Some general ideas/fixes

shang_mastershang_master Australia Join Date: 2016-06-28 Member: 219215Members
Ideas
    1. On the loading screen, include tips. things like "prepare before long trips, bring water and food" and such.
    2. Deployable lights/flares/locators from the seamoth/cyclops
    3. A sensor suite for the Cyclops. It makes no sense that something so big hasnt got a Radar and sensor system outside of the collision warning.
    4. Seamoth claws. If you have the 4x4 storage box, it should come with claws to pick things up from outside.
    5. Repurpose the Teraformer into a hand-held, single shot torpedo launcher.
    6. Buildable support beams for your base to increase their strength.
    7. high powered pressure equalizer for bases so you can build deeper underwater.
    8. Fish breeding habitat.
    9. Sensor link tool, showing the direction and distance to whatever it is you're looking for if you have a scanner room. Hand held.
    10. Seamoth should link up with the scanner room when its equipped with the sensor array, so when you ping the search, it highlights the things you're looking for.
    11. Salvagable sections of the Aurora. All sections require that the player salvage the reactor from the Aurora for its compatible power source. Reactor requires Cyclops to remove/transport.
    12. Player can craft a tubing system that you can then bait, allowing you to capture Ampeel's for power generation. Requires the cyclops to setup/move

    An endgame would be nice. I was thinking something like:

    After salvaging its power source, black box, communications array, captain credentials (need to locate his lifeboat via the comm array, it'd be somewhere on a ledge @ 480m depth), you can broadcast a SOS that is picked up by another ship. you then have to survive a month ingame while they arrive.
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