Cyclops customization
The_Shark
USA Join Date: 2015-08-24 Member: 207433Members
Okay, so in my first post ("The Colossus, the Sargasso, and the Duck"), I mentioned an idea for a Cyclops-sized submarine I called the Sargasso. It was to be almost identical to the Cyclops, but with a collection arm instead of a Seamoth bay. Someone (I think it was @04Leonhardt) commented that because it was so similar, it could just be an alternate version of the Cyclops itself. So, that started me thinking. Anyway, here are some ideas of mine for Cyclops variations.
I'm thinking when you first build the Cyclops, the "utility compartment" (where the Seamoth dock is now) should be completely empty. You can use the Fabricator to build a module of sorts to give this area a purpose, which would be installed in the room itself. Once the utility compartment has been given a role, it can't be changed. Here are some upgrade ideas I have:
Before anyone goes off about how many weapons I suggested for this, please take the following into account:
Anyway, all of that aside, I would appreciate constructive criticism. Many times in the past, I've asked for feedback, and all I got was "that's stupid." Don't just say something's bad, tell me why, and what I coul;d do to improve it. Anyway, let the wars over [insert whichever is most controversial here] begin.
I'm thinking when you first build the Cyclops, the "utility compartment" (where the Seamoth dock is now) should be completely empty. You can use the Fabricator to build a module of sorts to give this area a purpose, which would be installed in the room itself. Once the utility compartment has been given a role, it can't be changed. Here are some upgrade ideas I have:
- SeaMoth Dock
Role: the current utility of the Cyclops. Able to dock the SeaMoth. Not really anything else to be said.
Materials: 2 Plasteel Ingots, 4 Advanced Wiring Kits, 4 Titanium, 1 Computer Chip, 4 Glass - Duck Dock
Role: Similar to the SeaMoth dock, but has the specialized facilities necessary to turn a Duck fighter sub on its side to lift into the Cyclops (the "wingspan" is too wide otherwise).
Materials: 1 Plasteel Ingot, 2 Advanced Wiring Kits, 8 Titanium, 2 Computer Chips, 8 Glass - Collection Arm
Role: Able to grab items (up to 2x2 inventory slots) from anywhere the arm can reach. These items will then be sucked into the Cyclops and placed into a small (4x4) storage container. Also capable of mining limestone, sandstone, or any other ore deposit stone.
Materials: 1 Plasteel Ingot, 2 Wiring Kits, 1 Propulsion Cannon, 2 Titanium, 1 Computer Chip, 5 Glass - Mining Laser
Role: Fires a 0.1-second, focused burst, which (science time) disrupts the molecular bonds in any non-living objects. This will cause them to disintegrate into their separate atoms. The laser can be modified to have any of several specified areas-of-effect and shapes, allowing the creation of caverns with extreme precision.
Materials: 4 Advanced Wiring Kits, 3 Enameled Glass, 2 Glass, 4 Computer Chips, 2 Titanium - Sonar Buoy Deployment System
Role: Creates a beacon-like object when used, which will release periodic pulses into the surrounding area. These pulses will have similar effect to the SeaMoth sonar, but able to see entities, and only able to be viewed if the Cyclops that dropped the buoy is within a certain range. Up to 10 such buoys can be deployed (per Cyclops with the facility) before the Cyclops runs out, but the sub can pick up ones that have already been placed to move them somewhere else.
Materials: 2 Glass, 2 Advanced Wiring Kits, 2 Computer Chips, 1 Titanium Ingot, 1 Plasteel Ingot, 10 Wiring Kits - Storage Compartment
Role: Naturally, works as a massive storage unit. The walls will each have 8x10-slot storage lockers along their entire lengths, with rows of 8x8-slot storage crates in the middle. Turns the Cyclops into the ultimate cargo transport.
Materials: 12 Titanium Ingots - "Goliath" torpedo tube, Sound-Amplifying Nitroglycerin-Ignition Knockout (SANIK) Warheads
Role: Goliath SANIK Warheads will stun anything up to adult-Reefback size within 10 meters, causing them to freeze. Doesn't work like the stasis rifle, however, as the entity is knocked unconscious. They will switch to a ragdoll-like state and start to sink as if killed. The stun duration is from ten seconds (Reapers and adult Reefbacks) to two and a half minutes (Peepers and such). After the duration expires, they will wake up, and resume as usual.
Materials: 1 Plasteel Ingot, 1 Advanced Wiring Kit, 1 Computer Chip, 2 Titanium, 4 Enameled Glass, 8 Acid Mushrooms - "Goliath" torpedo tube, Cleave Warheads
Role: Detonates on contact, causing roughly 25x the damage of a single knife strike to anything within a 25-meter radius.
Materials: 1 Plasteel Ingot, 1 Advanced Wiring Kit, 1 Computer Chip, 2 Titanium, 4 Enameled Glass, 4 Crash Powder, 8 Acid Mushrooms - "Goliath" torpedo tube, Chronus Warheads
Role: Distorts the space-time continuum by dropping anything within about 25 meters out of time. This doesn't work like the stasis rifle, stopping them in time so you can knife them. It will actually cause whatever is hit to disappear, then reappear in the same spot and position one minute later.
Materials: 1 Plasteel Ingot, 5 Advanced Wiring Kits, 1 Computer Chip, 2 Titanium, 4 Enameled Glass, 4 Gold - "Goliath" torpedo tube, Vibro Warheads
Role: Acts as an omnidirectional repulsion cannon. Any creatures of juvenile Reefback size or smaller within 50 meters will be launched away from the hypocenter of the detonation at 50 meters per second.
Materials: 1 Plasteel Ingot, 1 Advanced Wiring Kit, 1 Computer Chip, 2 Titanium, 4 Enameled Glass, 2 Airsacks, 4 Wiring Kits - "Goliath" torpedo tube, Mole Warheads
Role: Mole Warheads are designed for tunneling. The torpedo will proceed in a straight line until it hits land. At this point, it will burrow at the same speed through the ground for 100 meters, leaving a tunnel 5 meters in diameter. After 100 meters of burrowing, it will detonate, creating a spherical cavern 25 meters in diameter.
Materials: 1 Plasteel Ingot, 1 Advanced Wiring Kit, 1 Computer Chip, 10 Titanium, 4 Enameled Glass, 2 Crash Powder - "Minnow" torpedo bay, SANIK Warheads
Role: Acts the same as the Goliath variant, but with reduced ability. Blast radius is 5 meters, max target size is Stalker-size, and a stun from 5 to 30 seconds.
Materials: 1 Lithium, 2 Advanced Wiring Kits, 1 Computer Chip, 8 Titanium, 1 Enameled Glass, 4 Acid Mushrooms - "Minnow" torpedo bay, Cleave Warheads
Role: Detonation on impact does 10x knife-strike damage in a 15-meter radius.
Materials: 1 Lithium, 2 Advanced Wiring Kits, 1 Computer Chip, 8 Titanium, 1 Enameled Glass, 2 Crash Powder, 4 Acid Mushrooms - "Minnow" torpedo bay, Chronus Warheads
Role: Reduced blast radius to 15 meters, and a reduced timer to 15 seconds from the Goliath variant.
Materials: 1 Lithium, 4 Advanced Wiring Kits, 1 Computer Chip, 8 Titanium, 1 Enameled Glass, 2 Gold - "Minnow" torpedo bay, Vibro Warheads
Role: Blast radius of 25 meters, max target size is Stalker size, speed is 25 meters per second.
Materials: 1 Lithium, 2 Advanced Wiring Kits, 1 Computer Chip, 8 Titanium, 1 Enameled Glass, 1 Airsack, 2 Wiring Kits - "Minnow" torpedo bay, Mole Warheads
Role: Identical to the Goliath Mole Warheads. However, the tunnel will be 50 meters long and 3 meters wide, with the cavern at the end being 10 meters in diameter.
Materials: 1 Lithium, 2 Advanced Wiring Kits, 1 Computer Chip, 12 Titanium, 1 Enameled Glass, 1 Crash Powder - "Minnow" torpedo bay, Swarm Warheads
Role: Swarm Warheads are very basic compared to many other things, even in modern day. They will release a small group of 10-15 glowing rods of metal, attracting the attention of any curious creatures (definitely Stalkers, maybe Reefbacks, Reapers, Peepers, and so on). These rods will fly up to 30 meters in any given direction, with no particular pattern to the distribution. They will then sink like normal items, and dissolve on contact with the seafloor. If a Stalker attacks the rods, then it will lose teeth as if it were scrap metal.
Materials: 1 Lithium, 2 Advanced Wiring Kits, 1 Computer Chip, 8 Titanium, 1 Enameled Glass, 2 Titanium Ingots, 4 Airsacks - "Minnow" torpedo bay, ILLUMA Warheads
Role: Works as a mobile flare. Will illuminate a 25-meter-radius sphere around itself until it hits something. It will then stick to whatever it hit, giving off a reduced-radius (5-meter) sphere for 30 minutes before dying out and despawning. Useful for tagging potential threats, so you can see them from a long way off because of the telltale glow.
Materials: 1 Lithium, 2 Advanced Wiring Kits, 1 Computer Chip, 8 Titanium, 1 Enameled Glass, 1 Flare
Before anyone goes off about how many weapons I suggested for this, please take the following into account:
- I'm a very military-minded person, and I just wrote down everything that came to mind. Those two together lead to a lot of explosions.
- Only the Cleave Warheads are capable of causing any damage to entities, and even then, it's relatively low.
- The Airsacks are already dead if you took them out of the water, they're only used in the recipes so air pressure can be used in the results.
Anyway, all of that aside, I would appreciate constructive criticism. Many times in the past, I've asked for feedback, and all I got was "that's stupid." Don't just say something's bad, tell me why, and what I coul;d do to improve it. Anyway, let the wars over [insert whichever is most controversial here] begin.