Will they Cyclops be improved further in the future?
HYBRID1313
Australia Join Date: 2016-04-01 Member: 215179Members
Hello everyone,
I am wondering if the Cyclops will be getting further upgrades to its interior and features in the future.
For example, if the bridge will have its computers functional in the future and many more elements, such as a measurement of speed, a map, sonar, an electric defence (to ward off Lava Larva?) and the Floodlights with a stronger/more widespread beam?
I'm bringing these up as with the current floodlights, there are beams that spread out in many directions, but they don't seem to light up terrain or have physical points of where the light actually comes from. I'm also bringing up the idea of additional features because even with the Cyclops 2.0, it still is a little bit lackluster for a crucial vessel in the game and those computers can't just be for display. For another example, look at this video and look at how the Cyclops has its speed, depth and its position in a map on its windscreen: (doesn't that just look awesome?)
I am aware that it will be used for descending deep into the depths where the Seamoth can not go, but other than that, it doesn't feel very useful. A little more needs to be done for players to feel like 'they are in control of their mothership.'
I'm aware that the Devs have limited time and resources, but this is why I am asking the question; are there any further plans for the Cyclops and its features?
Thanks, all answers appreciated
Regards,
Hybrid.
I am wondering if the Cyclops will be getting further upgrades to its interior and features in the future.
For example, if the bridge will have its computers functional in the future and many more elements, such as a measurement of speed, a map, sonar, an electric defence (to ward off Lava Larva?) and the Floodlights with a stronger/more widespread beam?
I'm bringing these up as with the current floodlights, there are beams that spread out in many directions, but they don't seem to light up terrain or have physical points of where the light actually comes from. I'm also bringing up the idea of additional features because even with the Cyclops 2.0, it still is a little bit lackluster for a crucial vessel in the game and those computers can't just be for display. For another example, look at this video and look at how the Cyclops has its speed, depth and its position in a map on its windscreen: (doesn't that just look awesome?)
I am aware that it will be used for descending deep into the depths where the Seamoth can not go, but other than that, it doesn't feel very useful. A little more needs to be done for players to feel like 'they are in control of their mothership.'
I'm aware that the Devs have limited time and resources, but this is why I am asking the question; are there any further plans for the Cyclops and its features?
Thanks, all answers appreciated
Regards,
Hybrid.
Comments
It should either have better light and or night vision upgradeable mode.
Personally I'd aim to remove the energy efficiency upgrade and replace it with a power plant control which allows you to build one of four varieties of energy supply. The perfect place is on the center wall in room where you can enter the Seamoth, just on top of the rotating column.
A local topographical HUD like the Seaglide or similar to the Seamoth would be great too, and would help alleviate the lack of light.
Oh, and please give us escape hatches from the various compartments, especially on the dorsal surfaces.
And finally, my gripe: Why in the great googly-moogly is the Cyclops headlight switch not ON THE HELM? I don't know how many times I've started driving only to have to stop, release the helm, go switch on the lights, and go back to driving. Gets old. A holo switch on the glass would be perfect.
J
http://forums.unknownworlds.com/discussion/143407/edited-6-suggestions-6-detailed-blueprints-almost-5-hours-to-complete-1-big-apology#latest
There is other ideas as well but scroll down to the cyclops part, it looks like a few people have suggested the same things.
Here's another one: each compartment of the Cyclops having doors which can be sealed, so, in an event of flooding, the player can seal of the flooded room or the dry rooms to stop the spreading of water. If a large portion of the Cyclops is flooded, it will begin to slowly sink and the player must go into these compartments to fix them. If only a small portion is flooded due to the players fast actions, it will not sink, but it will become slower and heavier. The proximity map on the HUD of the windscreen could display which compartments have the breaches in them, so the players can identify where to seal off and repair.
Looks awesome, but sorry to burst your bubble; the Devs already have a bit of an idea as to what two player sub will be added into the future Co-op version of the game. It already has concept art for it and it will be much larger than the Cyclops - to accommodate the two players. It's just an idea of theirs.
Here is the sub that they were thinking of adding into the Subnautica co-op version:
http://vignette2.wikia.nocookie.net/subnautica/images/8/81/Pat-presley-sub03b-lorez.jpg/revision/latest?cb=20160522231950
One dude on here a week or two ago had a couple really cool ideas for a cable-deployed work platform that could be lowered into abysses...abyss'...really deep places. A deployable ROV or work platform winched down from a modular work bay would be great for tethered access to places like the Jelly Shroom caves and getting down into the deeper Blood Kelp areas. Power and light would come from sub, and the platform could have on-board storage to the tune of several lockers' worth. The platform could be directly piloted or remotely, and have limited traverse to snake around obstacles. Again, I cannot take credit for the work platform idea.
J
Hrmm 2 people talking about my suggestions in the same thread
Also, while slapping solar panels on it would almost be too easy, I don't want to do that. I want to be able to build a nuclear reactor in it. So I can cruise around in a nuclear sub. Or hell, make a totally new fragment. Call it 'Cyclops Reactor'. And have it be buildable inside the engine room, maybe snap into place around the existing drive shaft.
I mean, my current solution of a locker full of power cells works fine, but... I'd like to be able to make the Cyclops totally self-sufficient. As it is you HAVE to have a base somewhere for at the very least recharging the power cells.
Currently that is not true. You can build a powercell charger on-board and charge the cells more efficiently than they drain. This is likely to change, however.
I see that as a bug, not a feature. So I don't use it.
Very much this.
Imagine my surprise when I took the first spent fuel rod out and...no radiation. Honestly kinda bummed.
I imagine they'll get around to implementing that hazard?
J
Hopefully; they add all of these small additional features in slowly, so we should see some more soon
Yes and iirc the Devs thought the same because the are working on a docking point for the Cyclops.
Are you sure about that? I could have sworn I saw a Trello card with something alike on it last time I was one there. So maybe we will see a docking module for the Cyclops before release.
That trello card your talking about also says something along the lines of
"Looks official but it's subject to change"
Or something like that..
I'm still hoping that the Cyclops itsself would be improved, per the above posts