Cyclops will soon be practical!!!

TheF0CTORTheF0CTOR 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.

Comments

  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    My bases start getting 1000s of energy while recharging the cyclops would need only 600. So count me in for recharging the cyclops at a dock.

    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.
  • lunatictrentonlunatictrenton Join Date: 2016-01-22 Member: 211825Members
    I think the cyclops would be very useful because you could load up on food/water if you want to go exploring farther away from your base.
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    zetachron wrote: »
    My bases start getting 1000s of energy while recharging the cyclops would need only 600. So count me in for recharging the cyclops at a dock.

    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...
  • CyriusGamerCyriusGamer Scottsdale, Arizona Join Date: 2016-01-11 Member: 211238Members
    I would like it if when you were driving the cyclops, you had a small side map that showed the sub in relation to its surroundings, because it seems to bump into things a lot.
  • DinkelsenDinkelsen Graz Join Date: 2015-10-05 Member: 208309Members
    Just don't get too enthusiastic, the Cyclops Chipped upgrade card has just been pushed to backlog (aka "do it later") but the battery recharger is still in "doing".
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    Dinkelsen wrote: »
    Just don't get too enthusiastic, the Cyclops Chipped upgrade card has just been pushed to backlog (aka "do it later") but the battery recharger is still in "doing".

    I saw that, but I still have hopes that it will be done in the near future.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    My bet: Once any recharge of the cyclops is done, the power efficiency module will become useless. (Probably most useful in inactive lava zone, but there you'll need all slots for pressure)

    My advice: Replace power efficiency with another module (maybe recharger or sonar).
  • coldsnapcoldsnap Join Date: 2015-12-26 Member: 210395Members
    I'd still like to see functional displays on the Cyclops. Displaying actual depth below keel, for instance, would help prevent running it aground.
  • rhys_elcinsrhys_elcins UK Join Date: 2016-01-26 Member: 212148Members
    would it not make more sense to leave the solar panel cyclops around until the solar recharge upgrade is done?
    I too would like to see some sort of sonar pinging so I can see what the damn thing keeps catching on.....
  • SpacedInvaderSpacedInvader Join Date: 2016-01-08 Member: 211083Members
    zetachron wrote: »
    My bet: Once any recharge of the cyclops is done, the power efficiency module will become useless. (Probably most useful in inactive lava zone, but there you'll need all slots for pressure)

    My advice: Replace power efficiency with another module (maybe recharger or sonar).

    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.
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