Physical model, new rooms and stuff
danaketh
Join Date: 2015-08-13 Member: 207097Members
Hello there,
I've got some ideas that would make the game more enjoyable (for some I guess).
Physical model for the base
Right now, your base hull can take almost anything as long as you place enough reinforcements, foundations and bulkheads. If there was a physical model, it would be more challenging to build a deep sea base. It would involve new types of existing base modules - for example "reinforced corridor". It would be able to withstand a higher pressure than a normal corridor and thus could be built in a deeper water. And we could have about 3 to 5 types, so we can build even in the deepest waters.
Same would go for glass - from a certain depth, normal glass would crack. Thus more durable glass would be required.
Reinforcements, foundations and bulkheads would work a bit different. They'd secure and support the hull integrity and prevent the base from breaking up. Such a change would break a lot however and current bases would probably break up because they would require the integrity support of the foundation and reinforcement or pressure control with bulkhead.
While this would make the game a whole lot more challenging, it would also probably make a lot of people to hate it, so I think it would be a best idea to have it as a side option. Turn the physical model ON/OFF in the new game. Also it might be actually hard to implement in a current stage.
Nutrition
Since everyone knows about the mistake most devs are doing with water/food requirements (and since I think I've read that Subnautica is getting it fixed at some point), I think it would also be nice to have those based on the behavior of the player. For example if you're sleeping, your hunger and thirst are growing (I know, it's actually goind down to 0) a bit slower than normal. If you're just walking around the base, it's growing in a normal way. If you're running (should it be implemented), it's growing faster. And if you're swimming a lot, it grows even faster (but not to the point where you'd be forced to eat an emperor to be able to swim for half a minute without getting hungry).
Seabase modules
Reactor/Generator Room - Instead of having the reactors just slacking around anywhere, I'd rather see them as a new modules. Modified room module which would contain the reactor and possibly visualize water going through to cool it down, with only way of going in being one of the sides or a ladder from the roof/floor. The rest of the module's space would be occupied by the reactor's stuff. Same goes for the thermal plant.
Garden - Another useful module would be some kind of garden in which we'd be able to grow our food (maybe even modify plants to make them more nutritious, faster growing... Our very own GMO There can even be more than one type of garden, differing by their size and allowing to grow different types of plants.
Defense - From what I've read around the place, the game takes the course of "they can rip you apart but you can only scratch them with your knife". So, if we're not going to get nukes (after meeting that ugly reaper mofo, I'm really all hand for an orbital nuke), we should have other means of protecting ourselves. For a start, a beacon which would emit a electromagnetic signal in a sphere of about 10-20 meters which would be really annoying to the smaller lifeforms and made them leave the place alone. It would be great to protect the hatch so we can get out and be relatively safe in case there's stalkers around. I can imagine 3 types:
Later on, we can build powerful base modules which would cover a bigger area and the output would be strong enough to incapacitate smaller lifeforms (good for hunting some fish meat) while being a barrier to the bigger ones (and just for the fun I'd add a rage factor, which would allow creatures like reaper to "penetrate" the barrier if they were angry enough to ignore the pain). Those however would require a lot of power to keep them working.
Those could also be crafted as upgrades for Seamoth and Cyclops. And yes, our suits would be the thing that protects us from the field
Fish farms - To survive, you need food. A lot of food. So if we can grow plants, we should be able to do the same with fish. We can have maybe two types - basic one, which is pretty much just a floating circle with a fishnet down to the certain depth (so it won't do much good if you place it in a deep water). It's cheap, build fast and you only have to catch the fish, throw them in and hope they're going to have fun. Beware that others may take advantage of your effort and thus stalkers might rip the net apart to have a free snack.
And then there's the module for those who want to go big. Basically it's a huge aquarium which requires power to provide current and oxygen to the water so the fish can survive there. There's also this thing with feeding the fish, so some inventory to which you'd place nutrition blocks or something suitable for the fish to feed on and the machine would take care of stuff... It's expensive, take a lot of resources and power and maintaining but your fish are safe and with a good care you're set for the rest of your life.
Cyclops docking bay - I really hate to leave Cyclops outside like this. Don't you? I'd love to be able to build it a nice docking bay where it would be safe during the time it's not used. Something like moon pool, only it would have front/back door (so you don't have to turn around) and when you want to dock, it would first suck some water in to equalize the pressure, then the main door would open, you'd drive in, door will close, Cyclops gets locked in, water gets pushed out and the dock pressurize - you can go out now. Reverse when you're leaving. And all this would probably be best controller automatically simply by pressing a docking button in the Cyclops's control room. So, when you're close, you press the button and Cyclops will dock
Sonar - Build it, power it and you'll be able to map what is around even if it's hidden in the dark. With a possible modification of a proximity sonar, which may send some kind of signal only in case there's something moving around.
Base control/security center - Now this one is a tricky piece. I don't really think we need some sort of total control over the base as there's not much to control. But some kind of basic security would be nice. Maybe a central place to check over all placed sonars and place to put security plans in effect.
For example if proximity sonar detects an invader, it will send a signal to the control center and that will turn on the defenses in that area (which are turned off to save power). Or in case there is a leak detected, it will close the bulkheads around to seal the place and prevent the flooding to spread, while also turning on some visual features (like light in the module(s) with a leak would turn from white to red).
For that part bulkheads might actually have some water detection on them too, so in case you get to the closed bulkhead, you know if there's a water behind it.
It might also check the overall hull integrity and warn they player in case the integrity is low somewhere.
Decorations
Bed - so we have a place to rest and sleep. Sleeping can restore health and while asleep, the need for water and food goes down a bit.
Table - we really need to have a place to rest the coffee mug
Bar - well, I've build a canteen and it lacks a bar. Shame!
Emergency lights - for places where you should be aware of possible danger (like when you're going to the reactor room).
Floor emergency light - would only turn on in case the place is having a leak and point towards the nearest bulkhead. It's just a cosmetic feature really but it would make the flooding emergency so believable
Insanity strikes back
Park - imagine if we had a module big enough to fit in a small park with a tree or two, few benches, some grass...
I'm sorry
You really got through it all to this point? Poor thing. Here, have a cookie I have dozens of ideas but mostly it's stuff I can't imagine being implement in the current stage of the game. And some are not even very good. Anyway, thanks for reading, the pills are by your left hand.
I've got some ideas that would make the game more enjoyable (for some I guess).
Physical model for the base
Right now, your base hull can take almost anything as long as you place enough reinforcements, foundations and bulkheads. If there was a physical model, it would be more challenging to build a deep sea base. It would involve new types of existing base modules - for example "reinforced corridor". It would be able to withstand a higher pressure than a normal corridor and thus could be built in a deeper water. And we could have about 3 to 5 types, so we can build even in the deepest waters.
Same would go for glass - from a certain depth, normal glass would crack. Thus more durable glass would be required.
Reinforcements, foundations and bulkheads would work a bit different. They'd secure and support the hull integrity and prevent the base from breaking up. Such a change would break a lot however and current bases would probably break up because they would require the integrity support of the foundation and reinforcement or pressure control with bulkhead.
While this would make the game a whole lot more challenging, it would also probably make a lot of people to hate it, so I think it would be a best idea to have it as a side option. Turn the physical model ON/OFF in the new game. Also it might be actually hard to implement in a current stage.
Nutrition
Since everyone knows about the mistake most devs are doing with water/food requirements (and since I think I've read that Subnautica is getting it fixed at some point), I think it would also be nice to have those based on the behavior of the player. For example if you're sleeping, your hunger and thirst are growing (I know, it's actually goind down to 0) a bit slower than normal. If you're just walking around the base, it's growing in a normal way. If you're running (should it be implemented), it's growing faster. And if you're swimming a lot, it grows even faster (but not to the point where you'd be forced to eat an emperor to be able to swim for half a minute without getting hungry).
Seabase modules
Reactor/Generator Room - Instead of having the reactors just slacking around anywhere, I'd rather see them as a new modules. Modified room module which would contain the reactor and possibly visualize water going through to cool it down, with only way of going in being one of the sides or a ladder from the roof/floor. The rest of the module's space would be occupied by the reactor's stuff. Same goes for the thermal plant.
Garden - Another useful module would be some kind of garden in which we'd be able to grow our food (maybe even modify plants to make them more nutritious, faster growing... Our very own GMO There can even be more than one type of garden, differing by their size and allowing to grow different types of plants.
Defense - From what I've read around the place, the game takes the course of "they can rip you apart but you can only scratch them with your knife". So, if we're not going to get nukes (after meeting that ugly reaper mofo, I'm really all hand for an orbital nuke), we should have other means of protecting ourselves. For a start, a beacon which would emit a electromagnetic signal in a sphere of about 10-20 meters which would be really annoying to the smaller lifeforms and made them leave the place alone. It would be great to protect the hatch so we can get out and be relatively safe in case there's stalkers around. I can imagine 3 types:
- battery powered - works until the battery dies out (put in a new battery and it will work again)
- solar powered - works as long as there's enough light (good for places where you operate only during the day)
- combined - during the day it's powered from the solar panel, slowly charging the battery. Over night it goes from the battery
Later on, we can build powerful base modules which would cover a bigger area and the output would be strong enough to incapacitate smaller lifeforms (good for hunting some fish meat) while being a barrier to the bigger ones (and just for the fun I'd add a rage factor, which would allow creatures like reaper to "penetrate" the barrier if they were angry enough to ignore the pain). Those however would require a lot of power to keep them working.
Those could also be crafted as upgrades for Seamoth and Cyclops. And yes, our suits would be the thing that protects us from the field
Fish farms - To survive, you need food. A lot of food. So if we can grow plants, we should be able to do the same with fish. We can have maybe two types - basic one, which is pretty much just a floating circle with a fishnet down to the certain depth (so it won't do much good if you place it in a deep water). It's cheap, build fast and you only have to catch the fish, throw them in and hope they're going to have fun. Beware that others may take advantage of your effort and thus stalkers might rip the net apart to have a free snack.
And then there's the module for those who want to go big. Basically it's a huge aquarium which requires power to provide current and oxygen to the water so the fish can survive there. There's also this thing with feeding the fish, so some inventory to which you'd place nutrition blocks or something suitable for the fish to feed on and the machine would take care of stuff... It's expensive, take a lot of resources and power and maintaining but your fish are safe and with a good care you're set for the rest of your life.
Cyclops docking bay - I really hate to leave Cyclops outside like this. Don't you? I'd love to be able to build it a nice docking bay where it would be safe during the time it's not used. Something like moon pool, only it would have front/back door (so you don't have to turn around) and when you want to dock, it would first suck some water in to equalize the pressure, then the main door would open, you'd drive in, door will close, Cyclops gets locked in, water gets pushed out and the dock pressurize - you can go out now. Reverse when you're leaving. And all this would probably be best controller automatically simply by pressing a docking button in the Cyclops's control room. So, when you're close, you press the button and Cyclops will dock
Sonar - Build it, power it and you'll be able to map what is around even if it's hidden in the dark. With a possible modification of a proximity sonar, which may send some kind of signal only in case there's something moving around.
Base control/security center - Now this one is a tricky piece. I don't really think we need some sort of total control over the base as there's not much to control. But some kind of basic security would be nice. Maybe a central place to check over all placed sonars and place to put security plans in effect.
For example if proximity sonar detects an invader, it will send a signal to the control center and that will turn on the defenses in that area (which are turned off to save power). Or in case there is a leak detected, it will close the bulkheads around to seal the place and prevent the flooding to spread, while also turning on some visual features (like light in the module(s) with a leak would turn from white to red).
For that part bulkheads might actually have some water detection on them too, so in case you get to the closed bulkhead, you know if there's a water behind it.
It might also check the overall hull integrity and warn they player in case the integrity is low somewhere.
Decorations
Bed - so we have a place to rest and sleep. Sleeping can restore health and while asleep, the need for water and food goes down a bit.
Table - we really need to have a place to rest the coffee mug
Bar - well, I've build a canteen and it lacks a bar. Shame!
Emergency lights - for places where you should be aware of possible danger (like when you're going to the reactor room).
Floor emergency light - would only turn on in case the place is having a leak and point towards the nearest bulkhead. It's just a cosmetic feature really but it would make the flooding emergency so believable
Insanity strikes back
Park - imagine if we had a module big enough to fit in a small park with a tree or two, few benches, some grass...
I'm sorry
You really got through it all to this point? Poor thing. Here, have a cookie I have dozens of ideas but mostly it's stuff I can't imagine being implement in the current stage of the game. And some are not even very good. Anyway, thanks for reading, the pills are by your left hand.
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