Reticule Research Brainstorming Thread

Rafs

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#1
Hi!

Once again I'm here to give some suggestions of new blocks and concepts, this time for Reticule Research. First of all, let's read the original concept (found here https://terratechgame.com/blog_Designing_TerraTechs_Intergalactic_Corporations.htm):


Mad professors running wild making crazy weaponry. The vehicles are standard modern day fair, but the weapons mounted on to them are turbocharged and out of this world. These bizarre weapons give little indication of their actual function and they are just as likely to work as to blow their operator to pieces. Evil geniuses who've found the keys to the toy box.
Reticule Research is an applied sciences research company, whose main focus is experimental weaponry. With the advent of off-world mining, the coy RR execs realised that they could cut their R&D costs if they simply offered up their dangerous prototype weapons to those freelance prospectors on the other side of the galaxy.
Reticule Research is the corp where anything goes when it comes to weapons, but the weapons they have are just as likely to mess the player up as they are to cause harm to their enemies. One weapon I’m really keen on having for this is something we call the ‘Spherical Slice Shield’, this is a small module that you place anywhere on your tank, then when you activate it, it will project a sphere of energy a few meters out which will cut through and detach any blocks that it comes into contact with be that friendly or enemy. So you would attach it to small tanks that can crash into large enemies kamikaze style, then activate it to take a chunk off an enemy vehicle. Then, once engaged, the tank and blocks stuck inside will ping around the battlefield as they are struck by any fire, stuck in a hamster ball style globe.
  • For the start of my suggestion list, I'll be giving ideas for weapons that fit that concept, and a few other dangerous gadgets too.
  • However, I'll go further on the next section of my thread and propose a few other ideas that would make Reticule even more cool, if it wasn't only about weapons.
  • And then I'll propose blocks for other corporations, related to all these previous ideas.
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Weapon Blocks


=> Reticule Corrosion Puddle – Drops hazardous liquids on the floor. Anything that touches it, receives damage.

=> Reticule Slime Puddle – Drops a sticky gel on the floor that slows down techs. Low thrust techs get glued.

=> Reticule Singularity Missile – Fires a missile that blows up in a small black hole, which pulls any blocks and techs into it, damaging everything, before evaporating. Has considerable pulling range.

=> Reticule Kinectic Railgun – A large weapon that accelerates a bullet to high speeds, dealing high concentrated damage on the target. Massive knockback both on user and target.

=> Reticule Tesla Tower – A tower that generates electric arcs between it’s charged tip and anything that is not "under" it, in a conic shaped "safe region". Friendly blocks outside of the safe region will get damaged by the arcs.

=> Reticule Eletrosphere Gun – Fires a volatile cloud-ball of highly ionized gasses that blows up after travelling a fixed distance or hitting a target, high damage on anything it touches.

=> Reticule Overcharger Beam – A reworked wireless charger that transfers energy forcibly from the user to any other techs around, within reach. If the overcharger beam charges a full battery, that battery will blow up.

=> Reticule Laser Charger Gun – A weapon that when pressing a special key, charges a beam with energy for a few seconds. The more it charges, the more energy it drains, but also the more damage it does if it hits the target. When released, it shoots a continuous piercing beam of energy for one second, like a plasma cutter, but with very long reach.

=> Reticule Sonic Boom – A bigger sonic lance. Otherworldly knockback; on everyone.

 
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Rafs

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#2
(thread broken in pieces because if character limit restraints)

Accessory Blocks


=> Reticule Self Destruct Switch – When activated, triggers a short circuit in all batteries of the tech, blowing them up like bombs.

=> Reticule Wireless Self Destruct Switch – Activates any Self Destruct Switches in range.

=> Reticule SCU Teleporter – A device that lets you press a special key to change the mouse cursor to something similar to the Load Tech “placement bubble”; but it works at a very long range, and when clicking it your tech gets SCU’ed and loaded in the place you targeted. Naturally, the teleport resets batteries and shields/repair, like when loading a new tech; so this can be a dangerous procedure.

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Other Possible Reticule Blocks

Here I present several ideas that would work if Reticule Research was fully fledged to be a corporation and not just a crazy weapons & gadgets company. I thought of highly futuristic contraptions that could look strange or unfitting in other corps.
Another note: even though the original blog concept says wheels would be simple, I think complex wheels add much more to the game. GSO already has simple wheels.

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Standard Blocks


=> Reticule Stainless Steel Block (various sizes) – A block that has considerable health and weight, in a mid-ground between GSO and Hawkeye.

=> Reticule Antimatter Block (various sizes) – A high-tech alloy encasing that holds a small portion of antimatter inside of it. The antimatter has negative mass, making so that the overall mass of the block is almost 0. The block however will go unstable and blow up if damaged enough.

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Wheel Blocks


=> Reticule Sphere Wheel (Small/Medium/Large) – A spherical wheel contained in a special encasing; lacks the power and speed of other wheels of similar size but can rotate in any direction, allowing ground techs to strafe and do perfect 360° turns.

=> Reticule Spherical Bike Wheel (small and large) – Resembles a bike wheel but instead has a sphere between the poles that hold it; allows free movement.

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Accessory Blocks


=> Reticule Weapons Switch – Toggles continuous fire of weapons, on/off. Useful for surface miners and lumberjack AI techs.
 
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Rafs

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#3
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Power Blocks

=> Reticule Inertial Dampener Engine (small/medium/large) – Reduces mass of affected blocks in range, making a Hawkeye block weight as much as a Venture Block. By reducing mass, it reduces the inertia of blocks, but also has an indirect effect in how blocks interact with gravity, thus it can be considered an upgrade of the Antigravity Engine. However, it consumes more energy, and cannot be stacked. Also, the larger the engine, the larger the radius, as always.

=> Reticule Anchored Fusion Reactor – The ultimate generator, requires a lot of energy to startup. It is a stable source of energy, but rather big, and if damaged will lead to catastrophic melt-down and explosion. Maybe a 4x3x3 block.

=> Reticule Mobile Fusion Reactor – A block that requires a lot of energy to startup, but will then be a stable source of energy. Enough damage will lead to a big explosion. Though if it as a heavy 3x2x2 block.

=> Reticule Force Field Generator (small/medium/large) - Repells techs, loose blocks and slow projectiles within its range of action; has the average radius scaling of magnets. The bigger the generator, the bigger and stronger the repulsion field, but also the more energy it drains. Useful against small techs, melee attackers or even kamikazis. Also repells slow projectiles like sticky bombs or dropped bombs.

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Manufactoring Blocks


=> Reticule Resource Portal (red/blue/green/yellow/white/black/pink/brown/etc) - Colored pairs of blocks that can be used to transfer resources from one location to another via teleportals, always within the same tech or base. Each pair has a color that represents their bond/link, working essentially as a non-physical link between two extremes of a conveyor belt, for example. Has the size and similar appearance to a small resource receiver. Made it to work in pairs so you don't need to program portals, keeping the simplicity and intuitive design of the game.

 
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Rafs

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#4
Other corps derivations

GSO Hub Ball Trailer Wheel - An unpowered wheel consisting of a large ball and smaller ball bearings inside of a case, allowing freedom of movement on a towed tech.

Geocorp Mecanum Track – A track that has mecanum wheels in its treads, allowing for easier turning.
Geocorp Morphing Wheel – A medium, round wheel that can morph into a trigonal tank track for higher grip when necessary, trading speed for power whenever needed; like when climbing a steep hill.

Venture Pulse Bomb Cannon – Fires a bomb that explodes with low damage but great knockback.
Venture Mecanum Wheel – A light mecanum wheel that can achieve high speeds, also allowing for sharp turns.

Hawkeye Kinectic Accelerator – A smaller version of the kinectic railgun, less damage and less knockback on both user and target.
Hawkeye Track Ball - A big armored sphere wheel, average carrying strength and speed but allows for free movement in any direction. Very tough.

Better Future Omni Halo Wheel – Looks like a normal medium halo wheel, but it has motorized internal rollers between the tire and the halo, that can rotate the tire horizontally (poloidal rotation, like a donut rotating inwards or outwards), allowing for more freedom of movement.

Junkers Oil Puddle – Drops a large puddle of slickery oil, that makes any techs lose grip when in contact with it.
Junkers Omni Wheel – A big wheel with several other wheels attached to its borders in a 90° angle, allowing free movement in all directions. (Idea by @Random Spaceship)

Some Wheel Examples:

Wheels.png


That's all, thanks for reading and I hope you all enjoyed!

Leave your ideas too in the commentaries!
 
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Epic afdc

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#5
I must say. I really like the sphere wheel idea. It’ll definitely make ground vehicles a lot more fun to play with.
I’d also like to add in my own ideas.
The RR “Resercher” cab: this is a relatively simple cab, a (2x2x1) cab that is rather boxy looking, it has attachment points all on the bottom, sides and front. When the cab is detached a sphere wheel pops out from front, back and the sides of the cab. There is an emergency rail gun mounted on the top of the cab that has a slow firing rate and decently high damage, with rather high recoil to match. The cab itself is rather well armored as well.

The RR implosion cannon (small medium large): small (1x1x1) medium(2x2x1) large (4x4x2) these cannons launch a projectile that instead of exploding, they implode, detaching blocks of friendly and enemy techs (and sometimes the tech itself) and sucking them towards where the projectile landed. The size of the implosion depends on which cannon you use. And this weapon is great for collecting parts due to it’s low damage and tendency to rip parts off instead of destroying them. When this weapon is destroyed it creates an implosion, which rips blocks off of your tech. Implosion size depends on the size of the cannon.
The RR lightning cannon: this weapon is a cannon that fires a ball of lightning and upon impact with a surface or a tech, begins to emit sparks of electricity that when it strikes batteries, charges them, if the batteries get charged too much...they simply explode. If the tech doesn’t have batteries, the lightning bolts instead damage blocks by zapping them. And yes, the lightning bolts will target your tech if it’s in range. This block is (3x2x1)
The RR overcharged battery pack: this battery is rather unique, it has this “overcharge” mechanic that when the battery reaches full capacity, it begins to “overcharge”, giving it more capacity, the LED lights on the side of the battery turn yellow with low levels of overcharge, orange with medium levels of overcharge, and red with dangerous levels of overcharge. If you overcharge the battery too much... then kablooie, it simply explodes. Also, the higher the overcharge levels on the battery, the more explosive it becomes. (2x2x1)
The RR healing/ shield bubble: these bubbles are also Unique, they have the ability to grow and shrink depending on how much power is shoved into them. They can get slightly bigger than the Hawkeye shield/ the geo Corp healing bubbles. These bubbles also work well with the RR overcharged batteries. But with great power, there has to be some sort of drastic drawback. There is. The more power going through the shield/repair bubble, the more unstable it becomes and if you shove too much power into the bubbles, they explode.
The RR little wheel: this is a simple (1x1x1) wheel that has surprisingly high carry weight and torque (since most of the RR weaponry is absolutely massive and probably very heavy) it resembles the mud tires you see on big off-roaders
The RR wide wheels: these wheels have phenomenal torque and grip as well as being fairly quick (2x4x2)
The RR tank tracks: they are grippy, and have tons of torque (4x2x1) and they have tons of attach points on the top and sides.
 

Nooboid

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#6
The RR implosion cannon (small medium large): small (1x1x1) medium(2x2x1) large (4x4x2) these cannons launch a projectile that instead of exploding, they implode, detaching blocks of friendly and enemy techs (and sometimes the tech itself) and sucking them towards where the projectile landed. The size of the implosion depends on which cannon you use. And this weapon is great for collecting parts due to it’s low damage and tendency to rip parts off instead of destroying them. When this weapon is destroyed it creates an implosion, which rips blocks off of your tech. Implosion size depends on the size of the cannon.
IMPLOSIONS!
 
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Rafs

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#7
I like the overcharged battery a lot! I "overlike" it lol

But I think it would be difficult to control its overcharge with so many sources of continuous energy in the game and so few drains to handle it, both generation and drain of energy is usually passive, not active.
So being able to toggle the level of overcharge desired would be nice.
And having a risk of bubble malfunction (if using other corps bubbles) associated with the overcharge, for example, as batteries are already very explosive by themselves. So high overcharge means from time to time a bubble may turn off.

And how do you control how much power goes to these special RR bubbles?
I think having flexible bubble ranges is a nice thing indeed, but we could relate it to something else, like the Tech energy meter.
For example, at full battery level, bubbles have a size. As the battery naturally depletes over time, the bubbles shrink a little, so much that they go from BF range to Venture Range (while consuming less energy but having reduced efficiency).
However, overcharging batteries can make the bubbles grow further, from BF range to Hawkeye/Geocorp range.
This way, as shields take damage and consume more energy, they will shrink, so you won't stand prolonged fire. But they are very effective at shorter encounters.
And an overcharged RR shield consume less energy than a Hawkeye one, so you have a reason to use it if you're overcharging batteries.
Again, if you make so that overcharged batteries don't work well with other bubbles, you'll have another reason to use this pair/trinity, which is a great sinergy of blocks.
 
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DROTC ball

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#8
EMP grenade launcher 1x2 - deals small amounts of damage, big radius (around about 1 big one block). this grenade will temporally shut down anything that gets in it's blast radius enemy or ally techs hits any turret mounted weapons the weapon's turret and attacking mechanism will be down for 12 second (same time for everything). hits normal weapons with no or little turning no turn and no shoot. if this grenade hits a wheel/track the tack/wheel will become unusable for the same time as everything else (12 secs) if this grenade hits a battery the batter will over charge (like the over charger's effect) and explode, explosion size differs on battery size. if this grenade hits a shield/repair bubble of any type that bubble will shut down. if the EMP hits the cab all functions of the tech are out for 12 seconds if there are more than one cab the effect of the EMP hitting a signal cab will be ignored. EMP will also take up some energy to fire. the energy taken would be 4/6 of a gso battery
 
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DROTC ball

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#9
reticule research high voltage energy cell - a energy cell that ranges from a gso battery size to a geo corp one. this battery based on size will have slightly more energy than gso HE BF and GC batteries. but has a powerful explosion that can obliterate a tech in one swoop. and dies in 5 shots of a gso coil laser might wana protect this one better for your life.
 
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DROTC ball

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#10
tight compacted fuel tank - this fuel tank is as big as a venture one, but hold 50% more than the big poppa fuel tank. can only take a few shot before exploding and obliterating half you tech.
 
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#11
this would be perfect for an EXP replacement, having prototypes formulated by mad scientists covered in metal plating with glowing orange and blue I feel would be more exciting than an unfinished block colored gray with two dark gray stripes in the middle with the occasional red sprinkled in

RR could also act as an opportunity to add in blocks we need that wouldn't fit into other corps' lore, I guess
 

Sokolov

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#12
Finally, a source of energy without having to put everything in! However, I'd give it a bigger size - maybe twice in all dimensions. Because free power cannot be without a drawback.
 
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Sokolov

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#13
Also, programmable blocks. They are scientists, after all.
RR optic shield - basically a shield bubble, size of a GSO one, yet has a HE texture. Upon being hit with lasers and/or Tesla charges, recharges your tech a bit.
Really like all the concepts here. However, very curious about the resource portal, as it would need to switchable.
 
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Zorgomol

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#14
RR Impulse Booster
Reminiscent of the pre-FTL fusion pellet spaceship drives, the Impulse Booster charges up a laser array and uses that to induce a supercritical controlled explosion, giving the attached tech a massive kinetic impulse. Magnetic shielding will keep the booster itself safe, but anything inside the blast radius is at risk of being obliterated. Nicknamed "Kangaroo Drive" by the surviving prototype tech pilots.
 
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Soviet_Samuelson

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#15
this would be perfect for an EXP replacement, having prototypes formulated by mad scientists covered in metal plating with glowing orange and blue I feel would be more exciting than an unfinished block colored gray with two dark gray stripes in the middle with the occasional red sprinkled in

RR could also act as an opportunity to add in blocks we need that wouldn't fit into other corps' lore, I guess
Like all the EXP blocks wuld get put into this corperation before going out to others, but the non-exp blocks would still be available to non-rnd players. they should also just remove non-working blocks until they work
 

Soviet_Samuelson

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#16
RR volcano spitters
this cannon will take a short wind-up time of holding the fire button for it to spew an absolute ton of fiery chunks out in a 45 degree angle. Holding to short will yield a smaller load, but holding to long and it will explode. Spends fuel to use (and resource chunks for the larger ones)
 
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Darkstar076

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#17
The following is our submission for the RR brainstorming thread. I say “our” because the kids now have an interest in Terra Tech and have added their ideas into this post. (some ideas have already been mentioned, but because they are cool, it needs to be mentioned again)

Overview:
We see this Corp messing with the exotic sciences like Neutrinos, antimatter and tachyons. Therefore Weapons, Fuel and Batteries all have stronger explosions. So, when a RR tech explodes, they scatter their blocks far and wide. (also reduces your chances of getting your hands on their fantastic toys).



Propulsion:
The general consensus is that the method of travel has to be unique, so after some discussion we think we have a great idea but it will require a much loved bug to become a feature :)


Omni Wheel – One wheel to rule them all. Similar to the GSO hub wheel, but instead of a wheel, there is a magnetically suspended ball that enables the tech to move in all 4 directions across the terrain.
Small 1x1x1
Medium 2x2x2
Large 4x4x4

Quantum Gravity Drive. - A power hungry system that surrounds a dense Dark Matter core with repulsor emitters. When activated, the Quantum Gravity Drive exerts force in all direction thereby Quantum Locking the drive in position, unaffected by gravity. By reducing the forces in any one direction the QGD will be pulled in that direction thereby enabling a tech complete freedom in all 3 axes.
Small 1x1x1
Medium 2x2x2
Large 3x3x3

I must admit, I really like the “Hover Bug” because of its manoeuvrability. However I do not like how there are no drawbacks to using such a feature. The QGD is an attempt to try and “balance” it out. The different block sized are to give you different pull strengths. In regards to controlling it, I would suggest that it is in the same category as BF anti grav block.



Weapons:
Neutron Blaster – A rapid firing small little blaster. (a basic 360 turreted gun. Firing small glowy balls that are not affected by gravity)
Block size 1x1x1

Electron Gun - A high voltage electrode that can constantly hits a Tech / trees / rocks with lightning within its small radius.
Block size 1x1x1

Positron Cannon – Fixed direction cannon that fires ball of glowy ball that explodes on impact (not affected by gravity)
Block size 2x1x1



Neutron Hyper Blaster – The big brother of the neutron blaster with more rapid firing goodness.
Block size 2x1x1

Electron Cannon - Heavier version of the Arc gun but with longer range and be able to hit multiple targets.
Block size 2x1x1

Electron Mortar - Lobs a shell towards the offending target. When it detonates it forms a small glowing sphere which randomly hits targets with an Arc for the next 5 seconds.
Block size 1x1x1

Positron Turret – Dual Positron cannons on a 360 turret. what more can you want?
Block size 2x2x1


Tensor Energy Gun - Opposite of the zero point mortar as it makes an intense gravity field
 

eddie

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#18
How about some space time warping tech:

Accessory Blocks:
Flash Warp Drive -
blink your tech forward for a short distance with a cost of some of your batteries.
Blocksize 1x1x1

Phase Shift Drive - let your tech phase into the sub dimension of this world to evade enemies(everything goes gray around you), able to move pass techs and objects on map, disable when receive damage, attack or run out of power, make sure you phase back to a safe position, it's very power hungry.
Blocksize 2x2x2

Weapon Blocks:
Rift Shield Projector -
projects a dimensional rift in front of where the block is pointing at, the rift will stay in position, destroying any projectiles and damage both allies and enemies.
Blocksize 3x2x2

Controlled Rift Shield Projector - RSP removed friendly fire and will let allie's projectile pass.
Blocksize 3x2x2

Gravity Wave Projector - launch a wave of warp space time that ignore shields and armor, only deals damage to driver's cab, the damage is very low.
Blocksize 2x2x2

SCU Implosion Cannon - weaponized SCU unit that do damage to enemies in it's Aoe, do much higher damage to driver's cab, AI, trees and rocks, any loose block will be sucked in and send to storage.
Blocksize 3x2x3

Phase Torpedo - a unguided torpedo that will phase into sub dimension shortly after launched, able to phase back inside of enemy tech, dealing massive damage to the interior, need to time it's phase shift to control the point of explosion. the only weapon that won't deactivate phase shift.
Blocksize 3x1x1
 
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Rafs

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#19
I like all the suggestions, and the science really comes in the concept, which is really nice :)
But the weapons, as the lore is right now (it could change, of course) need drawbacks. Perhaps the fact that the weapons blow up is a drawback already, but still, a wider variety of drawbacks could work better to make it even crazyer.
I hope the science-y side however inspire the devs too!
 

Zorgomol

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#20
RR Hyper Fertilizer Bomb

Some BF hipsters complained about research not being environment-friendly, let's give them something environment-friendly! RR Hyper Fertilizer Bomb makes random trees grow instantly in the affected area of ground, even if it doesn't normally support tree growth. Take that, stinky hipsters, and have a shower! What do you mean the trees explode after a few minutes? That's just science!