New biome idea with a special characteristic
Swivel
China Join Date: 2015-12-26 Member: 210374Members
Hey everyone,
So I’ve played the game for a while I noticed that the game did not take long to beat meaning to the point where you’re just waiting for next update due to skill level not very high, also the character relies too heavily on technology to help him survive, which led me to a biome idea.
My idea is that there could be a biome that shuts down anything electrical upon passing the boundary of the biome, this could be due to biome having minerals that produce waves similar effect to an EMP, this means cyclops, sea moth, torch, stasis rifle etc wouldn’t work upon entering the biome, forcing player to navigate by swimming, this encourages player to use their ears more to be alert of their surroundings as they no longer have the protection of cyclops and radar or a stasis rifle to get them out of situations. Obviously the torch wont be working in this biome, so I came up with an idea that there could be a plant only found in that biome that produces light, to give player a way to navigate the terrain.
Also I was thinking that this biome would be rich in minerals i.e. quartz, gold, copper etc to persuade player to go and take a risk in order to get the reward. Also this would be a good opportunity for devs to tease players of an upcoming giant monster i.e. with a roar in the distance the is very unique or a tail or glowing eye in the distance…. Just to peak their curiosity a little bit.
I came with a name for the biome called ‘No Mans Land’
Feel free to suggest anything else!
So I’ve played the game for a while I noticed that the game did not take long to beat meaning to the point where you’re just waiting for next update due to skill level not very high, also the character relies too heavily on technology to help him survive, which led me to a biome idea.
My idea is that there could be a biome that shuts down anything electrical upon passing the boundary of the biome, this could be due to biome having minerals that produce waves similar effect to an EMP, this means cyclops, sea moth, torch, stasis rifle etc wouldn’t work upon entering the biome, forcing player to navigate by swimming, this encourages player to use their ears more to be alert of their surroundings as they no longer have the protection of cyclops and radar or a stasis rifle to get them out of situations. Obviously the torch wont be working in this biome, so I came up with an idea that there could be a plant only found in that biome that produces light, to give player a way to navigate the terrain.
Also I was thinking that this biome would be rich in minerals i.e. quartz, gold, copper etc to persuade player to go and take a risk in order to get the reward. Also this would be a good opportunity for devs to tease players of an upcoming giant monster i.e. with a roar in the distance the is very unique or a tail or glowing eye in the distance…. Just to peak their curiosity a little bit.
I came with a name for the biome called ‘No Mans Land’
Feel free to suggest anything else!
Comments
1. The mineral that creates this EMP effect could be called Static Ore, and if you collect it you can't do anything with it unless you have an E.I.E (Electronic Interference Extractor) at your base. You need to bring the mineral back to your base and put it in the E.I.E before putting it to use. If you don't the mineral will still have the same effect, and will plunge your base into darkness, along with anything close by. This Refined Static Ore can be used for Cyclops upgrades, hull reinforcements for your base, and maybe a few small, primitive tools that you can actually use in No Man's Land (maybe a stasis pistol that can only freeze creatures for two seconds, or a seaglide that has a quarter of the battery life of a regular one. This is just so that you don't feel too helpless in NML.
2. The glowing plant could be called a Solter Bulb (a combination of the Latin word Sol, meaning Sun, and water). You can only find Solter Bulbs deep, deep down in No Man's Land (I see this biome in a very specific way, which I'll elaborate on in point 3 ) on blue vines that look rather like creepvines, except blue coils rise up from its sides with the Solter Bulbs on them. Down here it would obviously be very cold. Solter Bulbs live in the very cold, and therefor your body heat would make them grow dimmer the longer you hold them or have them on your person at all. And if you go too close to the surface it will become to hot and they will die, too. If, however, you create a M.S.F (a miniature static freezer) back at your base using a small sample of Static Ore you can add this to the Bulb and create a source of light that will last forever. And this might be considered an end-game item, because it sounds better than the flashlight at the moment, and that's what we're going for; a solid end-game that skilled players can reach.
3. I imagine this biome as a gaping crevasse in the ground of the Grand Reef, only accessible via an enormous hole directly below the floating island (this is where the floating island rose up from, and the NML could be the home of these giant floaters). I picture it as a ravine that goes down until about 20m before you have static interference, 500m before you are able to find these static samples, and then 1000 before you find this massive cave system, similar to the jellyshroom caves, but bigger and more circular. This will go down until 1100m where you can find new and unique ores and the Solter Bulbs and Solter Vines.
4. Unique creatures could include a type of Angler Fish, a few huge jellyfish-looking creatures, and the Phantom Leviathan. I always thought the Phantom would look better in the Grand Reef than the Lost River, so why don't we just put him here? I've wanted this damn leviathan since I saw the concept art; it's so cool. I feel as though it should light up extremely brightly, to the extent where it is the only thing you can see in the distance, through the darkness. Unique ores could include Burning Frost Ore, which is an ore found around geysers in NML, and looks like ice, but is burning hot. When you have it in your inventory you take damage unless you have upgraded your bag with a Insulator Module, made with this new material; Phantom Shards. These can be found on the walls of the NML Cave, or are rarely dropped from the Phantom Leviathan as it swims around. When it kills something one could drop, like when a stalker bites scrap metal. These shards are extremely sharp, and coated in small barbs. You need to craft a glove out of creepvine samples, crash powder and gold to pick it up, so not too hard.
Sorry that was really long. I just... we need something like this.
Anyway, i was thinking since apart from the one plant that we have created, i feel like we need more plants particularly hostile ones, as i like the idea of this being a hostile environment where everything living is there to have you as a food source. As this biome is in a very deep place, i'd like to think anything that isn't found in safe shallows is there to kill you and not just creatures, plants too.
I've an idea for a plant which makes the environment more hostile i.e. a carnivorous plant, one that lures fish and player, similar to some type of deep sea fish that uses a light bulb to lure fish, it could be applied here where the bulb and stem holding it is designed to look like the Solter vines to fool players who aren't paying attention. And when they go up to it to grab it, the sides or 'lips' come up and trap the prey and digest it. Of course if you have a knife, you can cut yr way out, but otherwise, u ded. Obviously everyone would be able to tell its not a normal Solter vine if its entire body it sticking out of the ground, so i was thinking what if it was hidden in the ground with only its stem and bulb sticking of ground and 'lips' lying flat on side partially covered by dirt but its outline can still be recognizable.
Like this
Except where the hole is where the stem and bulb will pop out and mimic a Solter Vine. The 'lips' are like the 4 petals on side which will fold up once player tries to harvest the bulb.
Obviously it wont be bright red but sorta in my opinion dark blueish grey to match the deep sea theme of subnautica
The fish that lures its prey was mentioned by Jamezorg, it's the angler fish
that'd be another trait of this area, a lack of fish.
anyway recipes: some of the ore that's been refine can be used with tools to make magprotected electronics, and on vehicles would take up a gear slot. hey, its one less thing on your seamoth, but hey you get to keep it going in this environment.
one of the geological phenomenon that could exist here, are spires built up by geothermal activity with tons of the static ore; could be a hazard when two are close enough the current can connect between the spires, creating a lightning fence that even with the upgrade will shut down vehicles and electronics, or kill the player if they don't have an insulated suit.
I knew I was forgetting something! I had an idea for pockets of air inside small caves to form in NML, but decided against it because if they only formed in the walls, they would be few and VERY far between. So with some lithium, creepvine samples and seed clusters you can make yourself a sort of pipe. You can bury this pipe into small plants that run along the walls and floor of the biome called Oxy-Bulbs. They should be slightly luminescent and look like blown up, light blue balloons. You can suck oxygen through your pipe and out of the Oxy-Bulbs. There is, however, a plant that looks almost identical, apart from a small purple flicker from inside every five seconds, called the Acid-Bulb. If you suck the "oxygen" out of this one, you'd be ingesting some rather unpleasant chemicals, resulting in unwary survivor's deaths.
That sounds AMAZING! We could include this in your inventory, too; you may only carry three pieces of Static Ore at a time, lest you want to take periodic damage for however long you have more. And maybe if just two bits of Static Ore are close in the wild, they create a small amount of static electricity between them (it wont do any damage, it might just look cool). I really want this biome to be the place where only the best can survive. You don't have ready-made Torgaljin assets like the base parts or the subs to help you anymore; you're on your own. You're sucking the oxygen out of plants, your using plants and vines as a torch, everything that you have used up to this point cannot be used to gather the materials to upgrade themselves to their full potential. You're on your own. Many trips must be made back and forth to unlock the true endgame (3 is enough to create small things, like resistant seaglide, and so on)
Also, as soon as you said electric fence I thought "base defence". So, let's make electric fences a thing.
no imagine a school of these things
Oh my god, they would light up No Man's Land like it was the Fourth of July.
okay, if one is distressed it will discharge itself and flee as the thing is disorientated or killed, then in a group, just a flash of white as if one goes off or dies, they all go off
would you allow us to use this idea and improve further privately?
Not being rude or anything but i dont wanna be left out!
I feel like if we include the ability for player to craft something that will protect them from the effects of the biome, then that will counter the idea behind this biome, cuz it means difficulty level will drop. The whole point of this biome is that technology is rendered useless in this biome, meaning its out of the picture, And the only thing you can rely on is yr alertness, your ability to use resources to yr advantage such as using the only light source avaible which is the Solter Bulbs and your computer possibly not crashing when ur getting chased by something.
In addition, i think if we were to have those stonefish link up to together to form a swarm, it'll be heavily unused as stonefish can easily camouflage themselves into the rocks of NML since they're built to look like stone, i don't think they would be easily spotted in such dark conditions.
Also the phantom leviathan wouldn't be a very effective hunter if it has an extremely bright body in this extremely dark place where. Any fish that leviathan lives on would be able to spot the leviathan a mile away and have ample time to swim and hide. So it would be better to have the creature have the ability to switch off its light and only display it to intimidate or when its about to go for the kill.
I may be going to far, but just applying earths nature logic, these creatures would've adapted to this environment through generations of living in such dark cold conditions, meaning any creatures adapted to this place would've know to use the darkness to their advantage i.e. camoflauge, ambushing, using small caves to surprise prey etc unless ur planning to be a beacon of light and be a target to every single carnivore in that biome.
Sorry if i shot some of your ideas down. But this is what i see when imagined this biome, where its a cold dark place and the players have nothing to rely on except the basic survival skills.
So if you were able to pass all these challenges, you will be rewarded with unique resources only found in that biome, such as the shards mentioned before however they need to be a bit further in the biome as we cant have players going to the edge of the biome, pick a few shards then leave.
And also as a player, you get to experience an atmosphere that you probably never will experience in real life (unless you're a scientist and periodically with a sub, dive deep into the ocean).
And finally, you also get to experience that feeling of paranoia or fear, where every step could be your last in that biome as every creature is so well camoflauged.