The Ultimate Suggestions Thread

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Matt

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#1
Hey Everyone!

Now TerraTech is released and things have started to settle down I thought it'd be a good idea to gather the most wanted features/items that our community want to see in TerraTech!

So how is this going to work? Use this post to add your ideas/suggestions/feedback then 'like' the replies that you'd most like to see. I'll keep this thread open for 2 weeks then it will be locked (24/10/18).

After this we'll then take the best suggestions and create a poll where you can all vote on which one you'd like to see added.

Now, there are some caveats to this so please read this next part carefully!

Firstly, I'm going to exclude Co-op Campaign as I can already tell this will be one of, if not, the most popular suggestion.

Next, the ideas we select to go through to a poll will be picked based on their viability as well as popularity. That means we want to make sure we're actually able to do the the things that are suggested.

Lastly, and I cannot stress this enough, just because an idea has been taken through to a vote doesn't mean it will definitely be put into the game. We're still pretty backed up with stuff to do so the main purpose of this exercise is to see what you guys want and having some weight behind these suggestions is the best way to get them added.
 
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HyperXNova20

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#2
well can I suggest that you should probably do the whole boosters have separate key thing sooner then later .Second. An ability to activate up facing rotors and down facing rotors individually (currently if you press shift both upfacing ones and downfacing ones turn on). and third. once the map is added to the game I want to be able to tell my ais to patrol a specific area or at the very least tell them to go to a different area. if not that then the ability to switch to different techs from miles miles away. I feel like the first 2 suggestions can be done in like about a week if you guys focus on them exclusively and those 2 things would allow for plenty of brand new grand techs that just werent possible before
 

ZeroGravitas

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#3
A.I. Tournaments, Skirmishes and maybe a Scenario mode!:D - With AI work on the roadmap already, I'd really love to see that feed into something like this, if/when it comes to fruition. Much more general than Sumo, which has a pretty high wall to get into and is very limited.

A way to directly test who's tech is more capable, under fair conditions. Possibly leading into a way for community members to set up challenge scenarios for other players to pitch their own designs against, with a limited block inventory. Potentially even a dev created (or curated) progression of challenges, like a different type of 'campaign', where you'd start off small, with a very limited block pallet, and work up to bigger things.


AI tournaments are already implemented as the background brawl in the main menus. So surely it would require a relatively minimal amount of work to open it up to players as verses mode.

There is a very limited version of this, already: Sumo. But when I first saw that I felt that it was a bad joke! It is so very limited, with 'fights' so short and dumb as to seem meaningless. Also hard to get into. I worry that, if it was a probe of player sentiment, that it's returned a false negative. There's so much more potential beyond this... :)


Skirmish / VS / Testing mode - literally the same as the existing brawl, but player is able to select any 2 to 10(?) techs of their choosing. Sourcing from local snapshots or workshop subscriptions (or Twitter, if that's still a thing - doubtful).

This would also dovetail beautifully with the ability to snapshot enemies from campaign (with some kind of scanning scope), as per my "Poké-Tech-Go" suggestion thread.

It allows player to objectively test their design prowess out without being able to easily cheese the AI with smart piloting. (See also @Boomik's Tech Arena suggestion.) It could assist players in designing effective enemy techs, if in future they were to be sourced from players en-mass, for example.


Tournament mode - this would automate a series of VS matches, probably in knockout and/or round-robin configurations. I think this was already done on stream (although I've never been able to see that, sadly).

Certainly it would be great to incorporate tech design filters into this that automatically check and restrict participants in various ways: block count, total value, corporation, size dimensions, excluded/included blocks, etc. To this end, Sumo would be folded into these new modes, as a sub-categories, or more likely multiple categories, of different corps/weights, etc.

Ability for making custom restrictions too. And of course the ability to fight all previously posted techs of that unique tournament category on the workshop too.

Even stopping short of these extra bells and whistles, there's so much entertainment potential from a very basic implementation, like that in the game Reassembly (as posted in this Steam thread last year):


Maybe this mode could even be adapted to serve as an internal tool, to asses the population techs and weed out total failures. Also to rank all techs by relative combat capabilities. This potentially requiring crowd sourced simulation time, from player's PCs (I'd sit and absent-mindedly star at random enemies fighting for hours, especially if there was an option for this instead of the standard main menu techs).


Fleet Mode - ...
Hope it's OK that this is an existing suggestion. Making it was part of why I hung around the forums in the first place. I really wanted to see more reasons to make practical, small to modest sized techs (when in campaign, bigger is pretty much always superior in combat). So I'm still very keen for it to happen some day.:D (I'm guessing you'd prefer to avoid talk of bug fixes, by the way?)
 
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Galrex

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#5
I think there's no limit of suggestions per person but I'm just gonna post TWO only.

1. What? An in-game snapshot search bar located in the tech loading menu (both the left and bottom-left screen load tech button).

How? Type in the name of player tech in the search bar then the desired snapshot immeditately pops up to the top of the family of snapshots.

Why? This can be a life saver. It is sometimes really a pain to load that one snapshot you want when having 200+ snapshots in the folder.

Pros: Saves time in tech loading. Cons: no cons

2. A proper in-game delete snapshot button. (as suggested from someone long time ago)
 

zanzistar

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#6
well can I suggest that you should probably do the whole boosters have separate key thing sooner then later .Second. An ability to activate up facing rotors and down facing rotors individually (currently if you press shift both upfacing ones and downfacing ones turn on). and third. once the map is added to the game I want to be able to tell my ais to patrol a specific area or at the very least tell them to go to a different area. if not that then the ability to switch to different techs from miles miles away. I feel like the first 2 suggestions can be done in like about a week if you guys focus on them exclusively and those 2 things would allow for plenty of brand new grand techs that just werent possible before
Look out for variant control schemes for different vehicle types soon. They should deal with some of your points.
 

zanzistar

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#8
I think there's no limit of suggestions per person but I'm just gonna post TWO only.

1. What? An in-game snapshot search bar located in the tech loading menu (both the left and bottom-left screen load tech button).

How? Type in the name of player tech in the search bar then the desired snapshot immeditately pops up to the top of the family of snapshots.

Why? This can be a life saver. It is sometimes really a pain to load that one snapshot you want when having 200+ snapshots in the folder.

Pros: Saves time in tech loading. Cons: no cons

2. A proper in-game delete snapshot button. (as suggested from someone long time ago)
An overhaul of the Tech Loader menu is currently being worked on :)
 

Soviet_Samuelson

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#9
FPV BLOCKS
Basically add blocks to view the game through. Look around in them, swap between them, etc.
First person view blocks

(The mod for it can be found in the newest TTMM)
cant wait to use it! i havent played terratech lately until just yesterday. Could you enlighten me on how to obtain injected blocks
 
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Karel Slabý

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#14
Storing resource chunks in SCU/similar, with numerical values in the HUD.
And either use the same block or a different one to provide the resources back to whatever needs them (so basically a silo with unlimited inventory and no rendered chunks).
-> Less lag and better resource management in late game. Handling physical resources is fun at the beginning but becomes a hassle later, and is the reason why I avoid crafting.
 
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nuns999

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#15
Hey Everyone!

Now TerraTech is released and things have started to settle down I thought it'd be a good idea to gather the most wanted features/items that our community want to see in TerraTech!

So how is this going to work? Use this post to add your ideas/suggestions/feedback then 'like' the replies that you'd most like to see. I'll keep this thread open for 2 weeks then it will be locked (24/10/18).

After this we'll then take the best suggestions and create a poll where you can all vote on which one you'd like to see added.

Now, there are some caveats to this so please read this next part carefully!

Firstly, I'm going to exclude Co-op Campaign as I can already tell this will be one of, if not, the most popular suggestion.

Next, the ideas we select to go through to a poll will be picked based on their viability as well as popularity. That means we want to make sure we're actually able to do the the things that are suggested.

Lastly, and I cannot stress this enough, just because an idea has been taken through to a vote doesn't mean it will definitely be put into the game. We're still pretty backed up with stuff to do so the main purpose of this exercise is to see what you guys want and having some weight behind these suggestions is the best way to get them added.
Heres a question for you whats the point in Having parts in the game for helicopter if you can't stabilize the helicopter to fly correctly like going up-and-down forwards or backwards is there gonna be a rebalancing for these pieces to make it so you're able to build a helicopter correctly. most of the helicopters that you see in the game are more like planes than helicopters I was just wondering if there's going be an update to the game for rebalancing the correct pieces to make it so a helicopter works correctly since all the pieces are in the game to build a helicopter but you can't fly the helicopter correctly after building. It would be great if you could let me know if there's any plans on rebalancing the pieces or adding pieces to make this work correctly at any point in the game or if there's been discussions of this through the team thank you for your time
 

Masakari

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#17
Upgraded Controls and Hotkeys:
-Strafe and turn for Helis and hovers
-Hover toggle for Helis and Airships
-Altitude Adjustment when in hover mode
-Boosters separate from Rotors/Fans/Props (R/F/P) (mentioned above I know)
-Lifting and in turn Lowering R/F/P separate from turning/strafe/forward R/F/P (also mentioned above)
-Firegroups
-Anchor hotkey
-Bubble Hotkey

Will edit if I can think of more.
 

Masakari

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#20
Better Multi-Techs (MTs)
-Connections (not able to break off so easily either in operation or when impacting something)
-Stabilization (not having parts break off/go missing on loading sometimes, or in operation)
-Single Snapshot with all connected parts that can use the explosive bolt to set up/activate

I know this is a small group of the player base who deal/mess with MTs but that seems to be growing slowly. Might be more popular if they were easier to build/assemble as right now its a right pain to.
 
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