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