A few neat construction feedback for subnautica
rottendrake
Join Date: 2016-05-25 Member: 217470Members
[Improvement] Moonpool's charging direction when building
Can you point the moonpool's charging direction? Since A) the seamoth will always turn to only one side (you can't have seamoth charging facing the other way) and the character will always get off from one side too. It is not a big deal but I think it's nicer if the moonpool can tell the direction of the building.
[New Building Part] Direction post
This is similar to label, but it can be placed on the exactly to the left or right of the junction, telling the character which way is which. Sometimes player just constructed a base so big they get lost in their own base
[Improvement] Buzzing noise on all charger types
I had to construct the charger somewhere else separate from my base since its buzz give me a headache
Addition 22/8:
[Balance] Battery and Power Cell durability
Battery and Power Cell can only be charged for a certain number of times before it's not usable anymore (whether it's gone, or items are still there). More precisely, how many % of power can it be recharged, maybe 500%, 1000%?
Now before you go ranting , this is not to add "realism" mind you. Ever since power nap update has been released, coppers has very little to no usage. The only items that are crafted over and over again is only Signs, and Beacons. These two requires copper wires. Looking for lead for nuclear reactor will make copper be a lot more abundant.
[Balance] Make cyclops draw exactly the same amount of power it's charging the power cell
Honestly it does not make much of a sense charging a power cell or batteries in a vehicle that uses power cells to run.
[New Structure] Cyclops Base
I am quite sure many people post this already, but having a dock for a cyclops would be really wicked.
[New Structure] Exosuit Base
Moonpool's nature of the base is not appropriate with exosuit IMHO, it drops the exosuit down. While what I'm suggesting may be similar, but it may be key to the exosuit to appeal a lot better compared to being docked in a moonpool.
The base is somewhat similar to moonpool's size, if not larger. I think 2x2x2 size (the window / reinforcement /connector / hatch space, and yes, two stories high) is more appropriate, but once it's done it may consume a lot less space, so I can't say for sure for now.
The exosuit is being confined in a some kind of an aquarium space, little one, with a hole on top of it for module installation. Same animation of exit from the exosuit once it's docked, players got out from the top too. But entering the docks using an exosuit is different. It enters from horizontal point, which means it's similar to a normal hatch, but with a doorstep, and bulkhead. The exosuit enters, closes the bulkhead behind it, the top hatch on top of the exosuit's head opens, then the player exits from there.
The material for constructing must also be more advanced.
Can you point the moonpool's charging direction? Since A) the seamoth will always turn to only one side (you can't have seamoth charging facing the other way) and the character will always get off from one side too. It is not a big deal but I think it's nicer if the moonpool can tell the direction of the building.
[New Building Part] Direction post
This is similar to label, but it can be placed on the exactly to the left or right of the junction, telling the character which way is which. Sometimes player just constructed a base so big they get lost in their own base
[Improvement] Buzzing noise on all charger types
I had to construct the charger somewhere else separate from my base since its buzz give me a headache
Addition 22/8:
[Balance] Battery and Power Cell durability
Battery and Power Cell can only be charged for a certain number of times before it's not usable anymore (whether it's gone, or items are still there). More precisely, how many % of power can it be recharged, maybe 500%, 1000%?
Now before you go ranting , this is not to add "realism" mind you. Ever since power nap update has been released, coppers has very little to no usage. The only items that are crafted over and over again is only Signs, and Beacons. These two requires copper wires. Looking for lead for nuclear reactor will make copper be a lot more abundant.
[Balance] Make cyclops draw exactly the same amount of power it's charging the power cell
Honestly it does not make much of a sense charging a power cell or batteries in a vehicle that uses power cells to run.
[New Structure] Cyclops Base
I am quite sure many people post this already, but having a dock for a cyclops would be really wicked.
[New Structure] Exosuit Base
Moonpool's nature of the base is not appropriate with exosuit IMHO, it drops the exosuit down. While what I'm suggesting may be similar, but it may be key to the exosuit to appeal a lot better compared to being docked in a moonpool.
The base is somewhat similar to moonpool's size, if not larger. I think 2x2x2 size (the window / reinforcement /connector / hatch space, and yes, two stories high) is more appropriate, but once it's done it may consume a lot less space, so I can't say for sure for now.
The exosuit is being confined in a some kind of an aquarium space, little one, with a hole on top of it for module installation. Same animation of exit from the exosuit once it's docked, players got out from the top too. But entering the docks using an exosuit is different. It enters from horizontal point, which means it's similar to a normal hatch, but with a doorstep, and bulkhead. The exosuit enters, closes the bulkhead behind it, the top hatch on top of the exosuit's head opens, then the player exits from there.
The material for constructing must also be more advanced.