Should the world 'encourage' us to build more bases?

2»

Comments

  • AmbaireAmbaire Join Date: 2016-06-27 Member: 219206Members
    edited May 2017
    I would build more bases, but they need to fix the 'base power restored' spam on load first. Two bases is bad enough, can't imagine what it would be like with 5 or 10.
    Skope wrote: »
    Such as you have to be within 1 Km. at all times. The PDA mentions this when first building a base, but never really mentions it again.

    Huh? The PDA RECOMMENDS that; it's not a requirement.
  • JamezorgJamezorg United Kingdom Join Date: 2016-05-15 Member: 216788Members
    Suggestions:

    If you build a base in the Safe Shallows, residual Acid Mushroom spores slowly erode the hull, and there's pretty much nothing to be done about it. This takes twelve in-game days, and the base is still usable but it has leaks very, very frequently.

    Sometimes in the Grassy Plateau a Sandshark can pop up right beneath your base. This could cause leaks.

    On either of the islands, one to five crawlers can attack you every time you leave the base.

    If you build a base in the Blood Kelp, your power could randomly cut out due to Ampeel interference.

    That's all I've got for now.
  • AmbaireAmbaire Join Date: 2016-06-27 Member: 219206Members
    @Jamezorg Ugh, no. That would just be incredibly tedious and annoying. Make it an option for the masochist sperglords if anything.
  • JamezorgJamezorg United Kingdom Join Date: 2016-05-15 Member: 216788Members
    Ambaire wrote: »
    @Jamezorg Ugh, no. That would just be incredibly tedious and annoying. Make it an option for the masochist sperglords if anything.

    But this is a survival game. Annoying easily translates to engaging in games like this, and I don't find sitting around in my near impenetrable base engaging in any way. No planning goes into where you build your base, except how pretty the environment around it is (which is still important), and I think that there should be more thinking ahead when deciding to put it down. If you don't hold the same belief, then I don't really care. I was beyond taking this post seriously when you said "masochist spergelord".
  • IlexLegionIlexLegion Join Date: 2016-09-21 Member: 222475Members
    Part of my problem is that the max depth of the fully upgraded seamoth vs that of the other vehicles means that it is more practical to use the Cyclops and PRAWN. The problem with the PRAWN is that it can be a pain to get places sometimes, which leaves me wanting to use the Cyclops primarily.
    I would like to have the seamoth fully upgraded depth increased, to make it a viable late game exploration vehicle, and the mobile construction bay be able to be deployed and build underwater. That way, if one of your vehicles gets destroyed you can at least build a new one nearby. That might make players want to build bases.
  • AmbaireAmbaire Join Date: 2016-06-27 Member: 219206Members
    When I started playing Subnautica, it was a chill 'scifi minecraft underwater' type of thing where I could just build this crazy multipurpose/etc room base wherever I wanted and watch the ocean life. Lately, however, it seems to be entering the realm of dark souls / tedious stuff.

    At least the melons haven't been nerfed. On my latest game, I got the seaglide first thing, went to the floating island and scanned everything then made my very first base a multipurpose room atop a sandbar in the safe shallows. Planted an interior growbed with 16 melons and now I'm set for food.

    Why yes, that is a gigantic patch of acid mushrooms directly under my base.
    5gSJphN.png
    qRQcfqZ.png


  • JackeJacke Calgary Join Date: 2017-03-20 Member: 229061Members
    edited May 2017
    Using 4 Pots (or more) instead of an Interior Growbed is more flexible. There's also Plant Shelves.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Grow potato's, superb food value and use water filtration?
    Than again, game start hmm
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Bases could serve many needs:
    1. as supply stations that recharge vehicles with energy and air and allow to repair them while being docked
    2. as farming stations to support other stations via pipelines with water, food and energy
    3. as research stations to gather and study flora and fauna
    4. ...

    Unfortunately the game doesn't make good use of it:
    1. the energy concept allows all vehicles to travel through the whole map with ease and the building price might be a bit too high
    2. if a few plants, a single fish tank and a few power plants can provide everything, then there's no need of a network
    3. not enough research devices. The scanner is omnipotent. And the alien containment universal but too small
    4. ...

    So it's up to the player to create his own immersion by specializing the bases and giving them purposes. I only miss 2 things:
    • better tech/resource rebalancing
    • adding more research functions to gameplay
Sign In or Register to comment.