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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!

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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 jo

Summary: Update Type: Gameplay improvement Description: An official update that will improve the game Benefits: People would care about the game again Cons: Pavel has to get off his ass

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 g

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Summary:- Getting out logs from deep forest with tractors
Type:-  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 by Ingvers
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Summary: Improved damage model
Type: Gameplay mechanic
Description:

 

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.

 

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Summary:- Custom difficulty settings
Type:-  Mechanics
Description:

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 players
Drawbacks & Potential Solutions:- Some of these may be difficult to implement, game could becomes too easy.
References:-/

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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

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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 by Triple88a
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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 by Sadist_Cain
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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 :D 

 

                          And how to do not recover vehicles... 

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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!

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Summary: time restricted missions
Type:-  objective
Description: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 coop
References:- no reference

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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 (:D), 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.
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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:

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lot of very good ideas here guys . hope that tread will go on . here are mine

 

Summary:- snowny environment 

Type:- environment/graphics

Description:- more snowy areas on maps   

Benefits:- would give game a graphical change and thus make it even more attractive

Drawbacks & Potential Solutions:- snow material has to be made

References:
-

-

Summary:- new objectives    

Type:- Objective

Description:- 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 minibus

Drawbacks & Potential Solutions:- damaged dikes or bridges when repaired could open easier and faster routes . but damaged routes would need to be scripted

References:-
 

 

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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.

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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 :)

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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 by Triple88a
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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 by Blaster
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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 by Ingvers
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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.

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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 :D That should be even more intresting

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If they are fully damaged, they should be stuck in deep mud, on side or even sinked in the river on the roof :D That should be even more intresting

I like your way of thinking :P

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  • Zane (Oovee) changed the title to Suggestions Mega Thread

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