My Subnautica Ideas
DY357LX
Playing since day 1. Still can't Comm.England Join Date: 2002-10-27 Member: 1651Members, Constellation
I'm very new to the game so some of these are likely to have been suggested already. (And I wrote all of these whilst on my phone on a train so I couldn't check.)
Anyway, here they are:
# New Locker designs (i.e implemented into the floor/walls/bench height like in the crash pod).
# Ability to label lockers. "Titanium" etc to make finding things a little easier.
# Sea-life analyser. Like the Fragment Analyser but for sea-life. Unlocks recipes/crafting patterns for player granting access to new items.
# Lamps/lights that can be deployed on the seabed. Battery's need to be replaced at regular intervals.
# Aquarium/specimen tanks (for breeding or analysis that provides the player with increased immunity/resistance to poison etc effects).
# Greenhouse for growing various plant-life. Certain (edible?) plants give small boosts to maximum oxygen level, swim speed, oxygen-loss rate, etc.
# Bed/cryo pod (sleep through the night, recover health, recover from poisons/toxins inflicted by fish/squids/mushrooms etc)
# Computer terminal/encyclopaedia with info on the life forms you've collected/interacted with/dissected/analysed. Terminal also has info (lore?) on tech items such as Seamoth, Cyclops, Rebreather etc (company that manufactured it, year of production, public/military applications, consumer reception, rotatable 3D model ala Smash Bros trophies).
# Specific base part/piece designed for docking a Seamoth/Cyclops. Can be upgraded to also repair & recharge docked vessels but is slow unless plenty of generators are provided. Not enough generators results in the lights flickering inside of the players base tunnels/corridors.
# Metal detector device. Gives the player a rough idea if there's ore nearby. Different tones play (or lights are different colours) for different types of metal. Only lasts a set duration. Cannot be recharged or have its battery replaced. (For balance reasons).
# Placing the flesh (pheromones?) of certain creatures on the seabed attracts or repels other creatures. (Keeps Stalkers/Gasopods away from your base etc.)
# Spear-gun for catching the slightly faster fish/sea-life.
Like I said, most of these probably aren't new but still worth a mention.
Anyway, here they are:
# New Locker designs (i.e implemented into the floor/walls/bench height like in the crash pod).
# Ability to label lockers. "Titanium" etc to make finding things a little easier.
# Sea-life analyser. Like the Fragment Analyser but for sea-life. Unlocks recipes/crafting patterns for player granting access to new items.
# Lamps/lights that can be deployed on the seabed. Battery's need to be replaced at regular intervals.
# Aquarium/specimen tanks (for breeding or analysis that provides the player with increased immunity/resistance to poison etc effects).
# Greenhouse for growing various plant-life. Certain (edible?) plants give small boosts to maximum oxygen level, swim speed, oxygen-loss rate, etc.
# Bed/cryo pod (sleep through the night, recover health, recover from poisons/toxins inflicted by fish/squids/mushrooms etc)
# Computer terminal/encyclopaedia with info on the life forms you've collected/interacted with/dissected/analysed. Terminal also has info (lore?) on tech items such as Seamoth, Cyclops, Rebreather etc (company that manufactured it, year of production, public/military applications, consumer reception, rotatable 3D model ala Smash Bros trophies).
# Specific base part/piece designed for docking a Seamoth/Cyclops. Can be upgraded to also repair & recharge docked vessels but is slow unless plenty of generators are provided. Not enough generators results in the lights flickering inside of the players base tunnels/corridors.
# Metal detector device. Gives the player a rough idea if there's ore nearby. Different tones play (or lights are different colours) for different types of metal. Only lasts a set duration. Cannot be recharged or have its battery replaced. (For balance reasons).
# Placing the flesh (pheromones?) of certain creatures on the seabed attracts or repels other creatures. (Keeps Stalkers/Gasopods away from your base etc.)
# Spear-gun for catching the slightly faster fish/sea-life.
Like I said, most of these probably aren't new but still worth a mention.
Comments
The rest of them are OK, with some good ones in there (about half are repeats or are planned BTW)
Can I ask though, why the disliking of spearguns? I realize that the game isn't supposed to be focused (at all) around combat but surely using a them to spear small fish (to eat) is okay?
basically, there's no point to killing with such a brutal weapon, so there is no need to include them
Yes, cooking a peeper is killing it but it has a purpose in that the Player needs to survive... Including a speargun would most likely end up with lots of peole running around shooting things with no good reason
(personally I'd use it like make-shift grappling hook to speed across terrain! I could be the batman of the sea! )
Funny you should mention that.
I added a chin turret to the Gen III Cyclops (in 'Aurora Falls') and chucked in dual repulsion cannons as well.
And then there's the TRIDENT system. Active sonar on steroids.
# Land creatures for the Floater Island:
Especially the bottom-right one. It will be found in the central regions of the Floater Island and will be defensive.
The upper right one will be in the caves of the Mountain Islands and floater island. It will hang from the ceiling and camouflage. It attacks the player when underneath it. Its behaviour will be similar to the Bleeder and will be a little blood-sucker.
The bottom-right one is will be common on the shores of the Mountain Islands. It will behave the same as the upper right one.
# A huge shrimp-like creature:
This thing will be found in the Grand Reef and will be the only predator of the Sea Treader. Maybe also found in the Twisty Bridges when added.
# Some new plants:
They will exist on the mountain island only. They will drop fruits. Here the Purple Passion will be carnivorous and will swallow you whole!
# A big predator:
This will be the predator of the reefback. About the same size as the Reaper Leviathan. It will not be very agressive to the player. It will live in the Mushroom Forest, Grassy Plateaus and Twisty Bridges.