BreakingForce's Suggestions/bugs
BreakingForce
Join Date: 2016-12-17 Member: 225066Members
first off, i love subnautica. a great game that plays on my deep-seated fear of abyssal ocean and horrors that lurk in the depths. i do have some ideas to make it better, though...and they follow. (will probably be updated as more occur to me or i encounter new things) (playing on 45367 Feb 2017 build)
Suggestions
Cyclops
-The Cyclops. it's great, functions as kind of a mobile base. buut, i'd like to be able to carry both a seamoth and a prawn. make it actually a mobile base of operations. maybe just grafting in a second docking bay would do it (and would give more space for interior decoration )? since the seamoth is significantly smaller, maybe we could dock it on top of the cyclops, just rear of the conning tower, while the prawn uses the current docking bay?
-maybe add an option to upgrade it to run on a nuclear generator instead of power cells.
- if these things don't fit into the vision for the cyclops, maybe add another, larger, higher tier sub/ship that can accomodate the functions of a true mobile base? like, with a built-in water filtration device, the ability to dock both a prawn and a seamoth, a nuclear generator so it doesn't just up and run out of power somewhere, maybe a built-in alien containment tank so we can breed our own fish onboard?
Base
- the #1 thing that triggers me in this game (so far) is the fact that i can't center my multipurpose rooms on foundations. they're always hanging off to one side or another. i've stopped using foundations altogether because of this, and have just been using lots of reinforcement panels to keep my bases hull integrity up.
-maybe give us a new module that puts out a beacon pulse? or make an existing one do that? like...the scanner room, maybe?
-give us a base module that can dock the cyclops and recharge it from base power.
-floor lockers. let us build a sign on them. or put a built-in sign so we can label them.
-let us snap appliances to a line? building a nice row of wall lockers and then seeing that they're uneven is a bit triggering sometimes.
-add fuel indicators to the consoles attached to base power generators to let us plan when they have to be refuelled.
-I'd love to see a new way to move between stacked multipurpose rooms. depending on what you have in a room, ladders get in the way. i also tried using stacked alien containments to move between levels in a base, and it was...ok, but felt awkward.
-bigger MPR's to facilitate movement around them when there's something built in their center (like an alien containment or a reactor
Automation
-there is some stuff that can already be automated with the correct equipment, like water filtration, and that's nice. but more could be done with it. maybe allow us to hook pipes up to the water filtration devices and connect them with a locker (or maybe some custom water/salt-only storage device).
-maybe add a kitchen or some other machinery that can cook up a steady supply of ready food (using player-collected materials, of course...not asking for freebies, just stuff to cut down on having to run around and maintain so many different things). and let us make our base ai's more than just a voice that welcomes us onboard.
Seamoth
-give us a couple purple mod slots and mods for the seamoth, maybe? they don't have to be mounted on arms like the prawn's (but they could be). the seamoth is already pretty useful, but it could be better, with the prawn as an example. maybe a built-in (no mod required) storage bay?
Player Character Equipment
-maybe some webbed gloves to increase swim speed? maybe gloves that charge held equipment like the charging fins do? something else for the hand slot could be interesting.
-and then there's the seaglide. it's so handy, it's pretty much required in the inventory, but it takes up so many slots >.>. maybe some late-game gloves or a suit that has seaglide-type powered locomotion and lighting built in, and you have to keep powered?
Other Ideas
-it would be nice to have somewhere to sleep in the life pod, so early on in the game, we could skip the scary night phase when we have no light and no protection, rather than what i usually do...stand on top of my life pod and wait for it to end :X. maybe on the jumpseat we arrive on? maybe the side of the pod under the status display where the locker is? it kinda looks like a bench as it is...
-some way of crafting nutrient blocks would be cool. maybe incorporate this into the kitchen idea i mentioned earlier. could make it a wall mounted appliance that takes power and crafts a nutrient block every so often, like the medkit fabricator or the water filtration device.
Bugs
*45367 seems to have fixed this. -i encountered what is probably a bug with the cyclops. when i build appliances on the walls (i.e. battery/power cell rechargers, fabricator, etc.) they seem to take their lighting from the day/night cycle instead of the interior lighting. i haven't spent a lot of time on the forums yet, and i just wanted to get this post written while it's in my head, so this may or may not have been reported by others already. floor-mounted things (like the mod station) don't seem to have this issue. dusk and dawn i have grey wall appliances, night they're jet black, and day they look correct. image follows.
-when a seamoth is docked in the cyclops, the seamoth's hatch doesn't shut, so it pokes up through the cyclops' docking hatch when it is shut. image follows.
-wall-mounted appliances placed on the cyclops don't actually touch the walls. they hover out away from them
-hatches. as of the december update, i can no longer open the hatches that are built between base modules to section out my base in case of hull breach. i can't imagine this was intended >.>. edit: started a new game, hatches work. i guess it was just an issue with an old game and a new patch ...or maybe not. just reloaded the same game later in the day (with the same build) and my hatches arent' opening again, so i have to deconstruct them to get through >.<. i'm not sure what the issue is. just walk up, click on them when the hand appears, and nothing happens. this may have been fixed in this january (43604) build, as again i'm not having an issue with them in a new game, but do still have issues with hatches in games from the december build. i dunno.
- the habitat builder can not use ion batteries. they just don't show up on it's "reload" list.
Updated 2/26/2017 for new thoughts/bugs and readability
Suggestions
Cyclops
-The Cyclops. it's great, functions as kind of a mobile base. buut, i'd like to be able to carry both a seamoth and a prawn. make it actually a mobile base of operations. maybe just grafting in a second docking bay would do it (and would give more space for interior decoration )? since the seamoth is significantly smaller, maybe we could dock it on top of the cyclops, just rear of the conning tower, while the prawn uses the current docking bay?
-maybe add an option to upgrade it to run on a nuclear generator instead of power cells.
- if these things don't fit into the vision for the cyclops, maybe add another, larger, higher tier sub/ship that can accomodate the functions of a true mobile base? like, with a built-in water filtration device, the ability to dock both a prawn and a seamoth, a nuclear generator so it doesn't just up and run out of power somewhere, maybe a built-in alien containment tank so we can breed our own fish onboard?
Base
- the #1 thing that triggers me in this game (so far) is the fact that i can't center my multipurpose rooms on foundations. they're always hanging off to one side or another. i've stopped using foundations altogether because of this, and have just been using lots of reinforcement panels to keep my bases hull integrity up.
-maybe give us a new module that puts out a beacon pulse? or make an existing one do that? like...the scanner room, maybe?
-give us a base module that can dock the cyclops and recharge it from base power.
-floor lockers. let us build a sign on them. or put a built-in sign so we can label them.
-let us snap appliances to a line? building a nice row of wall lockers and then seeing that they're uneven is a bit triggering sometimes.
-add fuel indicators to the consoles attached to base power generators to let us plan when they have to be refuelled.
-I'd love to see a new way to move between stacked multipurpose rooms. depending on what you have in a room, ladders get in the way. i also tried using stacked alien containments to move between levels in a base, and it was...ok, but felt awkward.
-bigger MPR's to facilitate movement around them when there's something built in their center (like an alien containment or a reactor
Automation
-there is some stuff that can already be automated with the correct equipment, like water filtration, and that's nice. but more could be done with it. maybe allow us to hook pipes up to the water filtration devices and connect them with a locker (or maybe some custom water/salt-only storage device).
-maybe add a kitchen or some other machinery that can cook up a steady supply of ready food (using player-collected materials, of course...not asking for freebies, just stuff to cut down on having to run around and maintain so many different things). and let us make our base ai's more than just a voice that welcomes us onboard.
Seamoth
-give us a couple purple mod slots and mods for the seamoth, maybe? they don't have to be mounted on arms like the prawn's (but they could be). the seamoth is already pretty useful, but it could be better, with the prawn as an example. maybe a built-in (no mod required) storage bay?
Player Character Equipment
-maybe some webbed gloves to increase swim speed? maybe gloves that charge held equipment like the charging fins do? something else for the hand slot could be interesting.
-and then there's the seaglide. it's so handy, it's pretty much required in the inventory, but it takes up so many slots >.>. maybe some late-game gloves or a suit that has seaglide-type powered locomotion and lighting built in, and you have to keep powered?
Other Ideas
-it would be nice to have somewhere to sleep in the life pod, so early on in the game, we could skip the scary night phase when we have no light and no protection, rather than what i usually do...stand on top of my life pod and wait for it to end :X. maybe on the jumpseat we arrive on? maybe the side of the pod under the status display where the locker is? it kinda looks like a bench as it is...
-some way of crafting nutrient blocks would be cool. maybe incorporate this into the kitchen idea i mentioned earlier. could make it a wall mounted appliance that takes power and crafts a nutrient block every so often, like the medkit fabricator or the water filtration device.
Bugs
*45367 seems to have fixed this. -i encountered what is probably a bug with the cyclops. when i build appliances on the walls (i.e. battery/power cell rechargers, fabricator, etc.) they seem to take their lighting from the day/night cycle instead of the interior lighting. i haven't spent a lot of time on the forums yet, and i just wanted to get this post written while it's in my head, so this may or may not have been reported by others already. floor-mounted things (like the mod station) don't seem to have this issue. dusk and dawn i have grey wall appliances, night they're jet black, and day they look correct. image follows.
-when a seamoth is docked in the cyclops, the seamoth's hatch doesn't shut, so it pokes up through the cyclops' docking hatch when it is shut. image follows.
-wall-mounted appliances placed on the cyclops don't actually touch the walls. they hover out away from them
-hatches. as of the december update, i can no longer open the hatches that are built between base modules to section out my base in case of hull breach. i can't imagine this was intended >.>. edit: started a new game, hatches work. i guess it was just an issue with an old game and a new patch ...or maybe not. just reloaded the same game later in the day (with the same build) and my hatches arent' opening again, so i have to deconstruct them to get through >.<. i'm not sure what the issue is. just walk up, click on them when the hand appears, and nothing happens. this may have been fixed in this january (43604) build, as again i'm not having an issue with them in a new game, but do still have issues with hatches in games from the december build. i dunno.
- the habitat builder can not use ion batteries. they just don't show up on it's "reload" list.
Updated 2/26/2017 for new thoughts/bugs and readability
Comments
can the MPR's be a bit larger in circumference to accomodate?