Please give the Cyclops sonar capabilities
Bonald
Fartzville Join Date: 2016-03-05 Member: 213887Members
The Cyclops has terrible visibility problems compared to the Seamoth, and navigating the canyons and tunnels around the ILZ/Grand Reef or anywhere deep is a complete nightmare. Any kind of wireframe-revealing sonar like the one the Seamoth has would be a massive improvement. Thanks!
Comments
The cyclops has 3 camera drones with adjustable lighting. Whilst piloting the sub, look to your left and look for a little icon. When you find it, click. You should be sent to the first camera. Click to cycle lights (off, slightly on, on) or scroll to change cameras.
Those aren't drones, they're camera turrets. Drones can actually detatch and move around (like the ones in the Scanner Room). Still, not everyone knows about the camera turrets, so it's a good thing you brought it up.
I was not talking about the "fixed" cameras the Cyclops has. I meant a free camera drone like you have in MechWarriorOnline one that you can "zoom out/move" to get a more distant view from your sub, to get a better overlook of your surroundings. One you could circle your sub with, without the need to manually launch and retrieve it. It should be an option. You switch to 3rd person cam and the drone leaves your Cyclops and stops at a certain distance facing your current view direction. After that short launch moment you could controll it to "fly" closer to your Cyclops or to circle around it. Kinde like a free camera just a bit restricted in its movement speed and the distance it can keep to your Cyclops.
They already have these in the Scanner Room, so a Scanner upgrade for the Cyclops would be amazing.
I seem to confuse people with what I write lately. I don't mean the player controlled drones we already have. Sorry for not making that clear enough. I'd really like to see a 3rd person cam (based on something like those scanner drones for being compatible with the current lore) but you should keep controlling the Cyclops while you would change your view with the mouse. Like a relativly free 3rd person cam you have for an outside view in other games. That way you could overview the Cyclops 360° wise and zoom a bit further out to check for any obstacles in your way for example. That would make navigating your sub way easier.
The drone would have kind of one fix-point on which it could rotate and zoom your view around the sub. Just think of how 3rd person cams work in other games. I hope that make things clearer now.
I see. You want a chase cam drone. I think that's a cool idea! And then you can position the drone where you want it in relation to the Cyclops, and then have it follow behind (or in front) of you from that point relative to the Cyclops while you pilot. Only thing is people would run it into walls, but, well, they do that anyways with the Cyclops now, and you can always make more drones if you don't repair it in time.
I do think the Cyclops needs ALL THE TOYS, though. Camera drones, reactor, ability to modify/offload minisubs without getting wet, scanner, water purifier.
No one would ever build a base.
Assuming they were upgrades with appropriate costs, yeah they would. Because you'd have to spend most of the game without them. But as endgame thingies, they'd be awesome to have.
If you made it insanely expensive, mayhaps. And able to be damaged (not destroyed, just sunk and you have to go recover it).
Just now, I piloted my Cyclops down into the Lost River. Navigating into it is possible but very tricky because, with my current hardware, the bottom of the Blood Kelp biome (where the entrance is located) is so dark you can't see the Lost River entrance until you're inside it. A sonar upgrade module would make finding my way in a lot easier.
Just a hunch: are you missing things from the updates? Sounds like you've got an early, non-populated version of the lost river. If that's the case, get out of that area (so stuff isn't put into your Cyclops), save, then move the CompiledOctreesCache folder out of your SavedGames\slot00xx folder (I'd say delete it, but just in case..). This will cause the game to regenerate the world terrain.
If you've got old bases that removed dirt, the dirt will be inside them again. spawn a Terraformer with and shift-right-click the dirt out.
I like the idea of being able to remote control drones/drones in general. It feels like more could be done with it, if the scanner room concept were expounded on.
In playing games and reading forums, I have learned that some people ALWAYS want to build bases. Almost regardless of what game it is. FPS, RTS, RPG, simulation, strategy, whatever. No matter what, if the game isn't about building bases, someone will eventually chime in about wanting to build a base.
Plus, a stack of MFRs offers WAY more slots for various things. And I'm NOT suggesting that the Cyclops should get an alien containment.
Sure they would, but a independent mobile base would be great. A reactor upgrade for the Cyclops is something I really would like to see implemented. If a reactor would be too op then maybe one of the other "submarine" energy producing upgrades? Solar charging or thermal reactor when in hot enough water. That would help too.
Sure we got the Ion power cells but they are rather late game, rare and they still force you to charge them or use the power cell charger bug/glitch when build in the Cyclops, that lets you load them without draining the same ammount from the remaining cells. My Favorite would be a Solar or thermal (maybe even both) solution as a recharge option for the Cyclops.
Notion:
Thermal harpoon turret for the Cyclops. Launches a harpoon into a head source, and uses the temperature difference between the harpoon head and relatively cool tail fins to generate electricity. Retracted automatically if the Cyclops moves off, or if the turret retracts it via the cable connecting to Cyclops. Very limited range because firing a projectile connected to a tether does not work very well. Reusable.
Nice idea but I would rather see a thermal solution by "parking" or "driving" your Cyclops in/through hot water or closer to the surface if it were a solar solution, then a Harpoon like device.
Since we do not see a change in the seamoth or the P.R.A.W.N. when you fit the power producing upgrade to them (yet), I think the devs would rather like to implement a simple upgrade which does not need much work. Not that they are lazy or something but your idea would need way more work. They would need to design a kind of turret plus the harpoon and cable and a little "charging" effect for it. And you may have the negative side effect that players will try to use that as a weapon. So they would have to make it harmless to the fauna if they wanna stay true to their rather weaponless approach.