Base and Cyclops scanner rooms- Cyclops for resource, Base for wrecks
EvilSmoo
Join Date: 2008-02-16 Member: 63662Members
The Cyclops is perfect for a resource-based scanning capability, since you can move around, plus do something about it. Also, a camera drone or ROV would be nice, some of the stuff out there is scary, and "connection lost" would be disturbing enough, when it gets EMPed or smashed by something big.
The base scanner room, though... once you grab everything it can see, you might as well just deconstruct it. It's a big radius, but finite, and you'll never get the range upgrades back that you put in.
How about if the thinking gets BIGGER, though? New players won't know where the wrecks are, and some people don't like looking up everything on wikis. Which is pretty much required at this point, and is probably not a good design decision, ESPECIALLY if UWE wants to come out on consoles!. So- instead of wandering around pointlessly until you find enough wrecks, how about the players get scanner rooms a little earlier? And it's a very nice model, it would be a shame to waste it.
So, the BASE version of the scanner room... might as well keep the two drones. But instead of (or in addition to) just scanning for resources, it scans for the wrecks. It would do a sweep scan of the entire map, and report "large chunks of terran signatures," and place a waypoint on them one by one. So players know WHERE to go, just not what they'll find at any given wreck unless they check the wiki. And the PDA could use this as an excuse to point you at the most important techs that gate progression.
This would provide a more reliable ramp-up of capability, giving players a to-do list that they have the freedom to do in whatever order they like. Nudging people to the constructor and seamoth, then the tools, then moonpool and vehicle mod and all the other toys.
The base scanner room, though... once you grab everything it can see, you might as well just deconstruct it. It's a big radius, but finite, and you'll never get the range upgrades back that you put in.
How about if the thinking gets BIGGER, though? New players won't know where the wrecks are, and some people don't like looking up everything on wikis. Which is pretty much required at this point, and is probably not a good design decision, ESPECIALLY if UWE wants to come out on consoles!. So- instead of wandering around pointlessly until you find enough wrecks, how about the players get scanner rooms a little earlier? And it's a very nice model, it would be a shame to waste it.
So, the BASE version of the scanner room... might as well keep the two drones. But instead of (or in addition to) just scanning for resources, it scans for the wrecks. It would do a sweep scan of the entire map, and report "large chunks of terran signatures," and place a waypoint on them one by one. So players know WHERE to go, just not what they'll find at any given wreck unless they check the wiki. And the PDA could use this as an excuse to point you at the most important techs that gate progression.
This would provide a more reliable ramp-up of capability, giving players a to-do list that they have the freedom to do in whatever order they like. Nudging people to the constructor and seamoth, then the tools, then moonpool and vehicle mod and all the other toys.
Comments
I always put my foody plants back there. And some lockers and stuff. The main issue with most Cyclops placement, is that the walls have this invisible zone near them that the game uses to place hull breach objects.
That and the lower deck is a rather terrible use of space.
I don't know if that would work.
http://forums.unknownworlds.com/discussion/145451/cyclops-modifications-and-additions#latest
1. Scanner room will be good to remove to Cyclop at one of terminals (right or left) at command center (helm) 'cause its anyway not using.
2. Room behind helm good for 'little garden' or living quarter, like this:
http://images.akamai.steamusercontent.com/ugc/260471325492628339/CD80A408B23E32CC908C860636B6E3015366B1BA/
or for some food machine, which can produce that food cartridge like in Aurora's bar and water machine. Or maybe for place there some Science equipment like this:
http://images.akamai.steamusercontent.com/ugc/260470690652010274/F17FF5959A50166F6D63D5A500D03C2294CAE962/
3. Scanner's drone-camera has a little radius for comm with base. So good to add some relay devices like a floating buoy for increase comms 'cover area' with its radius. Let it work like a 'map fog' in other games, for example - like a map in 'Imperium Galactica' game:
4.
5. Yes again - you right - in Cyclop too many empty places, for example: under engine room will be good to add ability for mount there Bio or Nuke reactor.
6. ......
But I think Devs too busy for remake something, they try at maximal to bring together all parts of this game... and after - who knows..