Sadist_Cain 131 Posted July 9, 2014 Share Posted July 9, 2014 Off-roaders, We know that Spintires has been made by the fans - without our backers and everyone who purchased the game, we wouldn't be where we are today. Spintires is an enjoyable game, however, we know that with community feedback we can push the game in the direction that everyone would like to see. This topic has been created to allow a more defined and specific request pool. I would like to ask everyone to post on here with an improvement request for the game, for example; 'Increased Draw distance' 'Multiple monitor support' etc With community input on a large scale, we can ensure updates come filled with everything that has been requested by the user. There's a lot of potential for this awesome game and a lot of ideas getting thrown around unfortunately to be lost in the midst. So let's see if we can't get a bit more order going on here and give the Devs a central point of reference for ideas from the playerbase within this think tank. Keep to this template to make skimming this thread and finding the relevant information as quick and easy as possible: Summary:- A concise summary of your idea here Type:- Type of feature/s included Gameplay Mechanics (Damage models, physics etc.), Vehicle, Graphics, Sound, Map, Objective, Scenario etc. Description:- Brief description of what it is and how you invision your idea as it would be implemented into the game. Benefits:- Quick list of the benefits as you see them. Drawbacks & Potential Solutions:- There's always some hurdles to overcome, list them here as you see them and any potential solutions, keep it short. References:- Any real world or other gameplay examples, mods, videos, screenshots, articles, reviews etc. to help better explain your notion. Template ***COPY AND USE THIS***: Summary:- Type:- Description:- Benefits:- Drawbacks & Potential Solutions:- References:- Try to avoid cloned suggestions, check the list below and like the contributors post if you like that idea Newest suggestions at the bottom of each category. Currently Suggested Feature List Missions & Gamemodes Camel Trophy / Expedenture Type Mode Truck trials Missions/Scenarios Capture the Log Gamemode Enhanced Hardcore Enhanced Log recovery Autocross City Rescue mode Battlefront supply mode Time Restricted Missions Logging Economy Gamemode In Game Economy Objective Repair Gamemode Dynamic Objectives Forest Fire Fighting Earthquake/Flood Relief Work Free Drive Mode Sim Level Hardcore Plane Crash Rescue Missile Launch Mode Vehicles & Add-Ons Install alternate Transmissions Winch owner has priority of control Enhanced Vehicle recovery Partial Refuel & Repair Small UAZ Trailer Extra Lights Fuel Transfer Between Trucks (Siphoning) Realistic Differentials Randomised trucks Limited trucks Spotlights One of Each truck (mp) Realistic Clutch Mechanics Improved Damage Model Functional Snorkels Portable Ground Anchors For Winches More Manual Control & Feedback From Diff (no 'auto on') Variable Tire Pressures Tree Harvesting Machinery Gameplay & Misc Snow maps & weather Livlier Environment Mod Installer/structure LAN Option Enhanced Map Markers Darker night cycle Custom Difficulty settings Temporary Road Surfacing Bigger maps Weather Dependent Mud Conditions Server Filter Tutorial Fog Of War Improved Achievements Dynamic water height Add More Traction to rocks? (as I interpret it) Custom Points of Interest Linked maps Limited/Refillable Fuel Stations Increased Camera Zoom Range Draw Distance Slider AI Truck Convoy For Singleplayer Save Game In Multiplayer Map Making Tools Improve Controller Mapping (360 Winch Pull) Persistence Between Players and Sounds (Horn, Engine Noises) Improve Context messages on Failure to Join Temporary Reserve/Rejoin Mechanic for Disconnected players More Specific Volume Sliders (Engine, Ambience etc.) More Descriptive/Definitive Map Names First Person View This will be updated as often as I can, many thanks for your patience if your suggestions are not yet listed. Bear in mind only complete and correctly structured posts are listed here. Many thanks from myself and I'm sure all those at Oovee to the suggestion contributors for the thought and effort you've put in here. Current Contributors: A Curious Driver, Blackwater_CA, Blaster, Bluetoh, Carmatic Frua, Cesar, D.Jankovic, Denis Hubert, Drperry, Freeman, :GnH:Grimreaper, Gorasahib, Hein, Hooliganuk, Icanhazcookie, Ingvers, Ironlung, Jackjackjack, Jim McMaster, Jpm1, Kacper Tomczewski, LennoxXx, Leytonthebiker, Lizard Of Bodom, Mendel, Mfunker02, Monkeh, Muddywaters, Nazarovtr Qchronod, Rhosta, Sadist_cain, Shonuf, Sylvester Stallowned, Therealsober, Triple88a, VancouverCanucksRock Varwulf, Wizzbang, Yockola, Zyme Keep em coming! 10 Quote Link to post Share on other sites
tifosi57 17 Posted July 9, 2014 Share Posted July 9, 2014 Lifting a rear axle would be good for steering increase and also real life compliant Quote Link to post Share on other sites
Ingvers 29 Posted July 10, 2014 Share Posted July 10, 2014 (edited) Summary:- Getting out logs from deep forest with tractorsType:- Umm Gameplay mehanic/vehicle? Description:-Your lumberjacks group has felled and cutted XXm3 of 6 meters long logs. You use tractor T-157 "some modification of T-150K'' to pull these logs out from swampy forest to harder road and then drive them to sawmill or something with 6x4 Kamaz with crane and trailer which go fast and consumes less fuel.Benefits:- Operation with logging tractor with a crane through real forest (cutted) with no roads. Loading a truck and trailer manually (no auto loading in hardcore mode) If there is a big map, and big forest it would be nice in multiplayer for example one guy drives a tractor and 3 guys drives a trucks. And you can get 5 achviements - snail like - did the mission in more than hour, lighting fast- did all the work in 20 minutes and like that.Drawbacks & Potential Solutions:- Need bigger maps and more forests to do this | Need more vehicles - so it means more work | Driving with this transmission which we have now is.... sorry but s***ty | Need the terrain saving, and terrain working in multiplayer|References:- Some nice T-157 http://lisnyk.com/index.php?action=dlattach;topic=45.0;attach=345 http://www.ukr-prom.com/img/alboms/33412010-10-1217045600.jpg http://les.do.am/img/1/ris4-23.jpg And thats how that crane works. Only 3 fuctions - up and down, grapple and rotator http://allyears.ru/uploads/posts/2012-03/1330760576_92.jpg And kamaz http://www.avtospecspb.ru/uploads/posts/2012-12/1356437229_sortimentovoz-638211-kamaz-53228-1990-15.jpg Edited July 10, 2014 by Ingvers 3 Quote Link to post Share on other sites
VancouverCanucksRock 139 Posted July 11, 2014 Share Posted July 11, 2014 Yeah in HC there needs to be manual loading only, and more than 3 -5 logs Quote Link to post Share on other sites
Zyme 22 Posted July 11, 2014 Share Posted July 11, 2014 Summary: Improved damage modelType: Gameplay mechanicDescription: An improved damage model instead of the "one damage for all". It does not need to be super realistic or complex, but should find a middle ground for still having fun. My suggestion is to divide the damage into multiple parts, just like other driving games do, and even Arma games. For example: - Engine - Wheels - Suspension - Transmission You could lose a wheel if you drive hard multiple times wrecking it. This would still make you be able to move. Losing a wheel should not affect the engine. If you fail and keep stalling your engine multiple times the transmission or the engine could take damage. Engine could still take damage from water etc. Benefits: Makes it more challenging if you lose a wheel or two, and you will drive differently depending on which vehicle you are driving as they are built differently. Drawbacks & Potential Solutions: Makes the game a bit more complex. 7 Quote Link to post Share on other sites
icanhazcookie 5 Posted July 11, 2014 Share Posted July 11, 2014 Summary:- Custom difficulty settingsType:- MechanicsDescription: Allow a 'custom' difficulty setting, to allow players to fine tune the game to their preferences. Options could include fuel capacity, health, fuel consumption, damage taken, winch length, engine stalling, allowing refueling of addons in garages, maybe a fixed time cycle for players that don't like driving at night, etc. Benefits:- More options, more happy playersDrawbacks & Potential Solutions:- Some of these may be difficult to implement, game could becomes too easy.References:-/ 5 Quote Link to post Share on other sites
Monkeh 179 Posted July 11, 2014 Share Posted July 11, 2014 Summary: Mandatory tutorial Type: Gameplay Mechanic? Description: A one time mandatory tutorial of the game before any singleplayer or multiplayer games can be started. Mainly to teach people how to shift gears to prevent people from continuously quitting a multiplayer game because they get stuck 20 meters outside of the garage. Benefits: Improvement to multiplayer, less people quitting Drawbacks: None as it only has to be played once 3 Quote Link to post Share on other sites
Triple88a 32 Posted July 13, 2014 Share Posted July 13, 2014 (edited) Summary: Free Driver Mode Type: Progression mode. Description: In this case all the maps would be joined together via 1 center location or at the edges of each map In this mode you take jobs. They could be transporting logs like we have now, transporting goods in a trailer, or even transporting people from place to place. More complex maps can require you to transport goods from one map to the next. Or even missions like rescuing a rolled truck on the side of the road. From those jobs you get money which you can spend for repairs, upgrades, fuel, new truck, etc. Benefits: This mode WILL improve both single and multiplayer mode. Currently single player is pretty boring. You start a game, you discover the truck you like, deliver some wood from 1 location to the next and that's it. You complete both objectives and that's it, the game is over and you start over. Currently the game feels like a very limited sandbox instead of a game. --In this Free Driver Mode, you start from scratch and everything accumulates from there. You do jobs, get money, upgrade your vehicle, buy another vehicle, buy another garage. For multiplayer this means a lot because it will allow teamwork. Currently the game ends once you log off. Having this mode for multiplayer will mean each player will have their own progress. This means that you can help a friend do a job and get rid of that little jeep, or even help or get help from a complete stranger for a small fee to get you back on the road. Drawbacks: This will require the addition of currency to the game as well as missions so it will require many changes. References: Hard Truck series is a great demonstration for deliveries, Cabelas offroad adventure is also a great example for the extent of missions. Edited July 13, 2014 by Triple88a 12 Quote Link to post Share on other sites
Sadist_Cain 131 Posted July 15, 2014 Author Share Posted July 15, 2014 (edited) Nice ideas so far dudes, feels inspiring already keep up the good work!Summary:- Forest Fire Map Type:- Map/Game Mode Description:- Forest fires have broken out across the woodlands. Your task is to deliver fuel and water tanks to those fighting the fires on the front line, in doing so enables them to extinguish an area. Areas will need to be extinguished to enable passage to those fighting the fire deeper in the forest. To unlock an area and extinguish the fire would take a certain amount of fuel & water. Thick smoke and fire could be used to make travel extremely difficult bordering on impossible until you give assistance to the fire fighting teams, thus completing the objectives. Benefits:- would be interesting to see areas of the map needing passage clearing to get to them.Getting stuck in the mud with smoke billowing around your vehicle as the flames increase in intensity.It could be visually spectacular.Could be done with existing vehicles and attachments.Could be adapted to allow players to take the role of the firefighting trucks themselves as well as delivering supplies. Drawbacks & Potential Solutions:- All going to be black magic tech wizardry stuff, is it even possible?References:- terrifying no? Edited July 15, 2014 by Sadist_Cain 3 Quote Link to post Share on other sites
Ingvers 29 Posted July 16, 2014 Share Posted July 16, 2014 Summary:- Wrecked, damaged or stuck car recovering for money/rewards. Type:- Gameplay/vehicles maybe map, because for this i think we need bigger maps with more roads (small and big) Description:- 1st day, you got gaz-63 with towing triangle in and winch. You have ''map'' which is drawed on paper by hand and compass. You drive to the point and see there old, rusty, damaged zil-131 with crane. It lays deep in soil and if you winch it, your light truck is moving, not the Zil. So you need to improvize to get the truck out. One solution would be attaching with towing triangle to zil, and winching to some tree with winch. So when you get it out of mud, you need to move it on your garage (in HC there wouldn't be acceleration or auto-steering on towed car). In garage you can fix it, but it takes money, time and you must drive somewhere to get some of the parts. (you don't have anything in your garage) There would be any towing/recovering missions, that`s only possible if we get some ''carrer and economic'' style of gameplay.Benefits:- Intresting, because its only way to get a truck with a crane or other equipment. You need sometimes improvize, to get the truck faster out from the mud. Recovering missions in middle of your gameplay or even recovering mode where you need to tow/get out vehicles of all size with time limit.Drawbacks & Potential Solutions:- Carrer and economics - will it coming someday? Needs more trucks/addons. Need reworked hardcore mode, because now it is not such hardcore. Solutions - give us ability to spawn trucks somewhere in the map, and give some more realistic winch points (not 3 winch points on uaz which has not any winch huh) and some towing equipment. References:- watch from 1:00 Very heavy recovery huh And how to do not recover vehicles... 3 Quote Link to post Share on other sites
Ironlung 5 Posted July 16, 2014 Share Posted July 16, 2014 Summary:- 4v4 "Battlefront Supply" mode. Teams of 4 compete to haul items to the front lines of a battle. Type:- Scenario/Objective Description:- So 4 players on each team compete to haul items to designated front lines of a war zone. These items would include troops, tanks, and even ICBMs. The players play on the same map so that you can guarantee the hilarity of an ICBM truck trying to pass an opposing team's Tank transport truck on a one lane road in the mud. Hauled items as well as vehicles could be damaged, leading to a scored end of round possilby. Maybe successfully transporting certain items dynamically causes a map change to update those successful deliveries. Think, tanks successfully delivered = active tanks shooting at your enemies in a random position on the map. Troops would accomplish the same but be able to be run over and would cause less damage. ICBMs would potentially destroy an enemy teams garage or refueling site making them go farther out of their way for delivery. This is balanced by the difficulty it takes to deliver a friggin ICBM! Potential use of jeeps to scout out map changes on the fly. Benefits:- A fun gameplay mode with replayability and hilarious spinning of tires. Drawbacks & Potential Solutions:- Well, programming in this type of gameplay is obviously going to take alot of work. But i've got my friends completely sold on the idea. Hope you guys like it!References:- War is hell in the mud! 5 Quote Link to post Share on other sites
jackjackjack 0 Posted July 19, 2014 Share Posted July 19, 2014 Summary: time restricted missionsType:- objectiveDescription:- for example, say some accident happened at the lumber, and player need to delivery some medic there in 10 minutes, and take the severely wounded personnel back in another 10 minutes. Also other kinds of time restricted mission are also interesting and challenged.Benefits:- chanllenging and exciting, and also add story to the gameplay. easy to implement, only adding time restrictions.Drawbacks & Potential Solutions:- more types of vehicles maybe needed? also maybe not that good for coopReferences:- no reference Quote Link to post Share on other sites
Ingvers 29 Posted July 20, 2014 Share Posted July 20, 2014 Summary:- Rescue the city Type:- Scenario/Objective, gameplay maybe vehicle. Description:- Small Siberian city has flooded. Rescue team need help from local truckers. You take your truck and KUNG and drive to the city. The city is flooded, and you need to choose your way through deep water, and stuff what water stream moved to the road. You got map, and you got location where peoples are standing on roof`s waiting for help. You need to collect full KUNG (smaller vehicles has smaller seat capacity, bigger has more seats), and drive to little hill, where tent city is made. You have to help xx or more people during the day/night/till midnight. Benefits:- Nice challange, more missons or content in game, not too hard to make i think. Just make some city in a lake, and add some river from somewhere. As we get map editor tool, modders could make map with flooded city. Drawbacks & Potential Solutions:- Need new map/maps, need peoples sitting on roof`s (), little animation would be cool, but it is not necessary. References:- No reference... maybe add this bus made on gaz-66 chassis? That`s a some modification of paz-3201. Quote Link to post Share on other sites
GoraSahib 9 Posted July 20, 2014 Share Posted July 20, 2014 Summary: Map icons on the map next to others players location markers. Icons would indicate the players current load type and status (repair, fuel, immobilized). Type: Description: Load Icons: Jerry can - a white icon indicating fuel cistern. Outline for empty, half for >50%, filled in for <50%. Logs - a white icon indicating log hauling. Outline for log cart/trailor, filled to indicate logs being hauled. Wrench - a white icon indicating Utility/repair. Outline for empty utility trailor, half for >50%, filled in for <50%. Tent - a white icon indicated garage carraige. Status Icons: Jerry can - a yellow icon indicating low fuel. Blinking icon for less than 15% fuel, solid icon indicating out of fuel. Wrench - a yellow icon indicating need of repair. Blinking icon for under 15% repair, solid icon indicating broken engine. Turtle - a yellow icon indicating a vehicle stuck. Blinking icon for vehicle on its side and engine still running, solid icon for vehicle on its side or back and engine stalled. Benefits: Would greatly aid player to player communication and coordination. Drawbacks & Potential Solutions: Cluttered map. Solution would be to have a toggle to turn icons on and off. References: 6 Quote Link to post Share on other sites
RASSOMAHA 28 Posted July 20, 2014 Share Posted July 20, 2014 Lifting a rear axle would be good for steering increase and also real life compliant on such machines, used balance-suspension .. they can not raise the rear bridge . Quote Link to post Share on other sites
jpm1 8 Posted July 21, 2014 Share Posted July 21, 2014 lot of very good ideas here guys . hope that tread will go on . here are mine Summary:- snowny environment Type:- environment/graphicsDescription:- more snowy areas on maps Benefits:- would give game a graphical change and thus make it even more attractiveDrawbacks & Potential Solutions:- snow material has to be madeReferences:- - Summary:- new objectives Type:- ObjectiveDescription:- it could be bringing truck parts to damaged industrial vehicles spread all over the map , or it could be bringing rocks to repair a dike or planks to repair a bridge or even passengers that you have to drive around Benefits:- creates diversity in objectives . makes the game even more attractive . could be interesting for implementing in game the mythical UAZ-452 minibusDrawbacks & Potential Solutions:- damaged dikes or bridges when repaired could open easier and faster routes . but damaged routes would need to be scripted References:- 5 Quote Link to post Share on other sites
GoraSahib 9 Posted July 21, 2014 Share Posted July 21, 2014 Dark night and/or moon cycle Summary: The night in the game is too bright - making headlights almost pointless. Make the night darker, and even better inpliment a simplified moon cycle to have varying night darkness. Type: Environment Description: The darkness of the night in game would be increased greatly, demanding the use of headlights. In addition to this, implement simplified moon cycle to have varying darkness at night - thus making full moon nights the best to drive in and would require the least amount of headlight usage. Proposed simplified moon cycle: 2 days New Moon - the darkest 2 days Cresent Moon 2 days Full Moon - the brightest 2 days Cresent Moon Benefits: Realism. Head lights become useful, as well as additional lighting. Drawbacks & Potential Solutions: References: Reality. 2 Quote Link to post Share on other sites
jpm1 8 Posted July 22, 2014 Share Posted July 22, 2014 Dark night and/or moon cycle Summary: The night in the game is too bright - making headlights almost pointless. Make the night darker, and even better inpliment a simplified moon cycle to have varying night darkness. Type: Environment Description: The darkness of the night in game would be increased greatly, demanding the use of headlights. In addition to this, implement simplified moon cycle to have varying darkness at night - thus making full moon nights the best to drive in and would require the least amount of headlight usage. Proposed simplified moon cycle: 2 days New Moon - the darkest 2 days Cresent Moon 2 days Full Moon - the brightest 2 days Cresent Moon Benefits: Realism. Head lights become useful, as well as additional lighting. Drawbacks & Potential Solutions: References: Reality. i think you may probably have some bright settings on you monitor , cause here the night is very dark believe me . sometimes when i'm really stuck i almost have to wait morning comes to see where i am Quote Link to post Share on other sites
Monkeh 179 Posted July 22, 2014 Share Posted July 22, 2014 Gora is right, the night is far too bright (not due to monitor settings). Not using the headlights makes you see a lot more during the night :S 1 Quote Link to post Share on other sites
Triple88a 32 Posted July 22, 2014 Share Posted July 22, 2014 (edited) They should remove the brightness changes when you turn off the headlights. Just leave it on to the dark setting when you turn on headlights. That will sure solve the glitches when you're around the garage and the garage light goes in the screen and everything else suddenly darkens. Edited July 22, 2014 by Triple88a Quote Link to post Share on other sites
Blaster 60 Posted July 23, 2014 Share Posted July 23, 2014 (edited) Automatic and Manual Transmissions Summary:- Instead of a weird half automatic kind of driving, we can install an automatic or manual transmission at garage. Type:- Gameplay and Interface Description:- The current transmission system is novel, but lacks something. Instead of having a half automatic, we can instead choose between an automatic or a manual in the garage. The manual can be shifted with mouse or indexed with keys or gameepad buttons, using h pattern or whatever pattern it uses on the real thing, and the automatic can have a PRND2L layout or like the real one. The manual benefits with manual shifting skills and better performance, the Automatic benefits from easier driving at the expense of less power and added weight. It is a bit of gameplay break from reality, but would provide both advantages and consequences for driving one transmission type over the other. Benefits:- Users who can never understand how to manual can still drive with automatic box, manual drivers can choose from any gear to cruise in, not limited to gear 1 or 3, provided they shift. Drawbacks & Potential Solutions:- Users who see a change in the game and rage desk flip and demand it go back the old way instead of learning a small change. Sometimes mouse gesturing shifting is hard to do. Implement mappable shift up/down buttons with good average shift speed time to make it fair, and use "index gravity" by making the auto shift indexer naturally move towards the nearest shift position if between gears, to emulate the feel of a real indexed shifter. References:- PRND2L and H-pattern Shifters Edited July 23, 2014 by Blaster 4 Quote Link to post Share on other sites
Ingvers 29 Posted July 23, 2014 Share Posted July 23, 2014 (edited) Can someone make it sticky? Please, there is a lot of nice ideas... Summary:- Make hardcore, more hardcore.Type:- Gameplay. Description:- In Hardcore we shouldn't have steering and auto accel for towed vehicles. Only one winch point from where the winch goes (now Uaz have 3 winch points right? But it hasn't any winch, just make visible winch on the bumper and one winch point. If you can do this, add this then. ALL found vehicles are damaged to ~90% and have ~10% fuel left. You have less trucks to complete the map (for example 1x A, 2x C 1xD) Only manual loading - one short log 0.5 log points, med 1.0 and long 1.5 points. You can switch to awd and diff locks only when stopped. You need more garage point to unlock garages and more logs to complete objectives More small cloakings, so you need to find lot of small cloakings. You can't have ''stripe'' which shows way to truck or something. Chains on B-130 should break when drive more than 50 meters on tarmac Engines should overheat if you drive slowly and at full gas. (going up the hill or when getting stuck in the mud) Benefits:- Hardcore will be Hardcor now.Drawbacks & Potential Solutions:- For someone it maybe will be too Hardcore, but you can make hardcore as normal between Casual and HC Edited July 23, 2014 by Ingvers 1 Quote Link to post Share on other sites
Monkeh 179 Posted July 23, 2014 Share Posted July 23, 2014 I kinda like that idea of all found trucks being damaged but i'd rather see it this way. On hardcore; all found vehicles fully damaged and out of fuel. Gives people something to work for and not just a sprint to complete the map. Quote Link to post Share on other sites
Ingvers 29 Posted July 23, 2014 Share Posted July 23, 2014 I kinda like that idea of all found trucks being damaged but i'd rather see it this way. On hardcore; all found vehicles fully damaged and out of fuel. Gives people something to work for and not just a sprint to complete the map. If they are fully damaged, they should be stuck in deep mud, on side or even sinked in the river on the roof That should be even more intresting 2 Quote Link to post Share on other sites
Monkeh 179 Posted July 23, 2014 Share Posted July 23, 2014 If they are fully damaged, they should be stuck in deep mud, on side or even sinked in the river on the roof That should be even more intresting I like your way of thinking Quote Link to post Share on other sites
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