Multipurpose rooms are no longer going to be a starting blueprint...
Dastorn
United States Join Date: 2016-06-22 Member: 218909Members
So I just saw this trello card where they plan to take away multipurpose rooms as a starting blueprint... Isn't this kind of counter-intuitive? I mean that is the only room that has sufficient space to place anything in.
Why not make the corridors, the alien containment into fragments or something?
Why not make the corridors, the alien containment into fragments or something?
Comments
But but .... its a thread about Trello stuff
and
Its Epicly wide, with stuff 'n infos
and
the info OP posted was in there before this, so i see nothing inaccurate from Coranth here.
Noooo... no more fishies until later in the game! Guess I'll be chompin' fruit for a while...
You already CAN put a fabricator in the corridors..
It kind of makes sense to me to have the multipurpose room as a findable blueprint, and its not like its hard to find one to scan. Next maybe by doing this they are secretly going to be adding In new types of habitat rooms, or just new expanding apon what we can do with the existing MPR I.e the ability to build corridors off of each side (diagonal)
Who knows, but personally I love the idea of This. Its only going to add to gameplay!
Just as an example, on the vehicle tech path you start out with a seaglide, then are able to build the Seamoth which gives you additional depth and added mobility and safety. Then finally the Cyclops, which allows you to go much deeper, can be used as a mobile base.
On the base side, it was always intended that it would progress the same way. You start in the Lifepod, with limited storage, and the inability to build inside of it. Then the intention was, you get a builder tool and can build the small corridor base sections, which allow you to relocate under the water, and to start building interior modules. You can build the fabricator, storage lockers, and a few other items inside those corridors, but the space is still cramped and limited. THEN, finally, you get the blueprints to create a generic room, which is much more spacious and allows you the ability to build many more interior modules, and really begin to flesh out your epic underwater base. Then ideally more of the custom components would come after, such as glass hallways and observatories, etc.
So, right now the progression is broken, with the rooms being available right at the start, encouraging players to start building a big base right away. And they get a room before they even have many blueprints of interior modules to fill it with. We've intended for a long time to remove quite a few items such as generic rooms, and glass hallways, and much more from the list of starting blueprints and have just not had a chance to get around to doing that, but expect a big pass on all that stuff coming up.
It would be awesome if it was slowly, inexorably drifting towards the Aurora at the start of the Game. Better hurry up and relocate yourself underwater before it drifts too close to the ship... and that inevitable explosion...
TL;DR: Limited time to get your basics built underwater, then BOOOOOOOOOOOOOOM...
Meanwhile... I'll be livin' in me corridor shack with a Solar Panel...
This is a fully functional base, built out of one "T" corridor section and a Hatch. It contains all the essentials: Fabricator, Modification Station, First Aid Dispenser, Communications Relay, 2 Floor Lockers (96 storage), 1 Wall Locker (36 storage), Battery Charger, Power Cell Charger, Bench (to rest and conserve supplies), 4 Solar Cells (200 power storage), 2 Planter Pots (Marblemelons and Hanging Fruit Tree provide plenty of food/water).
The exterior showing 4 Solar Panels (you can fit more if you like)
Looking inward as you come in through the hatch
Sitting on the bench looking at the hatch (which doubles as my window)
Looking to the left side of the T, from the bench
Looking to the right side of the T, from the bench
I put up a poster and dumped a bag of clothes on the floor by it. When it comes time to enlarge the base (for a Moon Pool, etc) the wall with the poster is the one where you attach the next compartment/corridor.
That's amazing! I love the looks of it too
No, the only clipping I have seen is from the grasses on the little hill I built it on (which I get sometimes in other locations). You can see the tips of the grass in both pictures that show the planters, right down at the bottom of the wall. If I had taken the time to flatten the terrain like I usually do, there wouldn't be any at all. Inside the shack, nothing except the tree limb tips clips through the hull (which happens in any base, if you build a planter pot near any wall). The animations for the two chargers do not overlap anything else. Nor does the fabricator or modification station. There is still room to put a couple of wall planters in there, but I just wanted the essentials covered.
No, what I mean is, doesn't your character model get stuck on all of those objects? I have had trouble navigating much less cramped bases than that.
If you build the shack with a Cross section instead of the Tee, you get a roomier feel to it, and a lot more locker space. Unfortunately, its impossible to put the Bench against a wall in a Cross section, and I consider a Bench an essential piece of furniture in every base (because it helps you conserve food/water as time passes).
its just pretty nice to see you were able to fit all those in one single compartments!
edit: i think ill start to stop using the MP room at the start of my new games from now on as well, in order to familiarize myself to not having those right at the start! same for the glass corridor and all the fancy stuff! We might even end up not having any storage modules than the floating cube at the start, not sure about this one tho
I think I will try building in corridors as well so that, like Rainstorm said, I can become familiar with their capacity and growth possibilities too.
It's okay, I didn't take what he meant as ill-will.
I understand progression, I guess I was just worried that since I started playing roughly a month ago all of the wall-mounted appliances are buggy when placed on corridor walls, as there isn't really any way to place them where you want them. They seem to have set snap points, and the snap points are not enough space in my opinion. Plus, I'm worried about breaking down structures. I assume for balance in the future when breaking things down you will lose materials... Most games incorporate something like this, so I'm sorry if I'm mistaken, it's just expected by now. :P
But this is the future! :P
@scubamatt Does that also create oxygen, though?
You mean, like a regular base? Yes, as soon as you add a Solar Panel to it (assuming daylight) it powers up and becomes an air filled structure. I put four panels on mine, for 200 stored energy, since I had the rechargers in place to fill batteries/power cells.
It is a great example of a starting point... but if I wanted to be limited to "realistic" I would be out in the real world and not playing a video game (where I like to do things I'll never get to do in real life).
They must be babysitting their hydroponics garden.