pellet, but each pellet deals some splash damage, making it deadly on weaker targets.

=> Greentech Pneumatic Cannon (3x1x1) – A long barrel cannon, fixed, that shoots high speed munitions in a straight line, long range. The projectile itself has a lot of explosives, almost like a grenade, and the explosion radius makes up for the lack of a gimbal mount.

=> Greentech Sonic Cannon (2x2x1) – Sends high-power waves of sound, faster than railgun shots, but average damage. Can make short rotations for limited aiming.
 
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Rafs

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#4
=> Greentech Foam Launcher (2x2x2) – Fires a ball of foam that expands mid-air, becoming a large foamy mass which will take some hits before breaking and dissipating. A defensive weapon.

=> Greentech Torpedo (3x1x1) – Similar to a Hawkeye cruise missile but only propels itself underwater. On land and air becomes a droppable bomb.

=> Greentech Hovering Torpedo (2x1x1) – A smaller and weak torpedo, which when released will “fall” like a HE cruise missile, but will start hovering when near the ground and will make its way forward and into land enemies, never touching the ground (won’t go up high either). It will hover over water too but won’t work underwater.


Melee


=> Greentech Chainsaw (3x1x1) – A chainsaw for cutting trees, long enough to make it hard for any tree to get stuck on a non-damaging part of it, like it may happen with Geocorp weapons.

=> Greentech Heater Fan (2x2x2) – An unusual weapon that expels air at extreme temperatures, heating and melting anything exposed to it. Very high damage at close range, yet the air cools down with distance, dealing less and less damage. Average damage range greater than a plasma cutter.

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Accessory Blocks


Greentech accessory blocks are designed to help with weather and disasters dealing. And there’s a collector that makes it easier to integrate it with conveyors in mobile techs.


=> Greentech Weather Radar – A block that displays, on the UI, current weather and next day’s weather for the biome you’re in. Also displays biomes on the map, in different colors.

=> Greentech Sensor Tower (3x1x1) - A long antenna with a single attachment at the bottom. Has a normal radar, weather radar and altimeter.

=> Greentech Integrated Collector (2x2x1) – A collector that works similarly to a GSO Flatbed, but will release chunks to any conveyors touching it, dispensing the use of filters.

=> Greentech Pendulum Stabilizer (2x2x2) – A heavy ball, like a gyro, contained in a box with pistons attached to it. It will counterbalance small movements that could destabilize a tech and will protect anchored techs from Earthquake damage.
 

Rafs

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#5
Power Blocks


Greentech power blocks start with clean and reliable energy generation, and easier dealing with weather. The shield is exclusive for anchored bases, to make it easier to protect your early game stuff from the enemy, and a repair bubble that helps with quick battles but does poorly on prolonged ones. The green battery pack is a large and safe battery alternative, early on.


=> Greentech Small Wind Turbine (3x1x1) – Anchored 3-blades wind turbine that generates half the power of a GSO solar panel, day and night. Stronger output on windy and stormy weather. Attachments at the base.

=> Greentech Medium Wind Turbine (4x3x1) - A larger version of the other wind turbine, anchored, generates 2.5 times the power of a GSO solar panel, day and night.

=> Greentech Large Wind Turbine (5x3x3) - The largest wind turbine, anchored, this one is vertical axis model, generating 8 times the power of a GSO solar panel, day and night.

=> Greentech Solar Panel (4x2x2) – A solar panel that produces the equivalent of 5 GSO solar panels. Adjustable light frequency absorption enables it to lose less efficiency on rain and stormy weather. Unfolded solar panel is tall and slightly curved.

=> Greentech Hydro Turbine Generator (2x2x2) – A turbine that goes underwater, on rivers. It produces energy the stronger the river is, being a reliable source of energy on places where there are no geothermal vents; although it is weaker on average (but one can place as many turbines as needed along the river).

=> Greentech Anchored Pacifier Shield (2x2x2) – A large shield generator that consumes a lot of energy to create the largest shield bubble available. Only works anchored.

=> Greentech Rush Repair Bubble (2x1x1) – Medium sized bubble and regular drain, the moment it starts repairing it has high repair rate and efficiency but loses that on continuous use over time. When usage stops, it enters cooldown time to restore the "repair rush" functionality.

=> Greentech Green Battery Pack (2x2x1) – A battery less explosive than others, with slightly less capacity (6500 units, where 2 HE are 7000), but overall light (mass 10). Attachments on all sides.

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Manufactory Blocks


Following the sustainability and eco-friendly theme, why not plant some trees on planter boxes? One may even decorate a base with those, both the anchored and mobile versions! For those into farming, the irrigation system stimulates trees and crystals to grow nearby.
Their signature autominer is a bit slower than a quadminer but never depletes the seam.
The radial-menu filter silos help with crafting base construction early in the game, while raw resource blocks makes for easy packaging and transport of raw resources, the only corp to do so. And the mini mobile SCU helps with collecting blocks locally or on the move with the aid of a nearby magnet.


=> Greentech Anchored Planter Box – A large planter box that will grow any tree, anywhere (faster than in the wild). A radial menu can be used to change the type of tree.

=> Greentech Mobile Planter Box – A smaller version of the planter box that will grow smaller versions of the trees. Works similarly and can be put on mobile techs.

=> Greentech Irrigation System – An anchored block that absorbs luxite from the ground and water from the atmosphere in order to irrigate and fertilize a wide area around it, making wild plants grow faster. The poured luxite will slowly accumulate and crystallize, forming outcrops you can mine too.
 
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Rafs

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#6
=> Greentech Land Scrubber Autominer – An autominer that uses mineral processing and purifying technology to get the most out of a seam (won’t deplete). Slightly larger than the GSO Autominer, can’t be stacked on the same seam, and will mine resources at the same pace (thus slower than a GSO “quadminer”). Only works on seams untouched by other autominers.

=> Greentech Mini Filtered Silo (1x1x1) – A small silo that comes with a built-in filter (radial menu) and can storage only the resources set to.

=> Greentech Filtered Silo (2x2x1) – A medium sized silo that dispenses the use of filters. Comes with a radial menu for setting the kind of resource stored.

=> Greentech Raw Resource Block (4x1x1) – A block made of 24 of a raw resource for ease of transportation. The only raw resource blocks available.

=> Greentech Mini Mobile SCU (3x1x1) – A short range, weak mobile SCU, but rather small too. Useful to distribute in small places or near magnets, or simply to collect blocks from nearby fabricators.

=> Greentech Component Recycler – Works like a factory/refinery but somewhat reversed: will break components into their primary resource chunks.

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Flight Blocks


Greentech flight blocks are designed for early easy flight and easy maneuver on and underwater. It also got a unique biofuel tank which uses bio-engineered algae to replenish it faster during daytime, and a rotative booster that will let the tech make high speed turns (pairs well with the electrostatic wheels).


=> Greentech Streamlined Floater Tank (various sizes and shapes) – A floater tank much like the one I suggested for the Junkers, but streamlined to be used as ship hulls or in the making of airships, and uses non-explosive gasses; although it has a little weaker upward push in air (but good on water).

=> Greentech Geomagnetic Hovers (small, medium and large) – They work both ways repelling and attracting the ground to keep a fixed distance from it. “Up” and “Down” will make it adjust height by itself, like a hover power controller with normal hovers (which will instead make it more powerful at staying on the fixed ground distance, makes more sense). The hover ignores water, making for interesting underwater techs that hover on the seafloor.

=> Greentech Pulse Brake (small, medium, large) – Looks like an adjustment thruster, but only works when the player “releases” one of the movement keys, giving a pulse in the opposite direction to brake it. For example, pressing W goes forward, but when the player stops pressing, the brake acts.
The power of the brake is variable to meet the required power to brake, to cancel the movement, until a maximum value, which is greater than normal thrusters can do. All depends on the tech speed and weight. And doesn't need the BF Computer.

=> Greentech Glider Wings – Medium sized wings, very light and covered with green fiberglass, without attach points other than the base. They will rotate to give upwards push (or downwards), but just enough to make the tech fly straight (when not pressing up/down or making a turn), until a limit of rotation is reached. Useful for making stable, straight flying planes.

=> Greentech Turbine Propeller (2x2x2) – A small upgrade to the GSO turbine propeller, being more efficient than 2 of those stacked, and has small flaps on the back.
 
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Rafs

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#7
=> Greentech Marine Propeller (small, medium, large) – A propeller that works only underwater, and can be very strong, enough to making large subs fight the water resistance and move reasonably fast, as well as battleships.

=> Greentech Rotative Marine Propeller (small, medium, large) – Similar to the marine propeller, but can rotate 90° up/down (or right/left, depending on placement); although a little weaker, thus more suitable for maneuvering.

=> Greentech Sailing Rudder (small, medium, large) – A strong rudder for underwater steering. Not so effective on air.

=> Greentech Biofuel Tank (small, medium, large) – A tubular tank that produces and holds biofuel for boosters. All sizes come with a small glass dome on the top containing a green liquid that has bio-engineered algae, whom very quickly replenish fuel during daytime, but does it slowly at night.

=> Greentech Rotative Boosters (2x2x1) – A pair of boosters mounted on a gimbal, which can rotate to aid on a fast turning.

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Missions


The main campaign quests for Greentech would revolve around dealing with the environment and learning how to exploit it in a more sustainable way, using their energy generating blocks, their planters, and so on.
Repeatable missions would be “forest ranger” or “coastal guard” like, where you have to destroy clandestine miner bases or illegal logging operations, fight “pirate techs” on the sea, and regrow trees in an area where a big enemy tech has cut them (whom you need to beat first).

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Thanks for reading!
 

Sokolov

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#8
Awesome ideas! Really like that Eden Initiative concept.
However, I fear that introduction of disasters is a long - term goal, so we won't likely see this corp anytime soon.
Nevertheless , the concept is 111/10!
 
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eddie

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#9
ayyy, the corporation of wind and water(which one is earth and which one is fire? we are so close to summon Captain Planet LOL!), I hope it will be introduced along with water, weather and disaster system and also some blocks for water to all other corporations, can't wait to salvage ship wreckage with ships!

Also, I will give Lightning Storm as a super weapon to this corporation (imagine how Lightning Storm work in Red Alert 2)