--More interactive rotation system, the bias system is handy but a lot of the more complex and new blocks don't have a working biased rotation system so you have to spend 15 seconds rotating it out of 100 orientations to get the rotation you are looking for. A good way to do this (besides just copying Aardvark) is to create a 3 axis interaction, players enable the axis when holding a block to place and can then move the camera after "attaching" to an axis to have it rotate so your camera basically becomes a constant for it to rotate and you can quickly snap to another axis with a certain button and input so you won't need complex button mapping to be Console and Switch friendly.
The idea being that when you begin to rotate a block, you are putting all focus into how its rotating, once you finish rotating it will
STAY in that orientation until the player alters it again or changes blocks.
--AI improvements. Specifically ally AI and I DO KNOW the hell this dev team went through when trying to develop competent AI, (RIP Harvester AI mode we will see you some time in the future) but its still quite top of my list.
--Diverse difficulty, I even made a guide of "TerraTechs development" for players that want to know the general situation of TT and I include a lot of diverse difficulty additions and functionality in that guide, Campaign Difficulty section it is.
I can yoink a link in here to the guide if you wish Matt so you can see the great wall of text for yourself.
You know what I will yoink the link here anyways to the guide, just be ready for a wall of text whoever goes to see the campaign difficulty category.
Enjoy.
This is a guide to inform everyone the general situation of TTs development, along with some of my recommendations along with ones from other people. By no means should this guide be taken too far, it
steamcommunity.com
I forgot about this last quality of life improvement.
--Alter atmospheric behavior, currently when you build a hover or some flyer, the main reason you can never go faster than 200"mph" is because the more mass the tech has, the lower its top speed, but that (in my possibly wrong eyes) is head scratching. You are flying so the only thing that will make you slow when having sufficient lift and or thrust would be drag and air resistance, not mass... I am sick of creating MASSIVE engine configurations for my warships only to have a top speed of 50"mph" because of this rule. Thrust increases the amount of force you go through the air, increasing drag and air resistance but these increases only really matter when surpassing 100"mph" but currently if you don't change the size of the tech and its thrust output but only change the mass, it looses like 20-100"mph" (exponentially lost at higher speeds), how???
Mass does not equal speed limit, it is like saying the more massive a space craft is, the less maximum speed-- (not even 20% light speed, loosing maximum % of light speed when going above 95% the speed of light however is another story) --it is capable even though there are NO forces slowing it down! Example of a situation: "Oh I added 10,000kg, I can only go 1% the speed of light now for maximum velocity."
I even created a light weight and semi-aerodynamic tech (cylinder shaped for the most part with rounded ends) and I can only have it go 100"mph" and need to add 5 Atlas rotors to gain 10"mph".