Cyclops
TheF0CTOR
A Galaxy Far Far Away Join Date: 2015-08-09 Member: 206945Members
The Cyclops needs a bit of updating. Here's what I'd like to see from it:
1. Dock (but not charge) with a base.
2. Nuclear Power. I mean come on, it already exists in-game. It's meant to be!
3. Lock(er?)s 1-5 need to be more than decoration.
4. Bulkeads need animations like they have in the Seabase.
1. Dock (but not charge) with a base.
2. Nuclear Power. I mean come on, it already exists in-game. It's meant to be!
3. Lock(er?)s 1-5 need to be more than decoration.
4. Bulkeads need animations like they have in the Seabase.
Comments
1. Escape pod for Cyclops (somebody mentioned before, not my idea)
2. CCTV and/or Proximity sensors for maneuvering (both not my own ideas either)
3. Bulkheads closing automatically when docking/undocking the seamoth
4. Being able to repair the seamoth while being docked
5. Some kind of spotlight on the outside of the cyclops for illuminating reallly big caverns (as an upgrade like hull reinforcement?)
6. Being able to shut the non-seamoth entry for aesthetic reasons. Maybe only open when the Player is near ?
7. Some use for the monitors on the bridge deck (displaying various intel like real depth, speed and battery charge or as pre-mentioned CCTV)
8. more interactive consoles like the one on the bridge deck for sub-colour, maybe on the moon pool for changing colour of the seamoth (same options on Cyclops too) and base
that'd be the Seamoth m8
Edit: Also with the exosuit coming, your seamoth escape vehicle argument is kind of invalid. We don't know yet if the Exosuit will be suited for escape pod tasks and the seamoth isn't suited for deeper diving
(which may change, so well ...).