Tactical Craft Online

Tactical Craft Online

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Uncle Alex  [developer] Feb 4, 2019 @ 9:35pm
RoadMap (English)
Roadmap Tactical Craft Online (Version 1.0)


Automation
  • Packing collected containers into virtual containers
  • Automatic trashcan
  • Transferring items from virtual containers to containers

New genetic level (Hardcore mode)
  • The transition to a new level is carried out when a player reaches a high level (for example, 50)
  • New factors (diseases, unfavorable environment, etc.) begin to influence the player.
  • Player opens access to perks
  • The player can increase the parameters of units and gain access to new parameters.

Virology (Available in hardcore mode)
  • Virus creation
  • Antivirus creation

New small locations
  • Jungle (Level 40 entry limit)
  • Bogs (Entry limit at level 50)
  • Nora (Level 60 entry limit)

Cave system
  • System of locations united by entrances and exits with transitions to different levels of depth
  • Restricting entry to different depth levels by different player levels (40, 60, 80, etc.)
  • New resources (metals, minerals, precious stones)
  • New bots (in development)

Jewelery
  • Creating items made of precious stones and metals
  • Random combination of components to determine artistic value
  • Hidden coefficients of compatibility of materials that change every game year and can be identified during the experiments
  • The effect of the age of an item on its value
  • A new parameter for units - jewelry

States
  • Flags of states (formed from a selected set of colors 6 * 6 cells)
  • Extraction tax in the state
  • Requests of players for subjects (tasks from players)
  • State Rating Awards
  • Exchange of virtual containers

Game world
  • Gas areas on the map (fog, smoke, poisonous gas)
  • Moving gas areas
  • Terramorfing (digging and burying reservoirs)
  • Natural phenomena (rain, lightning, etc.)

Warfare
  • Turrets
  • Chemical weapon
  • Nuclear weapon

Bots
  • New behavior of bots in battle
  • New behavior of bots on the map (improved long-distance movement, invasions)

Development of unit parameters (in development)

Artificial dungeons
  • Mines

Livestock
  • Taming and breeding animals
  • Feeding animals
  • New resources from animals

Fishing
  • Fish breeding
  • Fishing at the next depth levels
  • New types of fish

Mutants (under development)
  • Creating Mutants (Resident Bots)
  • Determination of the mutants to the state
  • The development of mutant actions from primitive to advanced
    • Carry things
    • Creating items
    • Hostilities
    • Additional actions (in development)
  • The benefits of mutants for the state
    • Performing useful actions
    • State protection
    • Impact on the rating and state revenues
  • Equipping and supplying the residents of the state (Solving the problem of excess resources in the game)
  • The revival of the dead residents


New food recipes (in development)

Recycling unit effects (under development)

Spaceflight (under development)
  • Creation of space ships (in the form of locations with the installation of equipment inside the ship)
  • Space flights
  • New game mode battle in space
  • Movement between ships (temporary union of locations, boarding)
  • Space objects-locations (asteroids, etc.)
  • Landing on space objects
  • New resources
  • New bots
  • The complex behavior of bots in space, alien spacecraft

Manual
  • Creating a complete game manual
  • Translation of the manual into other languages