Cyclops Enhancement Modules

PRAWNWwranglerPRAWNWwrangler Join Date: 2016-09-10 Member: 222211Members
What are some enhancement modules that people would like to see for the cyclops? I would love it if it had a flood lights upgrade mod. The basic floods don't illuminate much, and also turn off when you use the cameras, preventing you from actually benefiting from the cameras much . A heavily increased power draw from the cyclops when the lights are on would definitely be justifiable, especially if paired with the suggestion below. The one requirement for this kind of mod would be that the light control be positioned at the helm, not at an independent control station.

An other suggestion is a power draw enhancement mod that would allow the cyclops to pull power from exterior power sources. AKA, you get close enough to an existing thermal, solar, or bio plant (that is not already hooked up to a base) and it will slowly recharge your cyclops. This would basically let you build a recharging station for your cyclops without running or sailing back to your main base to swap out power cells on your chargers.

How about a mod that basically installs a one drone scanner room? Have a resource scan take a hefty shot of power to complete to balance it, but it would be really helpful from a mining standpoint, as well as the drone helping in an exploratory manner.

Finally, a significant decrease in power efficiency for a significant increase in speed. Basically fiddle with it to go the same distance given a certain power level, you just get there faster. Heck, most people would probably accept a hefty reduction in range if it meant getting there faster. I'm not alluding the seamoth style speeds, but faster than the crawl it goes now.

On the topic of lighting I'd really appreciate it if they gave the cyclops and the seamoth basic running lights. Everything in the game glows except the things that actually have lights.
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