TerraTech Suggestions

JoshViz

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#1
Dear TerraTech Team. I Would Greatly Appreciate If You Would Give This List A Look Over And Response, It Is Perfectly Okay If These Dont Get Implemented, I Just Wanted To Give My Ideas

BLOCKS:

WEAPONS BLOCKS
  • GeoCorp - Nail Gun - Shoots nails that get stuck in the tech
  • GeoCorp - Crane - used to pick up techs
  • GeoCorp - Wrecking Ball - knocks off blocks from techs
  • GeoCorp - ChainSaw
  • Hawkeye - Medium Missile Battery - with 8 Missiles
  • Hawkeye - Large Missile Battery - with 16 Missiles
  • Hawkeye - Extra Large Missile Battery - with 32 Missiles
  • Better Future - Plasma Mortar - The effect could be like a flare almost but when it impacts it explodes like the AA gun but does more damage
  • EXP - Air Strike - A flare gun that calls an air strike on the place that it lands, very slow firing
  • EXP - MegaRailGun - a giant railgun, slow firing, high damage
  • EXP - Laser Beam Cannon - medium charge up time and constant laser beam
  • EXP - Lightning Bolt Turret - Shoots a lightning bolt and when it hits a block it also zaps the surrounding blocks like conductors
  • EXP - Poison Turret - bullet is green, hit blocks are damaged over time, slow firing
  • EXP - Ice Turret - slows down the block it hits (Wheels, weapons)
  • EXP - Tornado Cannon - low damage, very high knock back
  • EXP - Dark Matter Cannon - very slow firing, when it hits a block that block is removed and put into the inventory
  • EXP - Harpoon Launcher - With string to pull tech towards you
  • EXP - Spear Launcher - Shoots a spear that goes straight through a tech and destroys all the blocks in its path, insanely long reload
  • Special - Santa’s Gun - Shoots presents
  • Special - Easter Bunny’s Gun - Shoots Easter eggs
  • Special - Halloween Gun - Shoots sweets
  • Special - NUKE - Has 100-500 block radius, only for creative mode, R&D
MANUFACTORING BLOCKS
  • Special - Fabricator and/or Payload Terminal
  • All Corps - Mobile Scrappers
POWER BLOCKS
  • EXP - Wind Turbine
WHEEL BLOCKS
  • EXP - Spiked Wheels - Multiple wheels that are fairly large and have spikes so you can run over techs and damage them
ACCESSORY BLOCKS
  • EXP - Manual Aiming System - Allows you to hold left click and your weapons aim at your cursor
FLIGHT BLOCKS
  • EXP - Auto Helicopter Hover - it adjusts the lift until the helicopter is perfectly still in mid air
COMMENT SUGGESTIONS
stickman_king_28:
  • GSO - Dumbfire Missile - 2 block without a stripe, hole on the end, fires weak rockets
  • GSO Seeking Missile Pod: 2-long tube, little rocket sticking out, weak homing missiles slowly
  • Venture - Micro Turbine - One of the GSO turbines but tinier and more attach points
  • Hawkeye - Mini Silo: A missile silo, fires upwards, When the missile is far enough up, locks on nearest enemy and homes in, Slow firing
  • Better future - Energy Brake - Stops tech from moving like build beam, when movement is activated the tech continues moving, LMEs will still go on maximum thrust when exited
  • Better future - Docking Beam - Works with multi techs, its holds a small enough tech in its beam, keeping it from moving away
  • EXP - Ballista - Medieval Ballista, fires piercing bolts which explode on contact
GAME ADDITIONS/MECHANICS:
  • More Larger Weapons
  • Larger Build Limit
  • Longer Range Hostile AI Targeting
  • Apocalypse Mode (where there are different waves of enemy and then once you kill all the enemy of that wave there is a button that says start next wave so you have time to grab the parts off the enemy and upgrade your tech for the next wave)
  • more “Hidden Weapons” (Like the Better Future Gatling Laser or make they fold up and hide and look like a normal block for the corresponding faction)
  • a Lot More Difficult Enemy’s into R&D Mode
  • Make Combining Techs Easier (Instead Of Rebuilding A Tech Onto Another with a explosive bolt you can just select the tech and two connection points and they snap together)
  • Maybe Make it possible to just enable melee weapons and not all weapons
  • Maybe Make it possible to make different weapon groups with the number keys that are customizable (for instance we can choose what weapons on out tech are enabled and disabled by what number keys)
  • Give different Cabs Special Abilities (Maybe GEOCorp Cab = harvesting buff, Hawkeye = damage buff, Venture = speed buff)
  • add moving blocks instead of having to use 2 different techs (like how top half of a tank can rotate in a 360)
  • Keybinding for Anchoring
  • Keybindings for the Better Future Block Controller Switch And Better Future Hover Power Controller
  • Keybindings for lights (so we can toggle them when its not night time or turn them off during night)
BUGS:
  • Please Fix the “Low Battery” popup when you have a lot of batteries
Sincerely - Josh
 
Last edited:

Soviet_Samuelson

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#3
i have a few things to say about this:
1. Put things of similarity their own thread, we dont need a single huge one cluttered with 'suggestion suggestions'
2. A continuation of #1, you could put all the hawkeye batteried into 1 thread, special weapons another, ect.
3. EXP is meant to hole blocks that will eventually be put into a corporations, but their current state is WIP
4. consider looking into planed corporations not yet in the game, like reticule research seems more fitting for the plasma mortar
 

stickman_king_28

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#4
Hey Edit your post and add suggestions! Here's a few: GSO Dumbfire missile: Pretty much a GSO 2 block without the stripe and a hole on the end which fires early game weak rockets. Slightly gravity effected. GSO Seeking missile pod: A 2-long tube with attach points and a little rocket sticking out. Fires weak homing missiles slowly. Venture micro-turbine: Just one of the GSO turbines but tinier and more attach points. Hawkeye mini silo: A missile silo that only fires upwards. When the missile is far enough up, it locks on to the nearest enemy and homes in on it. Slow. Better future energy brake: When activated, stops tech from moving like when in build beam. when a key for movement is pressed, the tech continues moving. All thrust is retained, for example LME's will still go on maximum thrust when exited. Better future docking beam: works with multi techs, its holds a small enough tech in its beam, keeping it from moving away and such. EXP Ballista: Literally a medieval ballista which fires piercing bolts which explode while in a tech.
 
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JoshViz

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#5
Hey Edit your post and add suggestions! Here's a few: GSO Dumbfire missile: Pretty much a GSO 2 block without the stripe and a hole on the end which fires early game weak rockets. Slightly gravity effected. GSO Seeking missile pod: A 2-long tube with attach points and a little rocket sticking out. Fires weak homing missiles slowly. Venture micro-turbine: Just one of the GSO turbines but tinier and more attach points. Hawkeye mini silo: A missile silo that only fires upwards. When the missile is far enough up, it locks on to the nearest enemy and homes in on it. Slow. Better future energy brake: When activated, stops tech from moving like when in build beam. when a key for movement is pressed, the tech continues moving. All thrust is retained, for example LME's will still go on maximum thrust when exited. Better future docking beam: works with multi techs, its holds a small enough tech in its beam, keeping it from moving away and such. EXP Ballista: Literally a medieval ballista which fires piercing bolts which explode while in a tech.
would you like me to just add them or would you like for me to give you credit for them and then list them?