Underwater Base Suggestions

YolanYolan Perth Join Date: 2016-04-16 Member: 215836Members
Hi there. First time poster, apologies if these are repeat ideas, I didn't see any sticky post covering what has already been raised.


So, I've only clocked 28 hours so far, but I think that's enough to get a pretty decent feel for the base mechanics.

Making bases is a heck of a lot of fun and I look forward to showing off my current creation, but I do have a few ideas about what I hope to see in the future that I would like to share.
The general trend is that I think base building needs to be made more of a challenge.


1. Have modules consume energy

Right now you can power the air and lights for infinite modules without any drain. It would be better though if each module has a cost associated with keeping it powered up. The larger the base, the more energy you need for all those lights and air circulation. Maybe only a little, but it should cost something.


2. Have modules cost more.

Yes grind is bad and you can go too far the other way with this, but two ore for a single corridor module? This is super cheap. At least double it. Rooms can be 10 or so.


3. Increase the challenge of high pressure.

I have a sweet base down 200 meters under water. All I need to do when it comes to pressure is slap up a few reinforcements here and there. Each adds 5 points, while a window might only take away 1.2 or something. This seems too easy. Sure if you just want a nice easy base in the shallows, it seems pretty fine how it is. But if you are building nice and deep like me you are doing it for a reason - challenge! More challenge will only make us happier and give us more to show off about.


4. Base maintenance

Here is a possible way you could add a bit of danger. Give every module a maintenance value. Over time it very slowly degrades. Not so much that a decent sized base would have you constantly doing maintenance, but enough that over the course of a few hours IRL a module's maintenance might drop just a few percent. As it gets lower, the chance of the module bursting a leak increases. What does this mean? If you have a module that is at 80%, maybe it is very unlikely to leak, but not impossible. If you have lots of modules and lots of them are at 80%, then the overall chance that a leak might spring somewhere in your base gets higher. So what? The point isn't to get you to be running around doing maintenance all the time with your welder or whatever, but maybe to think about your base design. So for example, strategically placing bulkheads might be sensible, as you can prevent a leak in one section of your base flooding the whole thing. If you have a good design, then a leak wont be such a big terrible thing. If you have a bad design, then this might punish you more.


5. Make floods do more damage.

Seems like right now its not a big deal if you do have a flood. How about it causing damage to all your machines?



Just a few ideas there anyway. Love the game and looking forward to future updates!

Comments

  • YolanYolan Perth Join Date: 2016-04-16 Member: 215836Members
    6. Automatically sealing bulkheads.

    Right now a major reason not to bother placing bulkheads is that they shut automatically all the time, and opening them again is a pain. Then again if they are open when the base floods then there isn't much point in having them at all. How about adding a new type (maybe more expensive) of bulkhead that is open, but will shut automatically if flooding is detected, like in The Abyss. OK, so we want to be able to bypass it to escape ourselves maybe, but it might take a little bit of time to do so, similar to how much time it currently takes to open a door (or maybe a little longer for added tension?).
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