Cyclops will soon be practical!!!
TheF0CTOR
A Galaxy Far Far Away Join Date: 2015-08-09 Member: 206945Members
Farming is more or less implemented (in Experimental, at least) and with battery/powercell recharging is on its way, the Cyclops is finally starting to look like a practical idea. You can load up your food, water, and power cells on the Cyclops and when you return everything you set off with will be at least partially replenished. What I want to see more than ever is a way of docking the Cyclops to a hallway in the base for easy access when loading and unloading, like in their roadmap card. Personally, I don't think this action should recharge the Cyclops. That would drain too much power and ultimately shut down normal base operations. In fact, the recharging station that's in development tells me the devs agree with me.
Personally, this is something I've been waiting a long time for. Sprinting back and forth between base and collection site has become a hassle, and it's about time the Cyclops starts living up to its potential.
Personally, this is something I've been waiting a long time for. Sprinting back and forth between base and collection site has become a hassle, and it's about time the Cyclops starts living up to its potential.
Comments
Still the cyclops is awful to navigate when it doesn't allow to look downwards. It will never get much fun diving with it if the controls are like this. I tend to do most things with the seamoth as long as I can. So unless the cyclops gets no good navigation it won't be practical to me.
I'll just leave this here...
I saw that, but I still have hopes that it will be done in the near future.
My advice: Replace power efficiency with another module (maybe recharger or sonar).
I too would like to see some sort of sonar pinging so I can see what the damn thing keeps catching on.....
Once everything is added into the game, you will be able to enter the inactive lava zone with 2-3 Chelonian hull reinforcements leaving room for at least one more module, if not two. That said, they are starting to place more wrecks around the various zones in the experimental builds, so this will give them plenty of room to place new upgrade modules for the cyclops. I think the power efficiency should stay, though, as it will still be situationally useful since a solar recharge module is going to be useless at depth.