Terra Invicta

Terra Invicta

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Roadmap?
This might be a little early, given the post [early] "release" bugfix rush, and all that, but...

I'm enjoying the game quite a bit so far, but as I get a better handle on the strategies and mechanics involved I'm starting to see some of the places where things could use more work. Therein, I'd be really curious to see what the roadmap for future work was. Any idea when that roadmap might be revealed?
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Showing 1-3 of 3 comments
Dionysosss Oct 2, 2022 @ 5:29pm 
i hope it makes the game crash less :Nepgear:
other then that i love this game (yes i am entering fanboi levels)
shin.satsuma Oct 2, 2022 @ 11:52pm 
Originally posted by Toblm:
There is already a roadmap
https://steamcommunity.com/app/1176470/discussions/0/3368152931590767421/#c3368152931591212132

Exactly what I was looking for 8).

Now if only it said more of what I wanted to see 8D. Like...
- work on improving Anti-alien AIs efforts to fight off the aliens.
- Improve feedback on impact of missions...
- group projects in project pane by expand/collapsible group by parent technology (starting collapsed with a count, maybe an indicator for newness or some such, and configurable in options to start expanded). Also help people learn the tech tree better I should imagine.
- probe overview UI, showing probes in flight and eta
- tooltips for ship components with statistics, fuel types, etc. Possibly color coded or symbol linked to better emphasize what works with what.
- revelation display. On each of your councilor, add an icon display indicating how revealed they are (you get notifications on the left, but I often miss them in the spam).
- intel levels. I haven't managed to find where on an "enemy" councilor it indicates how much intel you have on them after investigating (you can get a rough idea by how many details you have, but for targeting purposes...)
- Mission modifiers. Most obvious would be how long to spend. Get an initiative bonus for a commensurate large penalty, for trying to snatch people before they can fly off, or get crackdown off before a defend, etc. Also could lead to multi-round ops which could be detected and intercepted, based on whether you were spotted originally or not. Could allow for some more nuanced mission "pvp" with less flip flopping.
- Improved public relations model. I hate to say it, but PR is too powerful, and people don't seem to have much ability to think for themselves, wildly shifting opinions from week to week. Not to mention when spoilers start happening, most people should really polarize much more dramatically, but also, relations and opinions of other countries and their relative trends should color and underscore these movements, making it harder to just get everyone on your side everywhere (modulo alien mind magic of course ;).
- Did I mention better AI? I've been playing Resistance exclusively because otherwise it doesn't seem like anyone makes any attempt to stop the aliens (AI seems incompetent at this). Even then, Humanity First will waste lots of time screwing with me, while getting crushed by the alien friendly factions even while I've gone out of my way to avoid bothering them, and been the Hammer of the Alien scourge. Disappointing.
- Add a display to give you an indication of the relative level of hate between each of the factions. Given the tenor of the game, this could be based on an intel gathering mechanic for certain types of councilors (similarly one could gauge foreign relations from above, and attempt to bring countries' publics into alignment; which should natural cause them to go out of alignment with those of their friends who do not like the nation with whom opinions are being raised, etc.).

I liked the results statistics on economic, social and climate trends each month, other army and national political options. Still not a fan of all the hard coded Unity projects, but...
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Date Posted: Oct 2, 2022 @ 4:45pm
Posts: 3