Warpers! and warp pads
AlphaBlueArx
Join Date: 2015-05-11 Member: 204402Members
Hey guys one of my recent posts just made me score a great idea.
Why not adding some neat warp pods to the stuff you can build?
The idea is the following...you could sample the DNA from the Warper creatures, built a machine that uses it, and BAM! we have a warp pad!
Why not adding some neat warp pods to the stuff you can build?
The idea is the following...you could sample the DNA from the Warper creatures, built a machine that uses it, and BAM! we have a warp pad!
Comments
Hyp3rion
it think warping would need to cost such immense amount of energy to be balanced in any way, that it almost wouldn't pay off.
though I don't know why anyone would do that, I usually just use one base, until resources noticably respawn...
The cyclops would get drained by a too long voyage...and even with the solar panels at a great depth it would be hard for it to get fueled, since there would be little to no solar power.
However I'd also suggest to have the capacity of warping only between bases with warping pads, rather than having the capacity of warping in a radius.
So it's easier to code and is kind of more limiting as you'd have to get there first
Like for bigger distances more power is needed from both bases?
I wouldn't let user chose any other warper in range at will, it really kills the experience and exploration.
And besides, in order to reach install the warp pod you'd have to reach the location and implant the base first, not to talk about the fact you'd need also to assure to that base too a large power supply to make it work.
Also, pardon my irony, the warpers aren't going to be in the safe shallows after all.
As for warping, it could be a range thing, with the need to place 'repeaters' after so long. This would also fix the issue of having multiple pads. But overall I don't think the concept would be worth it since outside of a very limited set of uses...why have it?
This I can see if you teleport into a box, and if the box is to full to teleport then the teleport fails. With the capability to upgrade the box and to only have one box to teleporter ratio. I don't think the ability to hoover up resources constantly would be good for the game either in play or longevity.
And by the way, again the teleporter doesn't eliminate the danger, it would just eleminate the need of repetitive voyages completely, for example, let's say you built a base on the island, but you need to go back and forth to the safe shallows/grassy plateus for materials, that's not exiting or cool it's just boring.
As for the resource point...isn't that why we can build and use lockers on a mobile platform like the Cyclops? With a fabricator and two lockers I usually can get all I need and just have the sub parked there.
I agree on the drawbacks however and i think that this was implied.
I'm sorry if i'm not being clear about this.
An emergency warp system that took an upgrade slot and maybe had some heavy drawbacks to use...that makes sense since things like the Cyclops and Seamoth could get expensive to replace depending on what gets invested in them. But for a single person, that just raises a lot of problems even on a seabase only kind of level.
Oh and i agree on the idea of an emergency warp system, now that i think about it would be better than an interbase connection for the single player
For example, the reapers are supposed to keep you from getting to the Aurora before you have at least a Seamoth and welder. But you could just hide in wreckage, throw down the teleporter, leave the area to clear the spawn, and then re-enter the portal. You have now cheated the system and invalidated the threat of the Reaper in a large degree, so now the devs would need to patch that issue which could cause even more issues.
Also don't forget that teleproters would be placed into bases, since they'd need a huge energy supply to work, and i don't think that putting a base on Aurora would be possible, or even that convenient, as you'd come there mostly just to get the power module, the mecha suit and repair the reactors, (and even if the devs will put more stuff on it, i don't think you'd visit it very very often) and once you have done that, coming back there would be pointless, making putting a teleporter there just a big waste of machinery and resources, since you'd really use it just one time, or anyways not that often to justify the usage of it.
A teleporter to be really useful should be put on a route you use often.
The point is that not having the limitation of having to build a relay system for great distances opens problems, and being able to set up your own teleportation system with restrictions could pose a multiple problems just for being there in general.
The emergency teleport system would be fine, as it could be kind of a second chance if you screw stuff up or if stuff is getting wrecked while you are away from it. But an on demand teleport system I feel just poses to many problems for the things it would alleviate.
however i completely agree on the emergency warp, it would be good, like for example if your seamoth gets trapped somewhere or if your cyclops is flooding with water on the bottom of the ocean
However still i don't see a way to overcome the limitation of getting the materials to built the teleporters, if you think there is a way to overcome that too please tell.