New biome idea
sayerulz
oregon Join Date: 2015-04-15 Member: 203493Members
So, I though that a cool biome could be a sort of a swampy area, but I did not know of a good way to implement it without adding larger landmasses, which I don't feel are the right direction for subnautica. Then I had an idea: why not make the biome a large series of small floater islands, largely submerged, interconnected by the roots of some sort of mangrove like trees, over mostly shallow water filled with weeds and a muddy bottom. This area would be full of lots of fish, perhaps some more freshwater looking ones, with more brown/green colors, rather than the current neon reef fish (which are cool, but variety is good). This could also be home to various crustaceans and amphibians, with perhaps some sort of large alligator like creature. Some sort of catfish type thing that is slightly larger than a spadefish could be a good food source. I also like the idea of a small-ish fish that buries itself in the mud with just its eyes sticking out and ambushes small shrimp (a bit like a mini sandshark). Perhaps the trees could grow some sort of fruit that can be harvested and eaten, and will regrow. But Maby some of the fruit-bearing vines are actually a sort of carnivorous plant or snake-like creature that is pretending to be part of the tree, so you would have to watch for subtle hints to see which they are. Basically, I would like a mangrove like biome that is rich in food, but that can be rather difficult to navigate, and has some danger, with lots of creatures that hide.
Comments
I just think that the only issue is the lack of inherent danger. The Safe Shallows ought to remain the only real safe place. Otherwise the game will become predominated by overprotective patches of safe-haven.
Perhaps the hiding hunter fish (Shroudshrike?) can deliver a toxic sting... remedied only by analyzing the floater island fruit, or maybe even the fish itself. Perhaps there are editable fruits and poisonous ones.
I imagine the floater islands packed with biodiversity, despite being so small - almost like a parallel, microcosmic world.
Great overall ideas!
Hefty request(s).
I'd like to see current-based whirlpools, massive ones and some small ones, inhabited, and-or followed by schools of fish, which serve to encourage the speed of the whirlpool.
That way the schools of fish could suck up food, focus sunlight using the whirlpool, force the escape pod into different locations, forcing the player to traverse more areas.
I like the idea of trying to grab the fish and then getting ravaged by the whirlpool and the surrounding murky waters, or fish you normally thought were nice, form a pack mentality and attack you when in a school.
Mud should be a mechanic, oceanic mud hiding massive deep sea creatures that, just wait for falling decaying matter or live prey.
Harsher days, I think the day time should be a time where the air gets hard to breath since the sun activates a catalyst causing air to be slightly difficult to breath even when out of the water....this would encourage players to traverse at night or develop more habitable zones, or venture towards the aurora, because most players could care less about it.
Tidal surges, I think if the planet had multiple moons, or moons on it's one moon, it would increase the enormity of the tides. So everyday the player has to buckle/hunker down and prepare for the night time and the transition to night time.
I just do not like how the game gets too easy after a while, and too kind. This should be a harsh, beautiful alien world. The harsher it is and more mentally challenging the more people will be engaged.
Also I like the idea of deep sea geothermic vents, that way you do not get to the ocean floor and see the same old stuff.
I'm not against stuff like this, but you should go to these things rather than the game bringing them to you. Sooner or later the player has to leave the comfort zone to make progress anyway. There's plenty of opportunities to make the planet a living hell.