Remaining Oxygen in Seabases
Gibbel91
Germany Join Date: 2016-07-06 Member: 219730Members
Hello
I had a thought while I played subnautica. In every game or film I played/watched, there is no more oxygen if the lifesupport systems have no energy or fails. Also in Subnautica. But normaly there have to be remaining oxygen in the room which is produced/recycled befor the system failed.
In Subnautica it could be like:
If you enter an offline seabase (or your energy runs out), the AI warns you and telling you the current remaining oxygen level (in percent or seconds) and if the oxygen is nearly depleted it warns you too. The amount of the remaining oxygen could be slightly affected by the size of your base (not realy much)
It's not a big idea or a recommended feature for the game but it's more realistic and could be pretty usefull.
For instance: It is night and you have to charge your batterys/energy cells of seemoth/cyclops after a long farming (and/or exploring) session and your energy runs out (and you have only solar panels and/or the reactor is depleted) and so you have a bit more time untill dawn, without turn up to the sea surface (maybe your base is quite deep or in a cave system).
I mean; a cyclops + a seemoth + a few (lithium)batterys = +/- 2000 energy. So its quite possible to run out of energy at night.
(Sorry for my english)
I had a thought while I played subnautica. In every game or film I played/watched, there is no more oxygen if the lifesupport systems have no energy or fails. Also in Subnautica. But normaly there have to be remaining oxygen in the room which is produced/recycled befor the system failed.
In Subnautica it could be like:
If you enter an offline seabase (or your energy runs out), the AI warns you and telling you the current remaining oxygen level (in percent or seconds) and if the oxygen is nearly depleted it warns you too. The amount of the remaining oxygen could be slightly affected by the size of your base (not realy much)
It's not a big idea or a recommended feature for the game but it's more realistic and could be pretty usefull.
For instance: It is night and you have to charge your batterys/energy cells of seemoth/cyclops after a long farming (and/or exploring) session and your energy runs out (and you have only solar panels and/or the reactor is depleted) and so you have a bit more time untill dawn, without turn up to the sea surface (maybe your base is quite deep or in a cave system).
I mean; a cyclops + a seemoth + a few (lithium)batterys = +/- 2000 energy. So its quite possible to run out of energy at night.
(Sorry for my english)
Comments
So a big base would keep you alive alot longer then say a single MP-room.
Please rethink those values again.
Of course we could take realistic values for each part.
But then it must be like:
Above a certain seabase size, the oxygen bonus from the corridors/rooms/etc. decreases with each new part you add to your base until zero. That means that at some point new parts don't give you a bonus anymore. Just to simulate the fact, that the air could not circulate without energy. If you know what I mean.
Besides the fact that air always slightly circulates because auf temperature differences and what not...