Base Electrical Defense-- like in the movie Sphere
claverflav
utah Join Date: 2015-06-27 Member: 205810Members
Imagine a situation in which you are in your base it comes underattack from some massive creature....
now if you havent seen the movie Sphere go check it out. theres a lot of scenes in there that would be awesome if we could experience them in this game.
in the movie the base comes under attack from a massive squid, and the crew ends up using power to electrify the surface of the base structure and shocking the squid to make it leave... with one prob, every time they did it they would also causes electrical fires somewhere in the base.
(--i think this could add some interesting spice to the game, now obviously you wouldnt want this to happen all the time so maybe it only happens if you build a base in certain biome or something.--)
this could be interesting in the sense that you would need
any thoughts?
now if you havent seen the movie Sphere go check it out. theres a lot of scenes in there that would be awesome if we could experience them in this game.
in the movie the base comes under attack from a massive squid, and the crew ends up using power to electrify the surface of the base structure and shocking the squid to make it leave... with one prob, every time they did it they would also causes electrical fires somewhere in the base.
(--i think this could add some interesting spice to the game, now obviously you wouldnt want this to happen all the time so maybe it only happens if you build a base in certain biome or something.--)
this could be interesting in the sense that you would need
- Power, probably in the form of powercells in some sort of new placeable module in your seabase
- a triggerable button or lever on said new placeable module, that players must trigger within a few seconds of before/being attacked.
- possibly cause leaks instead of fires
- or add fire and a fire extinguisher in to the game (that might be a big request)
- definitely some sort of alarm or siren or flashing lights should happen when base is attacked.
- some different alarm when a fire has broken out in the base.
- the movie had a tense ping system that indicated the creature was closing in, and then finally leaving after the electrocution.
any thoughts?
Comments
I think i read something somewhere that bonesharks will attack bases and you need to build spotlights to keep them away.
Also, look at this squid
https://trello-attachments.s3.amazonaws.com/55812ebb9a4b7aff571fe5f1/2218x2352/1ff5b8f0985d4f1cf50c0620acf50b25/Crab_Squid_in_game.jpg
I like the idea of some creatures attacking bases. I dont know if i like the thing with a button or lever and electrocution. Think it would annoy me pressing some button repeatedly. I would feel like Seabases were a giant-creature-defense simulator (even if it only happend in specific biomes). It requires too much attention and draws the attention away from other aspectsof the game.
And what would happen if im not at my seabase? Would it be flooded when i return after a few days or would they only attack when im there?
Also it would feel weird when the base only has a few holes from this massive hostile creature even if i dont defend. On the other hand the destruction of base components would be too extreme.
Thats why i like it better when smaller creatures (at least not massive ones) attack the base, but leave after a few attacks, and having some sort of passive defense.
As cool as the concept would be, there needs to be both a reason for the critters to attack and a way to avoid it. Either by learning safe spots to build OR by building defenses.
Not only depths are going to affect bases in future builds but also some places will be safer than others.
Regardless, there still is a need to keep vicious creatures away so you don't get jumped entering/exiting the base.
There is the topic about farms of seafood and even keeping fish inside the bases in aquariums.
How about some fauna's wanting to get them so they attack your base in order to steal food from you? Stalkers also like biting chunks of metal so why wouldn't they do so too with the bases?
Sharks have been known to bite metal objects under water, but there have never been any instance of them biting submersibles, submerged habitats, or ROVs. Unless the fish farms are open to the environment, and are not part of the base superstructure, I don't see why even stalkers would pose even a minute threat to the player. Their attempts to get through netting or steel bars would be futile. Any larger creature would be uninterested in the small fish the player is farming.
Stalkers probably use electroreception to hunt, so having fish behind obstructions would deter them. Also, sharks have been known to "bump hulls" of ships. Of course, said hulls are primarily fiberglass and not metal. It is believed large metallic objects actually scare away, or are uninteresting to many sea creatures. However, small (not large or huge) metallic objects can spark interest; especially reflective objects.
Here are some plausible reasons:
That isn't a very fair point for two reasons. One is most habitats built at this point as far as I can find out are only a hundred meters down at most and it seems were all built later to early 60's to 70's. The second problem comes from the simple fact that these are alien environments, Earth doesn't have 'floaters' either holding up large chunks of land. Alien fauna could be attracted to the base as it sounds 'sexy' to it due to the sounds it puts out underwater. Or that giant 'crab squid' might think that this base looks nice to build into a nest.
This being a game that is more loose with reality and biology for the sake of being fun...there are plenty of reasons that the base could be attacked. But my point still stands, you need a reasonable reason for the attack and a way to discourage or avoid it outside of base defenses. Basically, if they don't want to make this a game about killing then a set rule system would need to be built up around the concept. Much like how Reapers can attack a Seamoth/diver but will leave the Cyclops alone...mostly.