Serious expansion of gameplay story

Discussion in 'Suggestions & Feedback' started by Nightblade Greyswandir, Sep 9, 2018.

  1. Nightblade Greyswandir

    Nightblade Greyswandir Nothing is good enough!

    Joined:
    Feb 3, 2017
    Messages:
    2,579
    Likes Received:
    2,768
    This game is based on idea that we are miners who have to send supply to home planet.
    So mining operations should be main goal of this game. Extensive mining operations.

    Two roads from there...
    It can be that only or most efficient way to get exp is to send resources to space. And then you can use EXP to add to different corporations...
    Or that we have "as it is" to level corporations, but to unlock blocks we need "miner EXP" points that we get by sending resources to orbit.

    To move actual production in that direction it can be set that value rise with level of preparation of resources. So raw-refined-preproduced 1 - preproduced 2 - preproduced 3 - and preproduced 4, for each level of component factory to make resources more and more valuable and to get more "miner EXP" by sending them to orbit.

    So mining can be used both for making money and for earning "miner EXP".

    ___________________________________________________

    PS. PLEASE set Mike's missions as part of tutorial so they can be turned OFF for people who already know what to do, it is extremely BORING to listen to him for 45th time.

     
  2. Sokolov

    Sokolov Well-Known Member

    Joined:
    Jun 30, 2018
    Messages:
    46
    Likes Received:
    52
    The idea is controversial for me. On one hand, it really fits the lore - and depicts what a prospector should do.
    On the other - it literary forces us to go mining, because it would be impossible for us to level without it, while in the game it is possible to evolve through conflict.
    IMHO, missions should also be a major way to get XP.

     
  3. Nightblade Greyswandir

    Nightblade Greyswandir Nothing is good enough!

    Joined:
    Feb 3, 2017
    Messages:
    2,579
    Likes Received:
    2,768
    As it is, corporation can be maxed out in less than 8 hours, why not to expand it to at least 20 if not more with better goals than go around and kill everything you see... you would still need missions, but there would be one more set of missions about mining and delivering.
    And all games force you to do something... that is kind of point with games? if you want not to be forced you can play creative with enemies turned on or off.

     
  4. Nightblade Greyswandir

    Nightblade Greyswandir Nothing is good enough!

    Joined:
    Feb 3, 2017
    Messages:
    2,579
    Likes Received:
    2,768
    @Adriano can we hear some back feed about this from devs please?

     
    MrTwister likes this.
  5. Lost Ninja

    Lost Ninja Well-Known Member

    Joined:
    Jul 17, 2015
    Messages:
    1,191
    Likes Received:
    843
    The story is logically bollocks.

    The story is an excuse to get us to a planet where we can fight.

    I'd love to see an expansion of the story, to give more detail into the various corps, the odd areas of terrain that allude to something deep underground and the Alien monoliths.

    Personally I'd rejig the corps. There would be a non-corp basic blocks (what is now mostly GSO), GSO would be re-spun into a more Socialist Corp (50's CCCP), Venture would be more 60's-70's Speedway America/Racing. GC is about where it should be but virtually zero combat missions and major resource acquisition instead. And HE should be more Gung-Ho... cartoonishly so.

    It would for a start explain many of the missions flavour texts where you're told to go off and wipe out some bullies... when the person who actually does most of the bullying in game is you!

    And then you'd pick a faction/corp to work for which would earn you XP (reputation) with that Corp, but crucially would lose you reputation/XP with other corps. If they're enemies then you'd logically loose standing with the capitalist Venture Corp when working for the Marxist GSO... Or you could work for yourself, not become as highly thought about by the official corps and steal or buy their equipment. Would mean you can take missions where you want and do things that you want but makes it harder to earn better tech. If you follow a specific corp unlocking tech is easier but you can only work for them and maybe one ally and working for an enemy (or the enemies ally) will get you in trouble. Breaking off with your corp to go solo or switch allegiances would rescind all your earned tech for the amount of XP/rep you've lost (so if you're grade 5 GSO and lose you rep down to grade 3 you'd lose access to all grade 4/5 purchases and only be able to make grade 4 and down by crafting.

    Aliens would all be dead, but you'd be able to find ruins that provide technology/blocks/components/resources that allow you to upgrade existing tech to make things more powerful on an ad-hoc basis. (Specific hidden recipes.)

    At the moment IMO the game is very shallow, don't get me wrong I love the game. But there is practically no story/lore within it. Look at a game like TF2 which is just a team based shooter, look at how much back story it has, how much life has been given to the different characters and settings. Sure Valve is a bigger company, but at the same time a smaller company needs to make a product that really stands out. If another game came a long with procedural terrain, automation & crafting system and the ability to build and drive vehicles there is nothing that would keep us here that is unique to this game.

     
  6. ZeroGravitas

    ZeroGravitas Breaker of Games

    Joined:
    Jun 29, 2017
    Messages:
    2,746
    Likes Received:
    3,040
    For me, this brings to mind this part of the dev's roadmap:
    A "Long Term" goal, on a par with water (i.e they'll maybe think about it in a couple years time, if all else is going good).

    I think that to get to that stage they'd need to fix crafting and transfer a little more emphasis onto it (and maybe develop it a bit further). But I'm all for more depth to campaign.

     
    #6 ZeroGravitas, Sep 10, 2018
    Last edited: Sep 10, 2018
  7. Sokolov

    Sokolov Well-Known Member

    Joined:
    Jun 30, 2018
    Messages:
    46
    Likes Received:
    52
    A wonderful expansion! Definetly would like to see in-game. Probably even a perk system - as long as you work with the corp, you can get some neat bonuses as perks(F.E GSO gives you increased vision, GC - more efficient harvest and craft, VEN-increased speed,HE-increased damage, aside from the damage and armor boost for this faction blocks(15% max)).

     
    Thundercraft likes this.
  8. Nightblade Greyswandir

    Nightblade Greyswandir Nothing is good enough!

    Joined:
    Feb 3, 2017
    Messages:
    2,579
    Likes Received:
    2,768
    That would be magnificent if this game is MMO or if it has advanced AI that would be able to use same advantages...
    @Lost Ninja just pushed it too far... This is not Skyrim, and it will never be. Perks works fine when you have game with NPCs and Bosses to fight and you need perks to get over their OP sides... TT is on minecraft side, so use KISS rule.

     
    MrTwister and Sokolov like this.
  9. Sokolov

    Sokolov Well-Known Member

    Joined:
    Jun 30, 2018
    Messages:
    46
    Likes Received:
    52
    Hm... Probably you are right - but I wouldn't mind having some tiny advantages as a part of corporation loyalty program. IMHO, of course.
    P.S What is a KISS rule?

     
  10. Nightblade Greyswandir

    Nightblade Greyswandir Nothing is good enough!

    Joined:
    Feb 3, 2017
    Messages:
    2,579
    Likes Received:
    2,768
    Small advantages if you "work" for different corporations can be nice... but for things like that we need role playing game and I think we are too far from that.
    KISS is best engineers rule that exist... Keep It Simple Stupid... as most of engineers, including me, tend to over-complicate things just to make them more awesome...

     
    Galrex and Sokolov like this.
  11. Sokolov

    Sokolov Well-Known Member

    Joined:
    Jun 30, 2018
    Messages:
    46
    Likes Received:
    52
    I do not know... A bit of role-playing would add a new spice in both gameplay and the lore. However it's surely a lot of work to get it working. And is it worth that work?
    P.S:Should have known this rule...

     
  12. Lost Ninja

    Lost Ninja Well-Known Member

    Joined:
    Jul 17, 2015
    Messages:
    1,191
    Likes Received:
    843
    I don't think I mentioned perks. My ideas are pretty much a logical extension of what we have now with a more adult orientated logic to it (game is designed for kids after all).

    Give each corp a flavour, you can choose one to work with which would mean easier access to their better blocks faster. Or choose to work for them all/none and get slower access to blocks but have a broader spread of design choices. And to be quite frank this IS how the game works now, if you only do missions for GSO you will unlock all the GSO blocks faster than if you do a fairly even spread of missions for each corp. I think the only thing I added was a penalty for "aiding the enemy", which would make some sort of sense considering the GSO mission texts certainly seem to show that the GSO at any rate consider themselves as some sort of police force.

    And it could be used to help flesh the story/plot out beyond "go to planet kill everything". Our plot makes Minecraft's look deep and meaningful in comparison.

    So far all of the TES games I have played have left me less than impressed and the only one I played beyond the first few hours was probably Morrowind (only modern game I had at one point). Though I will say I liked the way Oblivion started. If you say my idea is like Skyrim I'll have to take your word for it but my aim certainly wasn't to make this game like any other game, just to expand on what we already have to make it a little deeper and - to me at any rate - more fun.

    As for the rest of the suggestion I'm sure I'm not the only one who'd like to see the various in game and dev teaser comments about aliens (several of the structures found in game are clearly not natural, more can be seen in MP/R&D) and "something below" (read text on the Crystal Ore Nodes in Tower Biome) - actually turned into something in game. A way to upgrade your existing blocks with alien technology is as good as any other suggestion in that area as anyone elses.

     
  13. Thundercraft

    Thundercraft Reliable Scrapper

    Joined:
    Jan 3, 2018
    Messages:
    23
    Likes Received:
    31
    A thousand times this!

    I badly want an excuse to reinstall TerraTech and play it over again. I had a blast on my first play. However, it's still feels too soon for me. Myself, I found doing the missions a big part of my fun and motivation. Without missions (such as after they're all finished), all I'm left with is a sandbox game.

    Exactly. There is a certain draw to play a game with virtually unlimited freedom, without set goals (i.e., Creative Mode or a pure Sandbox game). But that's already a thing. Many gamers still want to rules and goals to aim for.

    The story does feel like it needs a bit more depth. And it's definitely too short.

    Ah! Now that's an interesting idea! You could make alien technology ruins or thingies that are exceedingly rare.

    Suggestion: The game could limit alien technology such that a player could only discover certain kinds of ruins in certain biomes, thus greatly encouraging players to explore the different biomes. Exploration is nice, but it is better if there is more incentives to encourage it.

    Granted, certain resources are only available in certain biomes. But that mostly applies to certain biomes, like the Salt Flats. A player could easily obtain enough resources to finish all missions with ever visiting all biomes. The newest biomes, in particular, do not seem that important, resources-wise.

     
    Sokolov likes this.
  14. MrTwister

    MrTwister Well-Known Member

    Joined:
    Apr 22, 2017
    Messages:
    422
    Likes Received:
    646
    Upvoting the entire thread. :)




    Any game just needs some substantial goals to reach, even if any coherent storytelling is out of question.

    Sandboxing is just not good enough for a major project.

    Once again - take a look at Factorio - it is sandbox, but at least you have to build and launch rocket into space. :)




    There needs to be some purpose to all this buildup and creativity, because at the moment all we have to put out battletechs against is some repeating high level missions.

    Some ideas:

    1) Perhaps large scale mining operations goals/capture and control territory goals?

    2) Linked to #1 - some sort of struggle against competing corporation(s) involving big fights against some sort of organised resistance with bases and techs.

    3) Linked to both of the above - competitors need to populate and live in the world with the player, not just get rendered/dropped into the world when the player passes by.

    4) Simply more interesting missions to accompany all this.

    5) More freedom to competitor techs in the world - give them some sort of purpose and things to do and freedom to move large distances pursuing these goals!

    Hope we will see something like that one day :)

     
  15. Thundercraft

    Thundercraft Reliable Scrapper

    Joined:
    Jan 3, 2018
    Messages:
    23
    Likes Received:
    31
    A couple more thoughts:

    (A) Playing off of the 'launch rocket into space' concept: Why isn't this a thing in TerraTech? After all, the story is about quote, "multinational corporations leading the charge to seek out and colonize new planets." And the player is supposed to be gathering resources and such to send back to Earth.

    Granted, we do have resource cannons to blast resources into space in exchange for $BlockBucks. But that's for resources (and components). But why isn't there a system for players to actually sell blocks? Why couldn't we have a few missions to complete in order to unlock a "Part Seller"?

    And why couldn't we eventually unlock certain unique parts that would allow us to launch a cab into space for the purpose of leaving a given world behind in order to go to a new world? (I would imagine that this would require parts like Ship Rocket Engine, Ship Gyro, Ship Reactor, Ship Navigation, etc. that would need to be earned from different corporations.) This would permanently erase the old world and any blocks or units left behind, but it may be nice to start over while retaining all our $BB and parts while (optionally?) starting over with corporation missions.

    (B) Similar to above, it would be super nice if we could eventually find (a la alien ruins) or unlock (via corp missions) a Teleporter Pad or Stargate device to allow us to teleport between two locations (so long as both locations have the device). Imagine how much time could be saved in going from point A to point B and back to point A.

    Often, when I leave a biome to go to a new biome, I never go back because the distance is too great. This also means either leaving behind my old factory, sentries and defense turrets or deconstructing them for parts. But, if we had Teleport Pads, going back and forth would give us at least some incentive to keep some old stuff around at our old location.

     
    Aardvark123, MrTwister and Sokolov like this.

Share This Page