*EDITED* 6 Suggestions, 6 detailed blueprints, almost 5 hours to complete :) (1 big apology)
Rooks_Nemesis
Ontario Join Date: 2016-06-11 Member: 218388Members
First of all, this will be the first time I've ever posted anything like this before. Usually I just draw these things up as more of a hobby. seeing as I cant for the life of me attach pictures off my PC directly to my post while posting in suggestions and ideas, for the sake of my sanity I've had to post this here (truly I am sorry) but without dwelling on it any further lets begin. Here is the list of suggestions in the order I have posted them.
- D.A.V.E: A reclaimed life pod that now serves as a floating support vehicle.
- Dive room: A "moonpool" style and a "pressurized style addition to the habitats, used for immediate surroundings exploration, plant harvesting and habitat building.
- Cyclops docking module: A place to finally park the "big guy"
- Submersible maintenance bay: A new addition to the sea bases which allows modifications to the Cyclops submersible.
- Upgrades to the Cyclops
- More detailed view of the EAB's ( emergency air ballasts ) Seamoth changes, CDC ( Concussive depth charge ) and Specimen Containers.
- Overview of the Cyclops, Docking module, reinforced corridor and the Submersible maintenance bay
** EDIT **
-The front view of the cyclops has been added
-cyclops docking module has been added
-Complete overview has been added
- D.A.V.E: A reclaimed life pod that now serves as a floating support vehicle.
- Dive room: A "moonpool" style and a "pressurized style addition to the habitats, used for immediate surroundings exploration, plant harvesting and habitat building.
- Cyclops docking module: A place to finally park the "big guy"
- Submersible maintenance bay: A new addition to the sea bases which allows modifications to the Cyclops submersible.
- Upgrades to the Cyclops
- More detailed view of the EAB's ( emergency air ballasts ) Seamoth changes, CDC ( Concussive depth charge ) and Specimen Containers.
- Overview of the Cyclops, Docking module, reinforced corridor and the Submersible maintenance bay
** EDIT **
-The front view of the cyclops has been added
-cyclops docking module has been added
-Complete overview has been added
Comments
- It is put together by finding key pieces from other escape pod wrecks, the rest is material dependant
- it has 4 mod slots, the modules include:
- Compressor module : increases how low the air tube pumps oxygen, 50 meters per module
- decreased energy use : self explanatory
- The winch house holds up to 4 "spools" each adds another 50m to the dive depth (300m max)
- each spool is made from 1xDive Reels 2x titanium 1x silicone rubber ( O2 tube )
- It is powered by the life pods onboard self replenishing power cores. it has a base of 1 core ( 25 power ) other cores can be found and retrieved from other escape pod wrecks
- While controlling the rig and elevator energy is consumed. when power reaches zero Oxygen will no longer be pumped to the dive elevator. The lights can be toggled by the dive controls.
- Although the elevator does move quickly it provides no protection from fauna or flora.
- it has 4 mod slots, which include:
- Expanded hose module: adds 50m per module
- dive "suit" work lights : have light as you work negating the need of a flashlight
- dive "suit" grip charger : any held tools draw power from your sea bases power reserves ( at a low rate )
- spot lights : adds 2 spot lights that follow the player up to 50m away
- The dive "suit" requires energy drawn directly from the sea bases power supply ( 1 power per 15 seconds )
- The dive "suit" is both equipped and un equipped from the cabinet on the inside of the room
**NOTE**
- the moonpool version allows for easy access in and out without the need of equipping the dive "suit" but cannot be built on the 1st floor
- the pressurized version can be built on the 1st floor, once the outer hatch is open the inner hatch locks down until room has been drained and outer hatch closed (rather quickly)
-
I just flipped through all my sketches and found the "Cyclops docking module" please forgive the quality as it was taken by my phone and not put through the scanner.
The "Cyclops docking module" is designed to attach directly to any previously built corridors. However to get the most out of this module its designed to be built directly onto the same reinforced corridor the SMB is also attached to, So the SMB can infact "reach" it and upgrade/fabricate the equipment listed below. this is also built with the habitat builder tool
- The telescopic arm reaches out to meet the cyclops and give ample room between the cyclops and players habitat ( to avoid clipping and collisions )
- Once docking occurs it acts very much like a moonpool charging the cyclops power cells at a 1 to 2 ratio (1 from sea base - 2 to cyclops charge)
- If attached to same corridor as the SMB, when in range "auto pilot A.I" takes control and docks your cyclops as to avoid the "stiff brick" like steering
- The inner bulkhead or hatch CAN be used as an alternate entrance into the sea base
The "Submersible maintenance bay" or SMB is built on an existing corridor. The corridors must have both sides reinforced (.4) before it can be built on the corridor. you access the SMB via ladder and once inside you can look out the left and right bay windows to see the fabrication arm bays. There is enough room to build multiple lockers and an existing fabricator (.3), to make previous materials easier to build on site. once selection has been made (.3) the doors to the fab arms spiral open (.2), the room floods with sea water and the arms spring to life. All of the outside modifications to the cyclops can be seen from the main viewing bubble located in front of the fab panel. Any internal cyclops modifications are on a time delay ( much like the building process of the cyclops ) just drop down the ladder and enter the cyclops to view. All cyclops upgrades (suggestions) are listed on the next post.
1. Manual spot light: once installed the lights go where the cameras go. they are toggled on and off while in camera mode.
- x1 Glass x2 titanium x1 copper wire
2. Level 1/2/3 screws:
- each upgrade results in a added .5 energy drain (1.5 at max)
- each upgrade adds 20% more horizontal speed (60% at max)
- x1 plasteel ingot x1 wire kit
3. caterpillar drive (possibly) (needs engine level 4):
- very slow horizontal/vertical speed but silent running
4. SMB anchor point/hatch:
- locks magnetically to the anchor point, while the fabrication "nozzle" enters into the engine rooms hull
5. Emergency Air Ballast:
- links to the left hand bridge monitor and engine room monitor ("established connection")
- Once triggered the ballast inflates and rapidly shoots the cyclops (evenly) to the surface
- designed to be used in "sinking" situation where the cyclops can or will be lost
- only really works when there is a clear shot to surface, if during decent an obstacle is hit the ballasts will hold that depth
- can be "popped" with a knife when no longer needed
- 1 time use, must be reconstructed
6. Upper and Lower flood light arrays:
- adds alternate "high beam" lighting to the front end. links to existing light switch (possible 3rd button?)
7. CDC or Concussive Depth Charge ( risk versus reward )
- " non-lethal " (except to smaller fauna much like seamoths electric defence but much bigger)
- 30 meter drop to detonate, 50 meter "kill" zone (kill for lack of a better word)
- outside of 50m extreme chances of no residual damage to cyclops
- 30m - 50m higher chances of multiple hull breaches (higher chance closer to 30m)
- 10m - 30m sever ruptures in hull with a chance to immobilize cyclops ( duration depends on distance to the CDC )
- 0m - 10m catastrophic hull damage, cyclops shuts down until breaches repaired (air tanks needed) extreme chance of losing cyclops and life
- kills smaller fauna, knocks out medium fauna (sand/bone sharks, amp eels, stalkers etc.
- scares or disorientates large to extra large fauna ( leviathans )
- bigger the fauna higher the chance to just down right enrage them
- built using depleted reactor rods as a base material
8. Thermal Charge Harness:
- can build after lvl 3 engines upgrade
- needs lava geysers not "black smokers" to gain power
- each "blast or gust" charges x amount of power ( dependant on temp/location to source )
- each "blast or gust" has a minor chance to degrade hull integrity ( minor breaches )
- prolonged use at one time can overload or "super charge" cells resulting in electrical fire
- fire extinguisher needed, may lose multiple power cells, may lose none
- possible "heat shield" module or upgrade to negate these effects
- module/upgrade requires depleted reactor rods ( depleted uranium ) to construct
-x2 advanced wire kits x2 computer chip x2 copper wire x1 plasteel ingot
9. Jet stream propulsion unit: lvl 1/2/3
- each upgrade results in .5 energy drain (1.5 at max)
- each upgrade adds 10% turning speed (30% max)
- each upgrade adds 15% to vertical speed (45% max)
10. Approach lights and Bay lights:
- on exiting either by dive hatch or vehicle bay, lights turn on (stationary flood lights, multi directional)
- approach lights are *reddish* in color and turn on and point at you when 100m near cyclops (will follow you)
- both the lights can be toggled on or off ( possibly new panel at seamoth/p.r.a.w.n hatch? )
* lights can have their colors customized *
11. Engines lvl 1/2/3/4
- level 1 is base design
- level 2 partially negates power usage from lights/arrays/spotlights
- level 3 allows Thermal Harness to be built, and halves power usage from screws/jet stream propulsion
- level 4 allows caterpillar drive to be built/function, reduces charge amounts for docked vehicles by 50%
12. Docking hatch:
- "spirals" open if and only when docked
- accessible from the diving hatch room on cyclops
Other ideas include:
- viewing bubble lead shutter: once active prevents fauna from seeing in, use camera for navigation
- Speakers and sound system: Play found music on abandoned PDA's ( I'm picturing chamber music lol )
*** EDIT ***
It was getting quite late when I first posted/wrote all this down, and I seemed to have missed the front view of the cyclops. Please forgive the quality of the picture, it was taken with my phones camera and not put through my scanner like the previous pics.
The EAB works somewhat similar to raising the plane in fallout new vegas, this idea is also a safer alternative to using floaters ( floaters being possibly cut to begin with)
Top Right is the Concussive Depth Charge or CDC, the Cyclops can hold up to 6 at a time. its roughly modeled after the mrk 6? and mrk 9? depth charge (ill have to re verify that) when dropped the nose points down, then it begins to spin clockwise as it descends. the window on its side is displaying the depleted nuclear rod
the materials are costly and are as follows x1 deleted nuclear rod x4 titanium x2 crash powder x1 computer chip
the materials are somewhat expensive but that only reflects A. the basic requirements and B. I want this thing to extremely useful and have one hell of a roar/bang
The bottom left is my Specimen containment canisters, Each tube is constructed from x1 enameled glass x1 titanium x1 computer chip. the idea behind this is right now we cannot safely add floaters to our huge aquariums (alien containment) so the only way to view them really is outside and depending on air supply very briefly. But then I got to thinking, wouldn't it amazing to be able to view some dangerous fauna/flora up close and safely with the optional ability to display them on a desk ( for scientific reasons of of course).. the dangerous fauna/flora include: Drooping stingers, Tiger plants and the Crash pods/Crash fish (ill explain) and the neutral fauna are: Floaters, Starfish (possible acquired off of Jellyshroom cave) and the Rock grubs ( those green "glow bugs"
the canisters are filled with water (of course) and a mild anesthetic to keep the dangerous ones "down". the light at the bottom go from green to red depending on threat level. The lid lights can be toggled on or off basically turning them into bioluminescent "night lights" for your sea base and cyclops
**EDIT**
This is the complete overview of all the modules connected and working as intended ( in my own head at least )
1. Approach lights
3. Maintenance bay
4. Suction locks or Magnetic locks
5. Inner bulkhead door
8. SMB clamps onto existing reinforced corridor
9. SMB viewing bubble
Again I'm very sorry for posting this here, I'm a complete nard for not being able to figure out how to attach these pics on the other threads..
*EDIT* I cannot believe I forgot to mention this.. I also have a design in the making for what I've been calling the "seasphere", and so thing to allow quick transportation of items/materials across your seabase. Its either if you guys are interested or when I'm finished the complete draft for both of them I will update this post with them.
I love a lot of your ideas:
- D.A.V.E: just brilliant. I also feel that we need a tool to explore that is halfway between nothing (free diving) and the Seamoth, because I feel the Seamoth, as soon as it's done, makes us feel too safe, and while Subnautica is not meant to be a horror game, it should make you feel unsafe (who would not feel unsafe while swimming the middle of an alien ocean filled with gigantic alien creatures). So I can totally see myself using this and slowly descending into the abyss to mine stuff, while watching my surrounding. Great idea, wouldn't change a thing.
- Dive room: Again, great idea for an entrance into the base, not sure about the helm though. I feel you will most likely install your base in safe environment, so you should have a good idea of what's around it. A dive helm for the Cyclops however would be very useful. As far as the entrance is concerned, I think a lot of us have an issue with the fact that we don't use a decompression chamber to access the base, which is unrealistic. A dive room entrance would solve that issue.
- Submersible maintenance bay: also cool. We need to have the equivalent of the Moonpool for the cyclops anyway and your idea is a good one on that issue.
- Upgrades to the Cyclops: some ideas I love, like the Emergency Air Ballast, the Manual spot light, or the Thermal Charge Harness, while others feel less useful to me at the moment like the caterpillar drive since sound plays very little role in this game (as far as I know, creatures react to light but not sound). Would be cool if it was changed though. If sound attracted big predators, then a caterpillar drive would indeed become very useful.
- Seamoth Upgrades: same as Cyclops basically.
Great read overall. I doubt the Devs will have time to implement any of this before launch but they should definitely save it for a future update.
Osy
@Osydius its taken me around 3 weeks give or take to go through all the renditions, starting from my first doodles of them lol.
@Qelsar thanks aswell! I'm coming really late to the subnautica party! Only able to start playing it do to the Xbox one version!. Although having one of the designs in game would be amazing!, I'm trying not to hold my breath lol.
I'd play your game anytime those ideas all look extremely cool
At this point i doubt they can be added in the game realistically speaking (mostly in terms of timing) but its all pretty impressive
Good job!
I like the idea for the DAVE though as it much more unique than just a boat and it has multiple purposes.
@WarViper
Actually the dock for the Cyclops is EXACTLY that. The docking module snaps onto the end of a straight corridor piece. The module its self has 4,magnetic clamps that "lock" onto the Cyclops.. The Cyclops hatch automatically opens once docked. The modules bulkhead door is a manual one. Also the dock module extends to meet the Cyclops so as to avoid clipping into or hitting the existing corridor or the SMB
I know that a dry dock for the Cyclops would be gargantuan that's why I didnt go there..
The SMB is another module all together that clamps onto the top of an existing reinforced corridor, but coincides with the Cyclops dock. the fabrication arms extend out from the SMB to work on the Cyclops.
I hope this clarifies a bit more. It was getting late (early?) and my brain was going faster then my fingers.
Unless you heard a subnautican version of Gollum muttering MY PRECIOUS! , then yer not ''burning'' yet .... get it?
Seven for the Warpers in Lost River Home,
Nine for Contained Fish, doomed to Die,
And One for an Emperor, imprisoned and alone.
Developers to Code them all,
Modelers to Craft them,
Artists to Draw them all,
And a Survivor to Farm them,
In the depths of Subnautica,
Where the Reapers roam..."
*bows to da SubnautiLord_Of_The_Ring''
*Edit: i liked the first draft better personally
Edit your post and re-quote this; I've changed it.
@WarViper: I've just added the "big picture" which is the diagram showing what I was trying to explain to you in my reply to your original post
I have a question for you tho, does the cyclops bay thingy have any mod slots? Like a energy compensator?
And I also noticed you said something about material transporting and a seasphere? I'd like to see those to if they're done
Thank you @Silver_Essence I was extremely nervous actually to post these!
To answer your questions
No the SMB does not have any module slots. I wanted it to act along the lines of the moonpool/seamoths balance. Fabricating both the upgrades and torpedo's are costly with the materials and somewhat manageable on the power consumption. If I changed that it would personally kinda feel almost OP and somewhat of a chore (in game that is)
And YES I've actually been working on refining my idea for the "transportation" and "seasphere", although I feel as if the "seasphere" would never ever see the light of day in game do to how complex the building of it would be. Although I'm not a developer so who knows what the could possibly pull off
Once im done both which is hopefully soon ill just update this post!
Again thank you!