Alternate Cyclops destruction/disabling
DarthOmnis
United States Join Date: 2016-12-15 Member: 224970Members
After trawling(fishing pun) through the Trello I noticed that the Devs desire to re-incorporate Cyclops flooding in the near future. That got me thinking: What if there was another way to 'Destroy' the cyclops?
Destruction #1: Michael Bay-pocalypse
-Current(ocean pun) standard, ship health reaches 0% and *Boom* cyclops cracks open and sinks to the sea floor.
*New* Destruction #2: I think we have a leak (AKA Stop blowing holes in my ship!)
-Flooding function added, after a certain damage threshold is met -25-35% sound good?- the Cyclops begins to take on water similar to seabases. If you manage to patch the internal holes (gaining small amounts of health in the process) the Cyclops begins purging the water. If you do not patch the holes in time OR if the ship reaches 0% WITH NO FIRES the entire submersible becomes filled with water causing all the equipped powercells to be completely drained (still deciding if the Cyclops should sink afterward-seeing as no power means no way to regulate the ballast- or allow it to stay in place as a derelict.
My thoughts on this are that if they did add the flooding back, I would like to see it add an alternate consequence and action/reaction rather than have it thrown upon what is already there.
Now here's the fun part: You all throw your thoughts onto the ring! If I didn't articulate my thoughts well enough, just ask for clarification and I will do my best.
Cheers!
Destruction #1: Michael Bay-pocalypse
-Current(ocean pun) standard, ship health reaches 0% and *Boom* cyclops cracks open and sinks to the sea floor.
*New* Destruction #2: I think we have a leak (AKA Stop blowing holes in my ship!)
-Flooding function added, after a certain damage threshold is met -25-35% sound good?- the Cyclops begins to take on water similar to seabases. If you manage to patch the internal holes (gaining small amounts of health in the process) the Cyclops begins purging the water. If you do not patch the holes in time OR if the ship reaches 0% WITH NO FIRES the entire submersible becomes filled with water causing all the equipped powercells to be completely drained (still deciding if the Cyclops should sink afterward-seeing as no power means no way to regulate the ballast- or allow it to stay in place as a derelict.
My thoughts on this are that if they did add the flooding back, I would like to see it add an alternate consequence and action/reaction rather than have it thrown upon what is already there.
Now here's the fun part: You all throw your thoughts onto the ring! If I didn't articulate my thoughts well enough, just ask for clarification and I will do my best.
Cheers!
Comments
https://forums.unknownworlds.com/discussion/152108/cyclops-emergency-teleporter
My main argument is that exploding Cyclops is pointless, as people will just reload an earlier save. Or cheat in a new one.
In the future the game won't allow for you to exit to menu or desktop without saving
Ctrl + Alt + Del > Task manager > subnautica.exe > kill task