Grounding or Beaching the Seamoth
harrzack
United States Join Date: 2016-09-11 Member: 222250Members
I accidentally grounded my Seamoth on a sandy beach and WAS able to get it to move off. However I did get it grounded on the Aurora and it was impossible to get it off. Since I'm still pretty new in the game, this meant the loss of my primary transportation, putting be back to the Seaglide.
I scanned the net and forums for ideas on how to get it off and not much was found. One idea I did see was to get the Propulsion Cannon and try to knock it back a few feet. BUT - only having a Seaglide, and having to first get a blue print for it, then gather all the materials was a super fun-killer!
It should NOT be possible to ground the either the Seamoth or the Cyclops - UNLESS there is a tool in the game to free it.
What I ended up doing was to clone another Seamoth (ARRGH! - Now 2 blinking icons), to get all the needed parts to build a Propulsion Cannon. Once I had it I went back to the Aurora to try it out. Naturally the Cannon did NOT work in the Seamoth, so I was left with picking up and throwing crates at it till it blew up! Since it wasn't my fault that I lost the Seamoth that way, I continued on with the cloned Seamoth.
It would seem to be an easy fix to simply disallow the subs to get to a depth coordinate where they could no longer move.
I scanned the net and forums for ideas on how to get it off and not much was found. One idea I did see was to get the Propulsion Cannon and try to knock it back a few feet. BUT - only having a Seaglide, and having to first get a blue print for it, then gather all the materials was a super fun-killer!
It should NOT be possible to ground the either the Seamoth or the Cyclops - UNLESS there is a tool in the game to free it.
What I ended up doing was to clone another Seamoth (ARRGH! - Now 2 blinking icons), to get all the needed parts to build a Propulsion Cannon. Once I had it I went back to the Aurora to try it out. Naturally the Cannon did NOT work in the Seamoth, so I was left with picking up and throwing crates at it till it blew up! Since it wasn't my fault that I lost the Seamoth that way, I continued on with the cloned Seamoth.
It would seem to be an easy fix to simply disallow the subs to get to a depth coordinate where they could no longer move.
Comments
Instead, allow repulsion cannon to move Seamoth? Or some other way of booting it out of stuck situations.
That's what I went in to test. Seamoth was unimpressed with my glowy yellow space push-gun, and the lesser version did nothing. Seems only the larger critters can move it, which is less than optimal for this purpose.
Didn't try shoving a desk into it or anything, though.
I don't mean to limit any performance like jumping out of water or running up on the beach INTENTIONALLY. My thing is that if you get the moth stuck, the game in it's current state, gives you no way to get out of the situation. That is poor design. If the game allows you to run up on a spot where the Seamoth can no longer move (impellers out of the water), then there should be some mechanism or tool to be able to push it off. I tried a bunch of things, and all I was left with was to throw stuff at it till it blew up... otherwise I'd be looking at multiple Seamoth blips on my screen - which is already busy enough!
Not everyone cares to always have the propulsion cannon on hand or wishes to damage the environment more than absolutely necessary. Were it not for the Aurora's blocked entrances, I'd never have it with me. It's not a no-brainer 1x1 tool. Besides, while this solution exists, it's far from an obvious one.
The seamoth's gameplay functionality would greatly improve if it would have an anti-beaching property.