Request for Moonpool and Cyclops adjustment

TarkannenTarkannen North Carolina Join Date: 2016-08-15 Member: 221304Members
edited March 2017 in Ideas and Suggestions
So when we dock vehicles into the Moonpool and Cyclops, they rapidly recharge their power sources to brand new. But I'd like to see the ability for vehicle docks to also repair vehicle damage also. It doesn't have to be as fast as power charging, it can be a slow process instead. If people are wondering why this couldn't or shouldn't be, here are some counter points:

1. Docking repair is redundant, we already have the Repair Tool.
* The same can be said for the Power Cell Charger, once you have a MP/Cyclops then you don't need the PCC anymore, save for convenience (same as the Repair Tool)

2. Power is fed from the base, so how would you explain it restoring damage?
* How does the Repair Tool work, just by holding an electro-wand to metal? That's right, nanites that work on a microscopic level. The MP/Cyclops has control arms that secure it in place, so logically they can house a Repair Tool.

3. You can just repair vehicles inside the MP, why even add this?
* Going back to point 1, you can also charge Power Cells inside the base; do we even need doubled functionality? I'm NOT saying to remove charging BTW. But far more importantly: You cannot repair damaged vehicles at all while they're docked in the Cyclops. It makes it frustrating if I need to repair vehicles in hostile waters, or exploring areas where the crush limit restricts how long you can stay outside safely.

I guess you could say my request is a small quality-of-life adjustment; it doesn't impede gameplay currently, and I won't get mad if it doesn't change. But every time I have to repair a vehicle in my Moonpool I wonder why this isn't a thing already. :(

Comments

  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    You're not alone in this. :) The idea has been floated (no pun) a few times, and the general consensus has been that 1. It should be a thing, but 2. It should probably cost a little in the way of resources as a "convenience fee." (Basically, you can repair it yourself for free, or you can be lazy and end up out a couple titanium nuggets.)
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    I'd like this, but at the cost of a new installation in the moon pool (a la the VMS). It can employ a drone to get the repair visuals across. Good way to get another recipe out for crash powder and magnesium.

    Not sure how that'd work out for the Cyclops. I reckon that'd need be module-based.
  • ThePassionateGamerThePassionateGamer Germany Join Date: 2016-06-07 Member: 218219Members
    I would like to see repair functionality for the Moonpool and Cyclops too. But my personal preference still would be a "just through power" repair. Not that Titanium is a sparse ressource or something.

    But I see the repair tool more as a way for field and emergency repairs whereas the Moonpool and the Cyclops just top of the few percent you may be missing for ramming a fish or two.

    Yeah you could in theory repair a badly damaged Seamoth or P.R.A.W.N too with it but that should take a while then. Not like several minutes but two or three times the time you would need with a repair tool maybe.
    I just don't like the thought of having to recheck regulary if I still got enough Titanium stored in a repair module or whatever would hold the repair-resource.

    My suggestion would be to balance it via the time it takes to repair a single percent of damage that should be easy and convinient enough.
  • TarkannenTarkannen North Carolina Join Date: 2016-08-15 Member: 221304Members
    You're not alone in this. :) The idea has been floated (no pun) a few times, and the general consensus has been that 1. It should be a thing, but 2. It should probably cost a little in the way of resources as a "convenience fee." (Basically, you can repair it yourself for free, or you can be lazy and end up out a couple titanium nuggets.)
    I would like to see repair functionality for the Moonpool and Cyclops too. But my personal preference still would be a "just through power" repair. Not that Titanium is a sparse resource or something...I just don't like the thought of having to recheck regularly if I still got enough Titanium stored in a repair module or whatever would hold the repair-resource.

    Well, seeing how the Repair Tool doesn't use any resources aside from power, a Moonpool/Cyclops repair system wouldn't (and shouldn't) use materials for repair either. I remember at one point seeing on Trello, that the devs were thinking of making the Repair Tool use some kind of material substance instead of Battery power, but I think it was canned thankfully. According to the PDA entry for the Repair Tool, it repairs on the molecular level and not by heat welding, so it makes no sense to consume Titanium or materials for repair.
    My suggestion would be to balance it via the time it takes to repair a single percent of damage that should be easy and convenient enough.

    Yeah, it doesn't need to be fast at all, comparing repairs to power recharging. I'd just like to be able to repair travel damage from fish or terrain in my MP while I'm doing other things in my base. Also if it became a thing, it could promote building bases deep below the vehicle's crush depth; for players that want to explore earlier at higher risks...

    OOOOH! Could we also get a Seamoth/Exosuit/Cyclops repair module? It could be a slow repair like how the vehicle recharge modules work (or slower). I think it would be a way to explore deeper and longer but at the expense of a valuable upgrade module slot. It would also be nice to have if you're in an area where the Seamoth is near Reaper Leviathans and you can't risk repairs; or for repairing the Exosuit in the Lost River, where those 'ghost sharks' are tearing up your ride and you're deep in the brine. Just an idea! :blush:
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