Seabase tweaks + ideas

IcewaveIcewave Canada Join Date: 2015-11-02 Member: 208906Members
Tweaks:
Sea bases lights should flicker and turn off when flooding and things like that. And why are the lights on when I build a module without power?
My ideas:
Sea bases should take damage from the currents (pretty much take damage over time)
In base airlock used when a section floods and you can get out because you don't want to open the bulkhead and flood the rest of your base use an airlock it would be like a corridor except it would have 2 doors you enter and the close water drains other door opens like an airlock.
I think theese concepts would really make this game more fun

Comments

  • ElavionElavion Poland Join Date: 2015-09-09 Member: 207844Members
    I agree the lights should require power to operate.
    definitely against passive damage over time to seabases, it'd just be annoying
    if anything, the basic doors to seabases should be airlocks.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Seabases still need a lot of work:

    - O2 generator for endless air supply
    - seabase reinforcement should calc to environment: depth, heat, acid, currents, ...
    - seabase damage starts from 100% health, then breaches open, at 0% the whole base gets wrecked
    - you need active generator power to pump water out of the seabase
    - seabases need vertical flood seals

    Important to make it fun right from the begin:

    Every predator attracted to a base can damage the base to a certain amount.
    In safe shallows it's safe. Elsewhere the base needs electrical perimeter defense upgrades.
    ...
  • IcewaveIcewave Canada Join Date: 2015-11-02 Member: 208906Members
    zetachron wrote: »
    Seabases still need a lot of work:

    - O2 generator for endless air supply

    hydroponic tanks and things like that here is my other thread: http://forums.unknownworlds.com/discussion/comment/2260215#Comment_2260215
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