the aurora and unique items

07Kennya07Kennya England Join Date: 2016-01-12 Member: 211293Members
repairing the aurora should yeild some benefit (other than the cyclops power effeciency) like finding out what happened y'know logs and stuff (if there's a voice act call sign me up) or even using the aurora's facilities to make unique items, hell take the cyclops away from us and have it only build able in the aurora additionally it'd be cool to be able to break down and reconstruct the aurora it was DESIGNED to colonise other worlds maybe it should unpack into some kind of atlantas-like city with player direction of course y'know have the player build out the aurora with again Unique structure peices only buildable with the aurora's facilities. so essentially have the aurora deploy or unpack a/into a small structure that the player builds from with unique facilities.

Comments

  • okapiroseokapirose Join Date: 2016-01-14 Member: 211395Members
    Agreed, the Aurora is a massive ship, there should be a far bigger role for it than just a temporary radiation problem.
  • RainstormRainstorm Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
    i do agree about something uniquely found or crafter visiting the aurora, im sure the dev got plans for that in the (near?) future. Also im of those that thinks the Cyclops should be acquired from one (or more) fragments somewhere hard to get, it is after all the ultimate mobile base of the game so far.
  • TaiphozTaiphoz UK Join Date: 2016-01-01 Member: 210749Members
    it cant be anywhere bellow 250 meter's so some where hard as you put it would not be very hard at all, you have to think about how the player will obtain it when the seamoth has a shallow dive limit until you get a moonpool which in of itself is as fragments is deep.

    I think the cyclops could be gated or should be gated it's actually the second thing I build, first I make a seaglide for the trip to get lithium and then the next thing Is the cyclops I actually build the seamoth third and it works out fast for me that way.

    I think possibly that a better alternative would be a new sub that's size wise between the seamoth and the cyclops start the player with that early on and then have the cyclops found via fragments in the aurora or koosh zone, the new sub would be large enough to dock a seamoth but not large enough to build anything inside so could not be used as a mobile base, it would be used for getting into deeper water.

    Seamoth 0-250 meter's
    NewSub 250-350 meter's
    cyclops 350-450 meter's

    With me I build the seamoth after I'v built a cyclops which works for me but in terms of progression its a bit broken, in all honesty you dont need a sub at all a seaglide some spare batteries and more than a few tanks and you can essentially free dive to any point on the ocean floor which I see as a problem, the player needs to WANT to make the seamoth first, and then needs to WANT to make the next sub up otherwise like me they will just skip content and build the biggest best thing first.
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