[Suggestion] Seamoth speed upgrade

dangi12012dangi12012 Join Date: 2017-01-18 Member: 226915Members
It would be cool to have a 50% seamoth speed increase upgrade part mad of some endgame resources. (Maybe Kyranite or Sulphur). To make the end game more appealing. (Basically when you have 2-3 bases and need to move stuff from A to B.

Would be cool and easy to implement. (Also makes the later game feel less tedious)

Comments

  • gamer1000kgamer1000k Join Date: 2017-04-29 Member: 230121Members
    Totally agree. Even with the relatively small map and warp gate network, there's still some places that take a fair amount of time to get to. Having a fast cruising speed on the Seamoth would be great (plus we could jump it higher out of the water...).

    On a related topic, a similar fast cruising speed upgrade on the Cyclops would be great as well for cruising around the map.
  • AnomalyDetectedAnomalyDetected Alterra Housing District: Planet Vicaron Join Date: 2017-04-19 Member: 229741Members
    gamer1000k wrote: »
    Totally agree. Even with the relatively small map and warp gate network, there's still some places that take a fair amount of time to get to. Having a fast cruising speed on the Seamoth would be great (plus we could jump it higher out of the water...).

    On a related topic, a similar fast cruising speed upgrade on the Cyclops would be great as well for cruising around the map.

    Have to agree with the seamoth.

    Not the cyclops.

    The cyclops is already insanely fast on max speed, but it's debuffed by the speed fact it catches on fire after 20 seconds. I understand what you mean, but it's already a giant sub. It has one propeller, so it's gonna go slow unless pushed.

    If it went faster, It would honestly probably explode.
  • Sam_StarfallSam_Starfall Join Date: 2017-05-21 Member: 230665Members
    I'm all up for more upgrades, but without more UPGRADE SLOT for the Seamoth it will be more frustrating than anything.

    "Depth + Speed + Armor + Sonar" ? -> you can't have efficiency/charger to power that, nor Storage, Defense, Torpedo.
    "Depth + Speed + Armor + Storage" ? -> you can't have Sonar to navigate fast, Efficiency/Charger to power it or Defense/Torpedo
    "Depth + Speed + Defense + Efficiency/Charger" ? -> you can't have Sonar to explore and use the energy, Storage , nor Torpedo or armor.
    "Depth + Speed + Torpedo + Armor" ? -> you can't have more Torpedo or more Storage for torpedo to fight using speed, nor Efficiency/Charger to power it, or Sonar.
    "Depth + Speed + Sonar + Efficiency/Charger" ? -> you can't have Storage to scavenge, Armor, Defense to use the energy
    "Depth + Speed + Storage + Storage" ? -> you can't have more Storage, or Defense, nor a way to recharge
    "Depth + Speed + Speed + Efficiency/Charger" ? -> you can't have Storage, Sonar to navigate fast, Armor to lessen high-speed accident, or Defense
    And of course, remove "Depth upgrade" and you lose access to 70% of the game world.

    Don't get it wrong, it is "gameplay" to have to CHOOSE, but it's pointless if only 3 combinations out of 100 are useful and worse as the dev can't give downside to some upgrade (since you don't have enough slot to hope countering negative effect)

    Also, this upgrade would be a good occasion to increase the "Noise" Gameplay introduced with the Cyclops. You want speed? Ok, but now shark come to attack you from further away. If there WAS more Upgrade you could introduce an "Active Noise Canceler" and you would have to work out the puzzle to have both Speed, less noise, the energy to power both, and still get a sonar or storage.

    Just 6 Slots would increase in a factorial proportion. (n!)
  • gamer1000kgamer1000k Join Date: 2017-04-29 Member: 230121Members
    edited September 2017
    gamer1000k wrote: »
    Totally agree. Even with the relatively small map and warp gate network, there's still some places that take a fair amount of time to get to. Having a fast cruising speed on the Seamoth would be great (plus we could jump it higher out of the water...).

    On a related topic, a similar fast cruising speed upgrade on the Cyclops would be great as well for cruising around the map.

    Have to agree with the seamoth.

    Not the cyclops.

    The cyclops is already insanely fast on max speed, but it's debuffed by the speed fact it catches on fire after 20 seconds. I understand what you mean, but it's already a giant sub. It has one propeller, so it's gonna go slow unless pushed.

    If it went faster, It would honestly probably explode.

    Right now according to the Subnautica wiki, the Cyclops at flank speed is only doing 10.4 m/s, or about 20 knots. I know the world isn't all that big, but IMHO that's not particularly fast, especially given the speeds that real life subs can achieve. A modern seawolf class sub can do 20 knots in silent running, and has a max underwater speed of 35 knots (source). I realize that the Cyclops is an exploration vehicle and not a military attack sub, but it's not anywhere near what I would call insanely fast.

    That and the flank speed bonus is so minimal over the standard speed that it's almost never worth bothering with the chance of fires. I would like to see the flank speed bonus be much larger (think double speed) to make up for the fire risk.
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