[Request] Please give Cyclops sonar and a way to see whats directly below the keel
SpacedInvader
Join Date: 2016-01-08 Member: 211083Members
After seeing the cyclops chipped upgrades card move into the doing category on the Trello I decided I had to bring this up just one more time in the hopes that it catches the Devs' attention... I apologize if this is kicking a dead horse...
As it stands, I believe the two most significant shortcomings of the Cyclops are its power consumption and the difficulty in navigating it into the depths. As I believe the former is guaranteed to be fixed in some way, my focus remains on the latter since there has been no mention of it by the Devs that I've been able to find. Due to its length, turning radius, and limited field of view, attempting to dive with the Cyclops into anything other than open water will often result in some part of the sub far behind or below your field of view contacting the ground, even if the area in front of your viewing bubble appears to be clear of any obstacles. This problem only gets worse as you descend deeper thanks to the ever darker environment and often very steep terrain. Considering that the Cyclops is apparently the vehicle intended to travel into the lava zone once its complete (referencing the concept art here and here, as well as the advanced hull upgrades in the works specifically for the Cyclops), I can only imagine how much of a pain it will be to attempt to navigate into, and then through, the complex caverns leading to that zone without some way to see whats around the sub beyond the limited view granted by the lights.
The most basic, and probably easiest, solution to this problem would be to grant the Cyclops the same form of sonar upgrade that the SeaMoth already has. Though this would not do much to inform the driver of what is directly below the sub, it would at least give them a much clearer picture of what is ahead within their field of view. An alternative, or possibly additional, option would be to give the user a 3D holographic map projected from the control column, similar to that offered by the SeaGlide. This would give the user a better picture of the terrain all around the sub, though it would be of limited use in navigating a cavern without some modifications to indicate the shape of the cavern and not simply the terrain above the cavern, as the SeaGlide's map currently displays. A third solution, which would probably best be used in conjunction with the sonar upgrade previously mentioned, would be a depth below keel indication in addition to the standard depth gauge. This would give a readout to the driver of the closest distance to terrain below any part of the keel (as opposed to just the center or lowest parts) so that they could be aware of a potential contact with terrain behind their field of view before it happens. While there are other possible solutions (e.g. true 3D mapping of the environment), I would hesitate to present these here as they would be complex additions to the game and, as such, represent a lot of coding work by the Devs that they may not be able to do, given timetable constraints.
Again I apologize if this has been repetition of previous discussions, but I truly believe that the Cyclops will not make significant gains in its overall usefulness without a way to properly navigate it into the depths without developing a clear picture of the surrounding environment or smashing its tail into terrain that you didn't even know was there.
As it stands, I believe the two most significant shortcomings of the Cyclops are its power consumption and the difficulty in navigating it into the depths. As I believe the former is guaranteed to be fixed in some way, my focus remains on the latter since there has been no mention of it by the Devs that I've been able to find. Due to its length, turning radius, and limited field of view, attempting to dive with the Cyclops into anything other than open water will often result in some part of the sub far behind or below your field of view contacting the ground, even if the area in front of your viewing bubble appears to be clear of any obstacles. This problem only gets worse as you descend deeper thanks to the ever darker environment and often very steep terrain. Considering that the Cyclops is apparently the vehicle intended to travel into the lava zone once its complete (referencing the concept art here and here, as well as the advanced hull upgrades in the works specifically for the Cyclops), I can only imagine how much of a pain it will be to attempt to navigate into, and then through, the complex caverns leading to that zone without some way to see whats around the sub beyond the limited view granted by the lights.
The most basic, and probably easiest, solution to this problem would be to grant the Cyclops the same form of sonar upgrade that the SeaMoth already has. Though this would not do much to inform the driver of what is directly below the sub, it would at least give them a much clearer picture of what is ahead within their field of view. An alternative, or possibly additional, option would be to give the user a 3D holographic map projected from the control column, similar to that offered by the SeaGlide. This would give the user a better picture of the terrain all around the sub, though it would be of limited use in navigating a cavern without some modifications to indicate the shape of the cavern and not simply the terrain above the cavern, as the SeaGlide's map currently displays. A third solution, which would probably best be used in conjunction with the sonar upgrade previously mentioned, would be a depth below keel indication in addition to the standard depth gauge. This would give a readout to the driver of the closest distance to terrain below any part of the keel (as opposed to just the center or lowest parts) so that they could be aware of a potential contact with terrain behind their field of view before it happens. While there are other possible solutions (e.g. true 3D mapping of the environment), I would hesitate to present these here as they would be complex additions to the game and, as such, represent a lot of coding work by the Devs that they may not be able to do, given timetable constraints.
Again I apologize if this has been repetition of previous discussions, but I truly believe that the Cyclops will not make significant gains in its overall usefulness without a way to properly navigate it into the depths without developing a clear picture of the surrounding environment or smashing its tail into terrain that you didn't even know was there.
Comments
Honestly, I hadn't even thought of that, but its very true. I have adopted a side to side wiggle when piloting the cyclops, similar to the way a tail-dragger airplane taxis because they can't see whats directly in front of them.
Then the vision should include a sonar. I don't see why the cyclops tech should be inferior to the seamoth. It's rather vice versa and the seamoth should have no sonar instead the cyclops. To make travels difficult, obstacles of organic type and currents will make the life of navigating the cyclops difficult to get them through deep and dangerous zones. Maybe currents will only appear in the lava depths.
Same for solar recharge of cyclops. Necessary if not nuclear powered. But overpowered for the seamoth. The seamoth should need the moonpool to recharge. The cyclops might not need recharging if solar or nuclear powered, but surely if only working with power cells.
Final judgement: While it's possible to navigate the cyclops through the deep reef and inactive lava zone, it's not even fun to drive it anywhere in the game right now. The cyclops needs controls that makes it fun to navigate it. If not, at least vision should be upgraded like the OP describes above. It looks like energy improvements are on its way.
The horrendus Field of view from the bridge.
The power requirments and the tediousness of recharging it.
General uselessness due to Seamoth range.
The annoying controls
I agree with all of these except the assessment that the seamoth makes the cyclops useless. I treat my cyclops like a mobile temporary base, installing several lockers and a fabricator on board. Normally, I drive it out to a location where I'm going to be collecting materials or exploring extensively, dive it into a central location and then do short excursions with my seamoth. This saves me lots of travel time, as I'm able to take food and water with me, and then fill up the lockers of the cyclops with raw materials before heading home. If I were to just take a seamoth, I'd have a much more limited time on location due to lack of food, and I'd fill up my inventory very quickly, causing me to have to make multiple runs back to base. So yeah, I want the cyclops to be better, but it is far from useless.
Yea, you know, its probably just me and my refusal to visit biomes that doesnt have things i actually want/isnt finished yet.
Also, thanks to cured food i bring the food i need with me, water doesnt spoil, and with my preferred seamoth configuration of: 1x perimeter defense x1 sonar/depth module x2 cargo room, i have all the room i need really.
also i plan out how long i will be gone based on what i need or are stocking up on, so i usually end up eating the last piece of food and water when i need the last 2 slots for inventory (If i even fill it up which is rare).
Now sure, the cyclops would make things a bit easier, but due to its power requirements i find it not to be worth it.
It should also be mentioned that before the water filtration and large aquarium got put in, i didnt play survival.
And with the fact that the other resources will eventually deplete, i almost never use "consumables". additional power cells and batteries i only craft in emergencies. (still havent needed one to recharge a tool/vehicle since i started my last game)
So in hindsight let me rephrase; the cyclops isnt useless, but it just isnt worth using it for me due to my playstyle.
Also, incase you where curious, the only biomes i visit:
Shallows (duh)
Kelp forest
Grassy plateus
Grand reef (just long enough to get the moon pool)
Mushroom forest
Wreck
At this point those biomes have everything i need/want for my playstyle, and i try to refrain from exploring biomes as much as i can until a more finished version of the game is out.
And most of those i do visit arent far enough away to warrant useage of the cyclops.
In the experimental build, this is already done. I haven't been able to add anything to the top of the Cyclops for about a week.
it certainly did NOT happen at the same time... can't put ANYTHING on my cyclops now, and there is no special cyclops-only solar panels.. so at this point i am like "fuck it!" **spawns 30 powercells and stuffs a locker on the Cyclops with them**
Problem solved.
The cyclops is exceedingly useful in vaguely open water, but horrific in tight spaces...... I can't even dock the thing properly in my base (house rules)!
Result: Instant increase in viewing field and the sonar display can then be projected over the observation dome. A navigational map overlay that updates the terrain details of each area as it is explored could be included in the sonar systems upgrade.
Sitting instead of standing, with a stick on one side, throttle on the other, and pedals for direction, you'd have nearly your whole forward field of view available, which would save a lot of needless turning to see what is directly in front and below you.
1) Explore the world and act as a mobile base for seamoth and exosuit
I have no problems with that behaviour.
Even managed to get the cyclops near that lava castle through the deep reef maze and the inactive lava zone.
And there is only deep reef, lava zone and lost river that need cyclops entering these cave systems.
2) Use the cyclops as a deep sea explorer and evading leviathan creatures
Sonar is good for finding your way through deep reef, lava zone and probably lost river, although luxury.
But without advanced controls like the seamoth has, this sub is a sitting duck against any mobile dangers.
It simply can't evade or target anything underwater or see anything in pitch black.
But in the end even the slightest vision upgrade would make me happier. Better than nothing.
If you ask me what I want I'd say let the cyclops allow to turn its head wherever it wants. And that includes facing downwards.