Equipment and Ease-of-Use Ideas
menasor2
pennsylvania Join Date: 2016-05-29 Member: 217732Members
I know some of these are already in game but i wanted to just get them in one place
Clothing can have more than one mod applied to them instead of creating whole new equipment sets from the fabricator. Material cost is the same but you don't end up with redundant sets of equipment
Glove mods:
-Webbed Gloves - increase swim speed
-reinforced gloves - reduces damage and can be used to crack open mineral deposits
Wetsuit mods:
-armor plating
-stillsuit
-radiation proof
-extra storage pockets
-medicated fibers (very slow health regeneration)
helmet mods:
-headlamp
-night vision
-sonar
-rebreather
-Extra HUD chip slots or simply add new info to the HUD and remove chips altogether
-scanner room interface
O2 Tank mods:
-Integrated propeller (slight speed increase)
-lightweight construction
-increased capacity
-storage compartments
Vehicles:
-Mods for vehicles could be divided into "hardware" and "software" upgrades or "internal" and "external" upgrades
example: power efficiency = software/internal, torpedo tubes = hardware/external
-the solar recharger mod should be available for all vehicles including the seaglide/powerglide
-there should be an option to switch the seaglide "off" while holding it to allow the charger fins to charge it
-cyclops could be upgraded to have a deployable scout drone similar to the scanner room
Misc. Suggestions
-A general purpose "Disassembler" device that can break down unwanted or unneeded gear, devices, or crafted materials back into their basic components. Not sure if doing it instantly with high energy cost or over time with low energy cost would be better
-a simple percentage indicator on the bioreactor and nuclear reactor interface screens that displays how much biomass or uranium is left at a glance instead of interacting with it to check
- when holding a power transmitter it shows either an indicator line and/or visible radius that shows what power sources are in range and what it will link up to.
Clothing can have more than one mod applied to them instead of creating whole new equipment sets from the fabricator. Material cost is the same but you don't end up with redundant sets of equipment
Glove mods:
-Webbed Gloves - increase swim speed
-reinforced gloves - reduces damage and can be used to crack open mineral deposits
Wetsuit mods:
-armor plating
-stillsuit
-radiation proof
-extra storage pockets
-medicated fibers (very slow health regeneration)
helmet mods:
-headlamp
-night vision
-sonar
-rebreather
-Extra HUD chip slots or simply add new info to the HUD and remove chips altogether
-scanner room interface
O2 Tank mods:
-Integrated propeller (slight speed increase)
-lightweight construction
-increased capacity
-storage compartments
Vehicles:
-Mods for vehicles could be divided into "hardware" and "software" upgrades or "internal" and "external" upgrades
example: power efficiency = software/internal, torpedo tubes = hardware/external
-the solar recharger mod should be available for all vehicles including the seaglide/powerglide
-there should be an option to switch the seaglide "off" while holding it to allow the charger fins to charge it
-cyclops could be upgraded to have a deployable scout drone similar to the scanner room
Misc. Suggestions
-A general purpose "Disassembler" device that can break down unwanted or unneeded gear, devices, or crafted materials back into their basic components. Not sure if doing it instantly with high energy cost or over time with low energy cost would be better
-a simple percentage indicator on the bioreactor and nuclear reactor interface screens that displays how much biomass or uranium is left at a glance instead of interacting with it to check
- when holding a power transmitter it shows either an indicator line and/or visible radius that shows what power sources are in range and what it will link up to.
Comments