Well I dunno about longer than starting from scraaaatch, but yes. We should be leaving the terrain and other big additions alone and go ironing things out elsewhere. Then let's make a star citizen scale terratech from scratch lol kinda like a no man's sky + terratech, maybe.The terrain manipulation seen in missions are, for basically the entire thing, manually designed. To implement caves using this method, they would need to model caves completely, meaning there would be no diversity. It would also be basically impossible given that the game is being developed by a pretty small team. Having the devs implement caves this way would take much longer than just remaking the game from nothing in order to include procedural generation of the caves as well.
I SHALL SUMMON THE WALL OF TEXT ONCE AGAIN!Oh I totally forgot about the rotors!
Despite the popularity seen after their release, the helicopter rotors are pretty much unused by users besides placing them horizontally for forward thrust. In fact, you rarely see anyone building legit helicopters at all because, in order to make one, one needs to
1. Put on adjusters in awkward places to provide pitch and roll, while they will alter the lift balance of the tech since they will try to help with lift. (Real life rotors provide pitch and roll. Not in Terratech)
2. Deal with fiddling with the throttle constantly to keep the vehicle at a desired altitude.
So the designing process and the control of the tech are both far more complicated than they should be. Pretty much all the helis people made are doused with gyros so they can focus on wrestling with the throttle. Most even go forward with thrusters instead of using the rotor's lift while pitched forward, which also brings up the issue of the rotors not having enough thrust.
Other than making the rotors do pitch and roll, a critical function needs to be added: when they are placed horizontally on a tech, they should adjust their own throttle to keep the tech at a constant altitude. To make fine control possible, the throttle control could be as they are now, while 0% is where the vehicle maintains altitude. This should let players control how fast they ascend/descend.
One more thing that could vastly improve the flying experience for all aircraft types is adding an altitude indicator.
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The thing we currently have... I'll just say that it's not good. I bet nobody even looks at it anymore, just as I have defaulted to relying on visual cues. If none of the above mentioned suggestions gets considered, please at least give us this indicator.
Yas. We want Star Citizen + Terratech. I guess the issue is how in Terratech, each techs are a combination of 100+ items of their own to render and compute, while in most other games, it's much less than that. Would be nice to see some clever features like what Wolfire Games did with their games, too.I had a dream... of Terratech 2
Dream wrecker!Yas. We want Star Citizen + Terratech. I guess the issue is how in Terratech, each techs are a combination of 100+ items of their own to render and compute, while in most other games, it's much less than that. Would be nice to see some clever features like what Wolfire Games did with their games, too.
Some of my suggestions have links as I have mentioned them before and explained in greater detail. (All links are a TerraTech forum post)Hey Prospectors,
We want to take a look at some Quality of Life improvements we can make to TerraTech.
For those who don't know what quality of life improvements are, they're general changes, adjustments, or additions we can make to the overall game to help improve things like functionality, accessibility, ease of use, etc.
An example of a Quality of Life improvement, and one of the most requested, has been New Biomes. Others include adding a Free Cam mode, more functionality to the Build Beam, map waypoints, to list a few.
So we want to hear your most pressing Quality of Life improvements that you'd like to see in TerraTech. Use this thread to post them. We'll then go through them all and see what we'll be able to do.
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.
Or a block to add to an owned tech to hide it from both the radar and the menu with the owned techs. This way, it would be a double-edged sword.The ability to combine large amounts of techs on the map into a base, tired of seeing 100s of blue dots when going to a large established base.