Seabase Enemies - A Homage to SOMA

PeggleFrankPeggleFrank Join Date: 2016-03-10 Member: 214081Members
If any of you have ever played or seen SOMA all the way through (and if you haven't, go check it out; it's a great underwater psychological horror), you might remember some of the enemies seen throughout the various bases. It's an amazing thrill to be chased through tight, narrow corridors, scrambling to close doors behind you, open doors in front of you, and escape.

Subnautica already has a horror element to it through the unknown sounds and the ominous deep, but I think things could reach an all new level of terror if there were rare, conditional events that allowed some sort of mysterious creatue to find its way inside your base. These creatures would obviously need to be adjusted to breathing both air and water, as well and swim and walk.

These creatures would start off silent and unmoving, only visible by meeting them in a hallway directly or seeing them through glass. If you walk around too much or are careless, they may hear your foot steps and come to investigate. Similar to SOMA, and in line with the rest of the creatures in-game, these base dwellers should not be killable, but they should be able to be lured outside your base or otherwise locked away.

These enemies would only appear at extreme depths of 500m or more and only in specific biomes, such as the deep and cave biomes. Their chance of spawning randomly in your base would be about 1/150 every time you come close enough to your base for it to load in, although they might have, say, a 1/60 chance of spawning outside, and if provoked, could follow you into your base.

The creatures shouldn't be able to damage the walls of your base unless trapped in an enclosed space where the pathfinding can't find a way out to a hatch. After being blocked off like this, they should periodically & continually attack the room they're in, causing it to flood. Once it's completely flooded, they have a chance to despawn; the explanation for this is that they've made a hole large enough for them to escape through, but the gameplay reason is so that you can actually get back into the room you sealed them in and repair it.

Even one enemy type with the potential to do something like this and spook you in the safety of your own base could go a long way. Again, the creature should spawn rarely and only under certain conditions; if it's overdone, then it'll just become annoying, but if it's rare enough to only happen once or twice in an entire playthrough, then it's more of a memorable event than a recurring occurence.

I know a lot of creatures have already been set in stone, but a unique enemy type like this would definitely be interesting to see in deep sea bases.

Comments

  • RainstormRainstorm Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
    I like the concept, altho i dont think thats what the Devs have in mind for their game sadly. They will soon introduce a new enemy type called the Warper . This monster could perhaps have such capabilities to follow the player all the way to their base if provoked and maybe even warp in it to pursue the player i guess :) thatd be ***** creepy as hell lol
  • konbedkonbed Belgium Join Date: 2016-03-11 Member: 214104Members
    Subnautica isn't a horror survival game. That all sounds that you find creepy are just a standard sound heared in a damn ocean! You also don't have any good weapons in subnautica to make it real. It's a good idea for a mod but not a real game content.
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