Suggestions for Farming and Seamoth modules

Zealous_FanaticZealous_Fanatic Earth Join Date: 2016-07-13 Member: 220207Members
edited February 2017 in Ideas and Suggestions
Farming is ridiculously easy, and results in food practically anywhere for almost no effort. I'd like to make a suggestion to make survival a bit more challenging as well as making other forms of flora more engaging.

So my suggestions are as follows:
1. All flora have two factors that determine their growth rate. Depth and Temperature (There are plenty of other factors, but these are the most static, thus requiring fewer calculations).
2. The closer the grow bed is to a plant's ideal environment, the faster it grows. Inversely, the further away, the slower. Too far away, and the plant won't grow at all.
3. We still want players to be able to colonize wherever they want though, so allow the creation of "fertilizer", which will boost the growth rate by a fixed amount.
4. The amount of fertilizer in a specific growbed will continue to decrease at a fixed rate until all plants have reached maturity and have borne the maximum amount of "fruit".

Internal growbeds work differently. While exterior growbeds have access to the environment, internal ones do not. Thus will not grow or produce fruit at all unless they have fertilizer to feed off of.

Alien containment tanks are considered "ideal" for all flora.

In order to obtain fertilizer, I suggest the addition of "Fermentation Tanks", they take organic material and slowly consume it (like a bioreactor) to fill up a "Nutrient" meter, when full, it creates a single unit of fertilizer. A single tank can hold up to 8 units of fertilizer, and a growbed takes 4 units to fill up, while planter pots take 1.

I'd also like to see a few more "fruits", tiger plants could give tiger fruit, which is inedible, but explodes into a shower of spikes when struck; the rouge cradle's bulb being usable as a portable light, and things of that nature. It grants a bit more life, and allows small scale farming without stripping the surrounding area; although the mushroom forest could use some trimming.


Seamoth Modules

The seamoth has a lot of modules and not nearly enough slots to really use them. Torpedoes are rather ineffective, and the only real defense is the perimeter defense system. This won't hold up much once cyclops damage is implemented.

So I suggest the following:

1. Give the Seamoth two "defense" slots, just like the PRAWN.
2. Create a specific slot for Pressure Compensators. (All vehicle could use this to be honest)
3. Give the seamoth a few more "defense" modules. These should be primarily defensive; Seamoth for defense, PRAWN for offense is how it should be IMO.

I've got a few suggestions for possible modules, as well as changes to existing ones:

1. Torpedo System: We can keep it as is, but include a remote detonation function as well. "Firing" the torpedo system with a torpedo out detonates it immediately. Contact hits also work.
2. Depth Charge System: Can use torpedoes, but instead of launching them; it makes them a stationary, floating, proximity mine. Since there's no need to power propulsion, torpedoes launched as mines have a stronger effect. Mines last for 2 minutes before detonating on their own.
3. Stasis Cannon: The Seamoth version of the stasis rifle. Boasts a much faster charging time, and is slightly more energy efficient.
4. Repulsion Cannon: Fires a larger cone that pretty much covers the entire front of the seamoth. Great for blowing away smaller predators or deflecting projectiles.

I also have a few suggestions for their passive modules:
1. Hull Reinforcement module's effect is really too subtle to notice. So, instead, how about making it a Hull Integrity Module? Essentially, it adds a 25% "shield" that slowly uses energy to regenerate when not taking damage; you only start losing hull when this is completely depleted. This can stack 4 times.
2. The storage module can synergize with the torpedo systems, adding an additional 2 torpedoes per torpedo/depth charge module. This can stack twice.

Finally, a few more torpedoes (all come in packs of 3 like regular torpedoes):
1. Stasis Torpedo: It may seem redundant to have a stasis cannon as well as a stasis torpedo, but the limited power reserves of the seamoth makes it somewhat reasonable to consider torpedo vs energy use. Uses 2 titanium + 2 gold to make. Because seriously, too much gold.
2. Net Torpedo: A torpedo that, when triggered, wraps any nearby fauna in strong mesh. Regular prey animals are rendered immobile. Most predators are immobile until they break free. Leviathan classes can still move freely, but cannot attack for a short time. Takes 2 titanium + 2 fiber mesh (or X creepvine samples).
3. Dazzle Torpedo: Unlocked if you have a mesmer + vehicle mod station scanned. When triggered, it starts to glow like a mesmer, distracting (smaller) predators and prey animals. Lasts for 20 seconds. Takes 2 titanium + 1 diamond to make.

Other misc suggestions:
1. Live fish should not be able to be placed in lockers. It rather trivializes food storage. Cooking rotten fish shouldn't make it edible again.
2. The scanner room should be found much earlier in the game. I generally find it in the Grand Reef, which I usually get into late in the game; by then I don't really need that many materials.
3. Consider something that increases scanner room range and can be player piloted. A Sonar-buoy or upgrade module perhaps.
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