Base and Cyclops scanner rooms- Cyclops for resource, Base for wrecks

EvilSmooEvilSmoo 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.

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