The world map needs some work: world generation and story ideas.

warbrand2

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I love this game, but the more I play it the more I realize the planet we are mining feels well boring. For the longest time I thought it was just the lack of challenge from the enemies but resently I realized it was the generation of the world, out side of set props there isn't much of a reason to explore once you have seen a biome once you have seen all versions of that biome, the only difference is what ones are next to it.

So In this topic I am trying to come up with ways to improve it by well ideas alone.



The first idea I have is to increase the height of the world, make it so that you are not in the negatives on altitude just being at ground level.

The second idea add ravines that split things, like the one we see on wingnuts quest but instead of just one or two ravines, make them part of the world generation.

The final part of this is to add ravine fillers, bridges seperate filler types. The default is water which drains batteries and damages techs making it impassible in most situations requiring bridges to pass. This alone would make wing nuts quest better.




generation idea image.png




Above is an image of a suggestion random generation color explenation before I continue.

Light green: Meadow
tan: desert
Light brown: hills (currently mountains)
Dark green: forest hills (lots of rocks and trees)
Red brown: Mountains (high up, has "snow" at the top, high amounts of vein ores but hard to build on.
dark blue: Ice biome (current one)
Light grey: salt flat (Is carved at ravine height never comes in contact with a ravine.)

Light blue: ravines, water filled.

Structure points
Star: crash site
Arrows: GSO trading stations (just to give a general idea will always spawn near bridges if possible and not to close to other points)
rectangles: bridges (wingnut will spawn on one at random when his quest starts.)



Now you maybe wondering how does adding some verticality to the world with ravines/oceans, and high mountains make things more interesting. That is where the next part comes in. hostile biomes, these are biomes with high risk and reward. bellow are ideas for such biomes.




Volcanic zones
info: literally just this biome from raf https://forum.terratechgame.com/ind...e-design-discussion-and-concept-3d-art.21869/


Oceans
info: oceans may not seem dangerous I mean to boats, but you are not a boat you are a tech with a lot of metal that will sink of not shaped right, go to deep and you will start taking damage unless using specific parts. But the bottom of the ocean has some heavy rewards, ores impossible to find anywhere else, sure you can't craft anything with them but finding one deposite of goldite will net you a cool 10k if you manage to refine and sell it. (deposite being 2 rocks giving 5 ore each.)


Radioative Fungal Biome

Info: this biome is a sickly purple with spores floating through the air, generally next to pillar biomes, spore blooms (a plant) damage everything around them, regrowing faster then the trees of this planet (think of it like a forest of thick damaging trees), anchors other then GEOCORP can't set roots in this place, and hostile plant creatures attack anything that get close.

Note: this biome has a high amount of sap given from its plants, as well as high value materials from the ranged plants (they spit acid, which can be used in crafting.). The problem with this biome is everythign in it regrows even the mossy rocks that dot its surface, making a long term base here is hard as the trees will destroy your structures trying to regrow if you place them in the same location. That said it is the safest biome from hostile techs as they will not land there.







Ideas to increase variation on map.

Though out the main story we have to fight things like a SAM site and see some developed sections. This is where the more interesting idea comes into place.



Corperate bases


These are large multi structure bases similar to RR's bases the difference is they are well built and each one has a focus. Unlike the random generated one off bases you get for the take the base randoms these are not player buildible buildings instead being large structures that can be seen from nearby biomes.



With this idea the first one you will run into is a GSO corperate base. This would have 2 main builds which can only fit small techs, in one there is a luxite farm, outside of the other you meet crafty mike.
 
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warbrand2

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Story retool idea


Start: doesn't change you crash land while being dropped to join a nearby GSO corporate base, you need to fix up your tech and deal with rogue techs along the way.


Changes

Once you go to your first quests the GSO trade point will point you to a GSO corporate base for crafty mike instead of some random point. These bases are spawned every so often on the map, by default the first one will be just across a bridge near the player.

Once you get to the base Mike will do his normal introduction of refining ore, this time with a small refinery next to a large GSO building refinery. The larger one is a base building that quickly refines ores and sells them but gives the player only 90% of their value.

From here the game progresses as normal with these new corperate bases giving better rest points and unique flares to the map as each one is different.

For GSO their unique buildings are as follows two per base, first base has a set config of luxite and refinery.



CORP BASE Facility options GSO
note: GSO bases have two buildings, 4 turrets, and 3 small techs


Luxite farm: constantly produces luxite crystals inside a greenhouse like building. (first one has this.)

Radar station: a large radar building with a missile turret tech guarding its entry, inside is a quest terminal that only gives GSO random quests (all corps have one of these except RR)

Warehouse: a large building filled with ore storage blocks, has a "scrapper" next to the door, placing an ore storage block near it will cause it to give that blocks value in BB.

Powerplant: Charges nearby techs, bases with this have shields on their turrets while ones with out don't.

Refinery: rapidly picks up and refines any resource brought to it, but only give 90% of the resources value to the player as a processing fee.

barracks: does nothing but looks good.



Other corp base ideas


CORP BASE FACILITY OPTIONS GEOCORP
NoTe: GEO has 3 structures, 2 turrets and several just cabs wondering their bases. the turrets are GSO turrets


Deep drill: a large drill that slowly generates Any metal ore which can be bought at a discount depending on players GEO level 30% cheeper at level 3. (Sells bulk ores)

Geothermal plant: same as powerplant for GSO

warehouse: same as GSO warehouse jsut bigger

Repair and refit facility: a building that a large tech can roll into for free heals.

Scrap yard: a structure filled with broken tech bits, has a universal scrapper on it allowing you to break down parts from any faction, drops them nearby.

Barracks: does nothing but looks good.

Vehicle bay: sells one of a set of vehicles to the player, each one can be used as many times as you have money are 10% cheeper then buying the parts.

Command station: has a quest terminal inside that only gives GEOCORP quests. looks like a massive crane.





CORP BASE FACILITY OPTIONS VENTURE
Note: Venture has 2 structures, 4 turrets, and has planes flying above it that do dive bombs on nearby hostiles.



Runway: every single one has this, it is a medium runway that small planes can take off from. has a "radio tower" and control tower. (As such only the second one is random.) at the bottom of the radio tower is a quest terminal that only gives venture quests.

Venture refinery: refines resources faster then GSO on max overclock, like theres takes 10% of the profit.

Vehicle bay: Sells Zoomer, and other light scout vehicles each one only sells one vehicle

Speed hotel: Does nothing but looks cool.

SAM site: destroys hostile airborne techs with unique long range missiles.

A random ramp: seriously just a random one of their ramp trials that can be repeated whenever, gives small XP amount first time done.




CORP BASE FACILITY OPTIONS HAWKEYE
NOTE: HAWKEYE bases have a solid wall around them with one entry, turrets are placed outside the wall, inside 4 structures exist with repeats allowed.
reason for complexity: replace the turret destroy missions for HE with hacked base destroy missions(info bellow)


Barracks: does nothing but looks cool, always has one.

Vehicle bay: ever want to buy a tank, well here you can buy a tank, a Humvee, a scout bike or what ever is on display.

SAM site: blows things out of the air with cruise missiles.

Command barracks: looks like the barracks but with an open door that a small or medium tech can drive into, has a quest terminal that only give HE quests.

TANK DEPOT: spawns 2 tanks that roam the area around the base https://steamcommunity.com/sharedfiles/filedetails/?id=2135880594

BMB silo: two large silows that fire out swarms of missiles at hostiles

Helipad: spawns a VTOL that attacks things from the air.
 
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warbrand2

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CORP BASE FACILITY OPTIONS BETTER FUTURE
NOTE: Better future, doesn't have permenant bases, instead has large "floating techs" that stay over a location in which smaller techs support, as such they do not really have options or bases to be seen. They do however have unique features if you can hover up and land on their bases.

Corp base functions: better future mission terminal, and latest tech catalog. (pay 100,000 for a drop of 4 crates that only have BF parts 5 parts per crate.)






Now for the fun part, each corporation has their bases spread out across the map, but from the GSO trading posts you can some times get quests related to these large bases.



Examples of missions


Retake the base:
a base from [CORP] has been taken over by rogue techs from [different corp] head over there and destroy them so [corp] can continue work.
quest info: fight a large group of techs which are guarding the remains of a base (new turrets and wonder techs drop in once done.)

Destroy the rogue base: A base has been hacked all techs in it have gone hostile, head over there and destroy them to retake the base.
quest info: same as retake the base but includes the bases defenses as hostiles these defenses will be replaced on completetion, yeah fear the AA guns and aircraft.

Reinforcements needed:
A base from [corp] Is under attack by hacked techs from [any corp] head over and help sure up the defenses.
quest info: survive 6 waves and a large tech with the help of the base, BB payout base on how many allied techs are left standing.

Assault the base: [corp] Is looking to attack a rogue base from [HE or BF] head over and join the assault force.
quest info: meet up with a small group of allied techs and rush a base similar to destroy the rogue base.
 
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warbrand2

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Got bored decided to make a mock up of a GSO CORP base.

20210311155455_1.jpg

builds are not accurate to Idea but the two buildings there are a refinery and a radar facility. The turret type would be random and the two shown would be the GSO ones, this base having one more then normal do to the radar facility.


Facility in mock up

refinery: https://steamcommunity.com/sharedfiles/filedetails/?id=2421710024
note: is built to be "functional" for the idea, but doesn't have the tax for doing so. you also have to drive in it with a small tech to get to the deposite point in this one, in the real one just driving up to the door would give it.

Radar facility: https://steamcommunity.com/sharedfiles/filedetails/?id=2421710769
note: the radar would be an actual one, uses terminals to show where the mission giver would be.


Turret: https://steamcommunity.com/sharedfiles/filedetails/?id=2421710285
Note: has 2 batteries and a shield, normally these are not active unless near a trade station or a power station. (might make a mock up of that later.)
 

warbrand2

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The more I play terra tech the more I realize it isn't just the ground level that needs more work, the place is rather flat and boring, no distiquishing features.


Here is a challenge navigate the world with out a radar, that shows the flaws in the world its self. For there are no real landmarks and those that are there only appear when you are close making it hard to navigate.



We need landmarks we can see on the distance as well as things to break up the land. Like every mountain biome is almost the same, maybe have some of them with different structures and generation.

The world is just to flat.
 
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warbrand2

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sorry for the bump but after playing with the new tech AI mod I have an idea to add to this for an over all feel. think it would fit better then the bases above. and can be seen as an extention of them. or alt to them.


RIVAL OPERATORS

info: these guys come in once you hit GSO 3, and for the most part are harmless building up a base and mining their own resources at points in the map. They will slowly set up larger bases with more techs as time goes on but never more then 10 techs per base. With a few harvesters and a refinery or autominer as the center of the base. they are always neutral though some will have a hostile sphere if you get to close similar to invasions but unlike invasions there area is smaller.


operator AI types


neutral: friendly folk may comment if you enter their area.
Stand off: hostile if you stay in their area for two long.
Hostile: will attack the player on site.


these operators though can be focal points of a new world event type these are missions that are timed or result in different things.

WORLD EVENTS

[operator number] requests [resource] in exchange for [crate or BB]
info: a simple mission gives slightly more BB then selling the resource, the crates will be mixed corp supplies.


[operator number] delcares war on [player]
info: a random operator base will become hostile, and deploy several techs from orbit to attack the player. if the players base is close enough they will send their techs to attack it in waves until destroyed. this is more common with HE and Venture operators.


[operator number] requests [block]
info: a drop point is set up with a SCU placing the blocks at it will give the reward, the SCU will shut down when the reward is grabbed. rewards BB and crates.

SOS [operator number] IS UNDER ATTACK
info: a wave defense where an operator base is under attack, you can help defend for a reward, will never spawn on a stand off or hostile operator.

along with this each operator type has a different base set up.
 
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warbrand2

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FACTION OPERATORS

GSO operators
base: small and cheep
techs: small 3x1 techs with the main operator being a GSO t3 or t4.
random events: needs ore, requesting blocks, SOS

unique operators
Joe: a turret forest of friends, he likes his defensive buddies. true unique
Greentech: A greentech operator, only spawns in forests increases amount of trees in their operating area.
Market bob: sets up around a BB base, sells techs.


note: unique operators can spawn more then one, unless they are a named NPC. they are just unique to that faction. ones that can only spawn one are labeled true unique.



GEO OPERATORS

base: generally one large structure with GEO autominers (when spawns places a random seam under them)
techs: always has one large carrier tech which mines and brings supplies otthe base, other techs are random.
random events: needs ore, requesting blocks, SOS, extra supply (sells resource blocks for BB is a random resource block)

Unique operators
wingnut: only if you don't fight him, sets up a large factory that makes advanced parts that are sold via supply cannon. this is a true unique.
Cube cult: after all mighty cube III a copy of cube III is found with several minions worshiping it, they fear the player.
Construction site: A large drill aimed at the ground, apparently they are building a deep bore mine.
lemon kingdom: a castle like GEO building with HE weapons. they talk about lemons powering their bases. always allied, always has boss shields.


Venture operators

base: always a large mobile tech
techs: other then the base, flying and racing techs will be found around it.
random events: all
note: though their base is always built around a mobile refinery, it is rarely mobile, only moving when an SOS is called or a hostile one is attacking the player.

unique operators
Quad rotor club: several "turret" techs paired with armed quad rotors, the rotors are seen fighting each other above though they are neutral to the player. the techs on the ground apparently dueling with drones.

Race way: a large drag strip which sees two techs constantly racing down it, turrets defend them. you can place bets on which will win, both techs are the same but their speeds are a bit random.


HE OPERATORS
base: a large vehicle bay, that "constructs" techs inside of it. produces small trucks to operate the base.
techs: turrets, trucks, and tanks.
random events: all

unique operators
Crashed bomber: a large bomber is crashed into the ground partially buried as several techs work around it.
SAM SITE: a large AA structure with cruise missiles and BMB's is always hostile or stand off.
Nova barracks: HE special forces reporting in.
helipad: a set of 4 helipads 2 of which have copters that patrol the area destroying hostile techs, always allied or stand off.


BF OPERATORS
base: always a store like structure with a floating disc and several techs on display to be bought for twice their part value.
techs: a bunch of sell points and turrets.
random events: NA

unique operators
Shifty shift: a unique hubble which has the old time pain on it, sells techs that come with DLC skin... for him. true unique
Cloaked base: wait this base is invisible. how is that, they will not tell you.
Testing base: watch as hovers and anti grav techs are tested and explode.
 

Geocorp Jumper

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May 24, 2016
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I love this game, but the more I play it the more I realize the planet we are mining feels well boring. For the longest time I thought it was just the lack of challenge from the enemies but resently I realized it was the generation of the world, out side of set props there isn't much of a reason to explore once you have seen a biome once you have seen all versions of that biome, the only difference is what ones are next to it.

So In this topic I am trying to come up with ways to improve it by well ideas alone.



The first idea I have is to increase the height of the world, make it so that you are not in the negatives on altitude just being at ground level.

The second idea add ravines that split things, like the one we see on wingnuts quest but instead of just one or two ravines, make them part of the world generation.

The final part of this is to add ravine fillers, bridges seperate filler types. The default is water which drains batteries and damages techs making it impassible in most situations requiring bridges to pass. This alone would make wing nuts quest better.




View attachment 35791




Above is an image of a suggestion random generation color explenation before I continue.

Light green: Meadow
tan: desert
Light brown: hills (currently mountains)
Dark green: forest hills (lots of rocks and trees)
Red brown: Mountains (high up, has "snow" at the top, high amounts of vein ores but hard to build on.
dark blue: Ice biome (current one)
Light grey: salt flat (Is carved at ravine height never comes in contact with a ravine.)

Light blue: ravines, water filled.

Structure points
Star: crash site
Arrows: GSO trading stations (just to give a general idea will always spawn near bridges if possible and not to close to other points)
rectangles: bridges (wingnut will spawn on one at random when his quest starts.)



Now you maybe wondering how does adding some verticality to the world with ravines/oceans, and high mountains make things more interesting. That is where the next part comes in. hostile biomes, these are biomes with high risk and reward. bellow are ideas for such biomes.




Volcanic zones
info: literally just this biome from raf https://forum.terratechgame.com/ind...e-design-discussion-and-concept-3d-art.21869/


Oceans
info: oceans may not seem dangerous I mean to boats, but you are not a boat you are a tech with a lot of metal that will sink of not shaped right, go to deep and you will start taking damage unless using specific parts. But the bottom of the ocean has some heavy rewards, ores impossible to find anywhere else, sure you can't craft anything with them but finding one deposite of goldite will net you a cool 10k if you manage to refine and sell it. (deposite being 2 rocks giving 5 ore each.)


Radioative Fungal Biome
Info: this biome is a sickly purple with spores floating through the air, generally next to pillar biomes, spore blooms (a plant) damage everything around them, regrowing faster then the trees of this planet (think of it like a forest of thick damaging trees), anchors other then GEOCORP can't set roots in this place, and hostile plant creatures attack anything that get close.

Note: this biome has a high amount of sap given from its plants, as well as high value materials from the ranged plants (they spit acid, which can be used in crafting.). The problem with this biome is everythign in it regrows even the mossy rocks that dot its surface, making a long term base here is hard as the trees will destroy your structures trying to regrow if you place them in the same location. That said it is the safest biome from hostile techs as they will not land there.
Easier said than done; random world generation is an art unto itself. However, if the devs scrapped random world generation and made a single map, they could more easily make ravines, rivers, oceans, caves, etc. Heck, the devs could make a handful of maps and the game could randomly select one each time the player starts a new game. Randomize resource generation to further increase replayability.

I don't believe that being submerged should damage techs. Being completely surrounded by water already spells doom for wheelers, as their mobility drops to almost zero. Visibility would also drop in deep water. Nothing rocket-propelled would work, bullets would have horrible arc and velocity, and lasers technically would function differently, if at all. In other words, just to be able to move and fight underwater, you already need to build completely different techs. Damage would just add insult to injury.
 

warbrand2

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Yeah really think a hand crafted map would be better, though that would be a problem in its self, hmm they could hand craft a large area using random gen as a base then going through that to detail it out. Would take time but I am sure it would result in a rather cool map.
 

warbrand2

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Was about to post another idea like this then realized This one exists.


The following idea comes from the thought that each Corp should introduce something new to the gameplay.

Right now we have the following

GSO: basics
GEO: large parts and harvesting
Venture: fixed wing flight
HE: VTOL flight, heavy weapons.
BF: hovers, and custom shielding
RR: base parts (Seriously none of their weapons and equipment work well for mobile techs.)

------------------
this got me to thinking of the Space junkers, and legion, we all know legion is going to be walkers but what would the junkers add to the game? then I realized something Junkers would be scrappers based on light weight techs and gathering resources from places other Corps don't go.


With this I suggest in their addition two new biomes.

LAVA FIELDS, and Waterways

Waterways is already mentioned above, but will give a basic run down of them first. Water ways spawn bellow hight "0" on the map, this will break old saves but it will be needed anyway in the long run. These are filled with well water that prevents wheel parts from working. Hovers glide right over them, and most techs float unless the parts are hollow though controlling techs on water requires uniquely build techs.

this would require spawn changes similar to TAC AI to work.

------

now for where the space Junkers shine, the lava fields. Theses biomes will always spawn with a large volcano in the center, these fields would be huge and generally surrounded by the alien fields or other hot biomes. All through out these biomes are lava pools connected to a volcano in the center .The lava is what the junkers are after. This super hot metal will damage any block that touches it unless it is heat shielded or designed to travel over it. Hovers rule in these biomes.

To counter how hostile they are, they have unique infinite vanes of menerals in the middle of each lake. To bad GEO and GSO autominers can't take the heat.

This is where the Space junkers come in with their hostile inviroment blocks. Space junkers have special blocks based around the following three main points.



mobile bases, hostile environment survivability, and Scrapping.


Bellow are ideas for each section of this.



MOBILE BASES


SJ Clamp extractor
info: a slow autominer that doesn't have its own anchor instead it will attempt to drill down when the tech it is on is anchored if it hits a vein it will activate if no vein it will not. Has the same rate as a GSO at half the size.


SJ hover miner
info: an autominer that uses heat resistant anchors, unlike other autominers this one hovers over the vein 5-30 blocks above it, using a drill launched from it and a mini cannon to launch the materials into the autominer its self. This is deisgned for getting materials in lava rivers or bellow the waves of the ocean. to do its nature as a hovering part It is easy to knock off of its vein if not propperly shielded.
 

warbrand2

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==============

Environment survivability
You never know what a planet might throw at you, it could throw lava as far as the eye can see, bees that want to turn your tech into honey, mad scientists who don't understand that no I don't want to test what happens when you fire that tesla coil at me, or hostile prospectors after your claim. for this reason The space junkers specialize in counter measures and counter systems even if most their equipment is rusting.


Counter missile shields

info: HE may have the strongest shields, but SJ have the most versitile, their shields are bulky the same size as the largest GEO battery but they cover a huge area and on top of that they are triple layered blocking even the strongest explosives. This comes at a cost. Their CMS systems are heavy, bulky, and not really mobile, best built on anchored techs. Thankfully they give a huge coverage area (2x the GEO battery)


Laser Anti projectile system
info: while this module has a constant power drain in all three of its forms. ( 2x1x2 3x2x3 and 4x3x4) it is capable of destroying any projectile that enters its field of view (30 degrees, 90, and 360 respectively) sadly MG fire easily overwelms it, but these are great on aircraft. Note doesn't stop lasers hard to stop light with light.
mechanically: works by shooting out a small "target" that projectiles hit this target has 1 HP in is hit box wise 1x1x1 but functionally has 1 HP and can be driven through only things that do damage can impact it.


Anchored cloaking field and mobile cloaking field
info: getting from point A to point B on a well scouted planet with many prospector drones can be a pain, even more so when you want to hide your base from said prospectors. For this the SJ's have cloaking fields these are able to cloak a tech completely and come in two sizes. The larger anchored one having a lower power drain but requiring a tech to be anchored, and a smaller mobile one that has a high power drain while active. With these comes a cloak control block that allows you to turn your cloak on or off.


Heat resistant blocks 1x1x1, 1x2x1 2x3x2

info: Fire and explosives are well known to be the main killer of techs. for this reason the Junkers have brough in their heat reistant blocks which have an ablative layer that burns off with hit by fire or explosives. This means they don't take damage from those though they will visually burn for a bit when hit. On top of that they protect parts behind them from the flames and explosives. Who knew a layer of scrap between you and the fire ball was all you needed.
=====================

FInally scrapping
info: do to the junkers being well made of junk they are really good at scrapping parts from other techs, for this reason they don't have their own production termenal per say but they do have scrappers and salvagers as well as block carrying silos.

SJ scrapper
info: can scrap parts from any faction turning them into their base resources. Doesn't mater who it belongs to this thing can shred it and turn it into junk.

SJ salvager
Info: space junkers don't make their own parts, instead taking modules from other corps and combining them example their Hover minder is two parts BF sky anchor, and 1 part GEO autominer. For this reason they construct parts differently a salvager requiring pre built parts from other factions to be scrapped together inside of it to produce the part needed.

SJ block silo

info: shrinks down blocks so that they can be carried on conveyor belts, can hold upto 10 blocks per silo, shrunken blocks can be directly sold via a delivery cannon or used in Salvagers to build space junker parts. Example their Heat resistant 1x1x1 requires a GSO 1x1x1 and a HE 1x1x1 along with 1 titanite to craft.




Note on the block silo, this thing changes the resource game as you sometimes get more for selling teh block then the parts to make the block... ok almost always get more. Just note buying and selling are the same price.