Tanks & Fins taking Room in Inventory, and repairing wearable gear.
MycroftCanadaNS
Halifax Join Date: 2014-11-01 Member: 199263Members
Hi.
I'll Make this quick.
It doesn't make sense to have the tank, and fins take space in the inventory because you are wearing these. Now if I take them off for any reason outside of placing them in storage that is when they should be in my inventory.
Just something else I wanted to speak about, and that is repairing tools, tanks, fins, well pretty much everything? I noticed by the way that the knife will break after so much use which is great to see this early in the game, and just wondered if this will be extended to wearable gear as well.
Just thinking...
I'll Make this quick.
It doesn't make sense to have the tank, and fins take space in the inventory because you are wearing these. Now if I take them off for any reason outside of placing them in storage that is when they should be in my inventory.
Just something else I wanted to speak about, and that is repairing tools, tanks, fins, well pretty much everything? I noticed by the way that the knife will break after so much use which is great to see this early in the game, and just wondered if this will be extended to wearable gear as well.
Just thinking...
Comments
The first set of fins should not show up in the inventory - if you craft more it should.
As for tanks I'd say up to 3 should be able to be equipped - any more than 3 should go into the inventory.
Then I shall suggest this.
For items which can be done so.
Repairing them instead of going from broken to not broken states.
Things like the knife would be Dull to Sharp.
And as you use the knife, it gets less sharp.
And objects require a certain sharpness to be cut.
Boomdone.
I'd still like to lengthen the amount of time it takes for things to wear down.
I mean, in real life, oxygen tanks can give you much more air than the subnautica ones do (and subnautica is supposed to be in the future), so perhaps rather than multiple tanks we just upgrade the technology of the existing one.
What could be nice is a damage model:
1) hacking fish and "soft" targets would make a "soft" damage state increase - resulting in having to repair / clean / maintain the tool.
2) hacking stones and corals would add to a "hard" damage state indicating the overall lifespan it has left until it completely breaks down.