Cyclops module ideas!

MuovipulloMuovipullo Join Date: 2017-03-24 Member: 229158Members
1. Module that allows some more modules to Cyclops (Doesn't stack)
2. Camera Upgrades like better light or possibility to zoom, or why not both? Maybe 2 modules?

Comments

  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    Muovipullo wrote: »
    1. Module that allows some more modules to Cyclops (Doesn't stack)
    2. Camera Upgrades like better light or possibility to zoom, or why not both? Maybe 2 modules?

    Absolutely to #2, makes perfect sense. Not with you on #1, though, since having to pick and choose among a large group of benefits is part of the game. Just like you can't carry an entire Target on your back, you shouldn't be able to god-mode the sub by packing in every (or nearly every) bonus mod.
    gamer1000k wrote: »
    I've been tossing a few ideas around for Cyclops modules as well.

    1. Scanner room module (allows the cyclops to function as a mobile scanner room and launch camera drones)
    2. Reactor module (allows the Cyclops to have a nuclear reactor for full power independence)
    3. Self-repair module that slowly repairs the sub outside of combat
    4. Torpedo system (same as the Seamoth and Prawn, but can hold more torpedoes), with an upgrade that allows decoys to be launched as torpedoes to lure enemies
    3. MK2 Shield upgrade that does shock damage to attackers
    4. MK2 repair bay upgrade that allows the Cyclops to construct a seamoth or exosuit in the bay

    1. Certainly ups the value of the scanner room if the two talk to each other.
    2. Yes, please.
    3. Thumbs-up.
    4. Hm. Well, I won't use it, but I can see the usefulness of it. Cool.
    3(?). Seamoth Perimeter Defense XL. I'll take one.
    4(?!). The only one I disagree with. Personal opinion only, but I really do think construction should be limited to the Mobile Vehicle Bay.
  • jamintheinfinite_1jamintheinfinite_1 Jupiter Join Date: 2016-12-03 Member: 224524Members
    edited May 2017
    -Modules
    MK2 fire suppression module Gets rid of fire faster than normal.
    Uhhhh
    Bigger range module. Increases the range of the cyclops (the map that shows hostile fauna) (doesn't stack)
    Uhhh
    More health module (increase health by 25% (stacks up to 2)

    - Modules that have both a good and bad effect
    -
    Reduce noise module (reduces the noise by 5% for all settings buf all speed settings, expect silent mode, move 5% slower than normal)

    Fast module (makes the cyclops move faster by 5% (on all settings expect silent) but increases sound by 5%)

    Note: (Reduce noise and fast module will cancel each other out of both are equipped also both don't stack)

    Better decoy launcher (can shoot decoys even further which makes hostile fauna stay away longer but uses more energy) (doesn't stack)

    More power cells (let's cyclops hold 2 extra power cells, can stack with power effiecny, but if all power cell slots have ion power cells ...well let's just say you will go out with a bang, also makes the cyclops 5% louder than normal) (doesn't stack)

    Brighter lights (makes the exitor lights brighter, make st easier to see but hostile fauna can see the lights from firther away and uses 1.5x more power than normal) (can stack up to 2)
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