Goal
Instead of adding upgrades for players to attack or subvert creatures, and instead of making creatures less scary, allow players more ability to evade dangerous creatures in a very tense and experiential way.
#1: Cyclops driving changes
Allow the Cyclops to be set into three different speed modes:
Flank speed, Standard, Silent Running. These are tuned to have different power usage vs. speed.
#2: Mechanical Noise
Use of power from the Cyclops generates “Mechanical Noise”. This is attached to the Cyclops and is attracts big, aggressive creatures towards the source of that noise and makes them attack as well. They are more likely to attack, attack more often and for longer the more mechanical noise is there.
This noise concept also extends to bases, the Exo and Seamoth as well (energymixin should have a checkbox for indicating whether it generates mechanical noise or not). Then the Reaper Leviathan can be tuned to attack because of this
#3: Detection device
You can then use the builder tool to build a detector on your Cyclops bridge, or in your base. This is a “hot/cold” detector that looks for incoming large massed moving bodies.
It pulses every second: glowing green when clear, then yellow, orange all the way to red as it detects a big mass at a close distance (as the size goes up and as the distance goes down, it increases its severity). As the severity increases, it goes from a gentle “ping” to an ominous danger sound.
To be determined: how this integrates with the current Cyclops bridge.
#4: Possible “disasters” headliner
Fire-pass on bases and Cyclops as a milestone
Expose all that great flood functionality so players experience it
Light repels some creatures
Fire reduces the oxygen aboard and does damage
Water puts out the fire
Current center of gravity changes as Cyclops takes damage means it tips
(posted FROM THE TRELLO PAGE for lazy people. THESE AREN'T MINE!--Coranth)
@Coranth You SIR have great suggestions. My point for starting this thread was that the Cyclops is "lacking" somewhat at the moment. The seamoth and PRAWN have greater usability because of the features you can add to it.
@Coranth You SIR have great suggestions. My point for starting this thread was that the Cyclops is "lacking" somewhat at the moment. The seamoth and PRAWN have greater usability because of the features you can add to it.
I would love to see more use for the Cyclops!
Those are from the trello page you know. He just put the videos in.
Comments
Instead of adding upgrades for players to attack or subvert creatures, and instead of making creatures less scary, allow players more ability to evade dangerous creatures in a very tense and experiential way.
Reference
Aliens motion tracker:
Duskers motion scanner:
Elite Dangerous:
#1: Cyclops driving changes
Allow the Cyclops to be set into three different speed modes:
Flank speed, Standard, Silent Running. These are tuned to have different power usage vs. speed.
#2: Mechanical Noise
Use of power from the Cyclops generates “Mechanical Noise”. This is attached to the Cyclops and is attracts big, aggressive creatures towards the source of that noise and makes them attack as well. They are more likely to attack, attack more often and for longer the more mechanical noise is there.
This noise concept also extends to bases, the Exo and Seamoth as well (energymixin should have a checkbox for indicating whether it generates mechanical noise or not). Then the Reaper Leviathan can be tuned to attack because of this
#3: Detection device
You can then use the builder tool to build a detector on your Cyclops bridge, or in your base. This is a “hot/cold” detector that looks for incoming large massed moving bodies.
It pulses every second: glowing green when clear, then yellow, orange all the way to red as it detects a big mass at a close distance (as the size goes up and as the distance goes down, it increases its severity). As the severity increases, it goes from a gentle “ping” to an ominous danger sound.
To be determined: how this integrates with the current Cyclops bridge.
#4: Possible “disasters” headliner
Fire-pass on bases and Cyclops as a milestone
Expose all that great flood functionality so players experience it
Light repels some creatures
Fire reduces the oxygen aboard and does damage
Water puts out the fire
Current center of gravity changes as Cyclops takes damage means it tips
(posted FROM THE TRELLO PAGE for lazy people. THESE AREN'T MINE!--Coranth)
I would love to see more use for the Cyclops!
Those are from the trello page you know. He just put the videos in.