Seaglide upgrades
Shirotora
USA Join Date: 2015-09-07 Member: 207784Members
The Seaglide is indisputably a handy tool, however, I feel there's room for improvement. At the moment, there are only three other vehicles, but each have mods. I think doing the same for the Seaglide would be a welcome addition.
Possible mods could include speed upgrades, power efficiency, and an on board airtank. Of course, being smaller than the Seamoth and Cyclopes, one could limit the number of mods allowed on it to one or two.
Possible mods could include speed upgrades, power efficiency, and an on board airtank. Of course, being smaller than the Seamoth and Cyclopes, one could limit the number of mods allowed on it to one or two.
Comments
Maybe even a ram attack boost? It builds pressure in a small external tank, and then spends it for a burst of speed. Serrated edges in the front.
Minimization unit: makes the Seaglide smaller in inventory, at the cost of efficiency?
Plus all the other obvious upgrades. Trade between toys, energy usage, upgrade space, and speed.
Everything (or almost) has been made less energy efficient. It would be over powered if batteries and power cells lasted as long as they did and can also be recharged.
The seaglide has been hit very badly though. As it is, I only use it early in game to get seamoth parts and then never again. I suppose technically it might still be of use as an in-between before upgrading the seamoth to go deeper, but with the inventory space it takes it's not worth it to me compared to extra oxygen. Extra oxygen helps me out within (complex) wrecks, extra speed + brick in my face doesn't.
I would prefer a compromise by increasing the seamoth's battery life with 50%, or in other words 75% of what it was prior to the Power Nap update. Half-ing it was an ill-estimated balancing move that made the seaglide underpowered. The future lithium upgrade might amend that a little, but wryly so considering it will only restore the seaglide to its former semi-glory (not to mention how late game the mod station currently is). Meanwhile, various additions continue to be made that make the other vehicles increasingly more worthwhile.
I've requested some vehicle upgrades a while back, and a "vehicle workbench" to customize the seaglide (and jetpack) was one of them. I wanted to request modules too, but thought that may be too much. Glad to see others feel like this. Speed is a specifically good upgrade for non-protective vehicles and I dig the oxygen idea too. If there's a good way to incorporate it in the screen, I'd be interested in something like a rear-view mirror.
I'm partial to only one module for small vehicles.
By the way, I'm reading hearsay on the Steam forums that the power cell vehicles got the same power consumption bat to the face today. Not sure if it's true, but I'll find out when I get home. I don't have the power cell charger yet.
EDIT: Confirmed. Power Cell usage in the Seamoth is through the roof now. On top of that, it drains even faster when you come in from the water and are regaining oxygen levels. I had to look online to find out where the power cell charger was and do a mad scramble to find it. Five minutes of Seamoth usage and my cell was down to 25%. Yikes.
I suppose that you could park a few thermal generator Prawns by a shallows vent, and use them as power chargers? :P
Honestly, when making changes of this nature, or commenting on such, it's important to note that new players do come into this game that don't have all the advantages older players, with their vast constructions, have had access to from some time.
I personally almost like the energy drain (little tweaks), but I can see the storage issue being a problem. I don't know how you can solve that though without changing the drain speed.
I'd still consider giving it power efficiency, solar charging and a boost (left click) upgrades.
Though I do remember when I was just learning the game and didn't know to not leave the safe shallows until I was ready to deal with the sand shark invasion, that starting the game was pretty rough. Maybe an AI warning when you leave the safe shallows for the first time stating that leaving is bound to attract attention from predators. (I'm assuming here that sand sharks/stalkers in the safe shallows is somehow linked to leaving the safe shallows).