Cyclops upgrades

dexter397dexter397 U.S.A. Join Date: 2016-06-12 Member: 218486Members
edited November 2016 in Ideas and Suggestions
I think the cyclops needs a new upgrade module. Not just to fill the spare upgrade slots but to give it a bit of a bonus. One upgrade i have in mind is a speed upgrade to help it go faster (because it is SO slow). Another upgrade could be like the seamoths solar power upgrade where it gets power from the sun (or some other source to help charge this thing besides power cell chargers on the inside of it to replace the depleted cells). Those are the only upgrades i can think of at the moment if you guys have any upgrade ideas please feel free to post them.

Comments

  • Hammy2211Hammy2211 Join Date: 2016-10-18 Member: 223218Members
    Wait, do you actually get a net increase in energy by charging power cells in the Cyclops? If so, that's ridiculous, and should be replaced by some sort of generator. If there is a net increase, that breaks the laws of physics more definitively than powering a Bioreactor using plants grown inside the base. At least that has some additional wiggle room if you consider the possibility that the extra energy might be taken from the soil by the plants.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Hammy2211 wrote: »
    Wait, do you actually get a net increase in energy by charging power cells in the Cyclops? If so, that's ridiculous, and should be replaced by some sort of generator. If there is a net increase, that breaks the laws of physics more definitively than powering a Bioreactor using plants grown inside the base. At least that has some additional wiggle room if you consider the possibility that the extra energy might be taken from the soil by the plants.

    To illustrate, let's say you have a battery charger powered by 6 9-volt batteries. You can charge 4 9-volt batteries, at a cost of less than 1/6th of the total charge (1 9V cell worth) of the 6 9Vs powering the charger.
  • Hammy2211Hammy2211 Join Date: 2016-10-18 Member: 223218Members
    I'm assuming you're essentially stating what this would be like in the real world, and why it's nonsensical. Am I correct in that assumption?
  • dexter397dexter397 U.S.A. Join Date: 2016-06-12 Member: 218486Members
    Hammy2211 wrote: »
    Wait, do you actually get a net increase in energy by charging power cells in the Cyclops? If so, that's ridiculous, and should be replaced by some sort of generator. If there is a net increase, that breaks the laws of physics more definitively than powering a Bioreactor using plants grown inside the base. At least that has some additional wiggle room if you consider the possibility that the extra energy might be taken from the soil by the plants.

    No when I said that what I meant was that you can just charge a power cell on a charger in the cyclops (I put some fully charged ones in them so when I need to replace a depleted cell I could replace it, have fullish power and still be able to charge the depleted cell).
  • Hammy2211Hammy2211 Join Date: 2016-10-18 Member: 223218Members
    edited November 2016
    dexter397 wrote: »
    Hammy2211 wrote: »
    Wait, do you actually get a net increase in energy by charging power cells in the Cyclops? If so, that's ridiculous, and should be replaced by some sort of generator. If there is a net increase, that breaks the laws of physics more definitively than powering a Bioreactor using plants grown inside the base. At least that has some additional wiggle room if you consider the possibility that the extra energy might be taken from the soil by the plants.

    No when I said that what I meant was that you can just charge a power cell on a charger in the cyclops (I put some fully charged ones in them so when I need to replace a depleted cell I could replace it, have fullish power and still be able to charge the depleted cell).

    Well, in that case there's not much reason to recharge the cells on the Cyclops. If there isn't a net gain, you're better off just replacing the cells once they're depleted and charging them back at base. Otherwise you're just redistributing power between multiple cells, and just end up changing them more often as a result.

    EDIT: Well, it turns out that there is a net gain from charging power cells. Well, who needs the laws of physics, am I right?
  • dexter397dexter397 U.S.A. Join Date: 2016-06-12 Member: 218486Members
    That is why I said there should be a upgrade to help with that so we do not have to use the chargers like that
  • Hammy2211Hammy2211 Join Date: 2016-10-18 Member: 223218Members
    dexter397 wrote: »
    That is why I said there should be a upgrade to help with that so we do not have to use the chargers like that

    I agree with you on that. I just had no idea that there was a net gain. That's flat-out ridiculous.
  • dexter397dexter397 U.S.A. Join Date: 2016-06-12 Member: 218486Members
    Again if you guys have upgrade ideas please feel free to post them
  • Hammy2211Hammy2211 Join Date: 2016-10-18 Member: 223218Members
    I mean, some sort of energy generation situation would be nice. I think solar would be the way to go. Anything that replaces charging the cells manually at all depths would basically make power cell chargers almost obsolete. It'd be fine to charge them at the surface, since at that point a submarine is much less necessary. Maintaining the thing at depth is what's important.

    I can't say too much about the speed thing, mainly because it's hard for me to tell whether it's the Cyclops or my craptop that's running at a snail's pace. But if it is indeed a big issue, then I agree that an upgrade would be nice.
  • subnauticambriansubnauticambrian U.S. Join Date: 2016-01-19 Member: 211679Members
    Hammy2211 wrote: »
    I mean, some sort of energy generation situation would be nice. I think solar would be the way to go. Anything that replaces charging the cells manually at all depths would basically make power cell chargers almost obsolete. It'd be fine to charge them at the surface, since at that point a submarine is much less necessary. Maintaining the thing at depth is what's important.

    I can't say too much about the speed thing, mainly because it's hard for me to tell whether it's the Cyclops or my craptop that's running at a snail's pace. But if it is indeed a big issue, then I agree that an upgrade would be nice.

    Agreed about the "craptop"- glad to find another user who's using a sub-standard machine :D

    About the power generation, what if we went a step further and allowed most of the power generation devices for bases to be placed in the cyclops, so you could power the sub using anything? *powers Cyclops with nuclear reactor- names it "red october"*
  • dexter397dexter397 U.S.A. Join Date: 2016-06-12 Member: 218486Members
    It is slow on the xbox as well
  • Hammy2211Hammy2211 Join Date: 2016-10-18 Member: 223218Members
    I originally thought the same thing, but then I realized that if you have a nuclear reactor on your Cyclops, power cell chargers are basically obsolete. That's currently the only thing in the game that completely requires you to charge them manually. Both of the other vehicles have the Moonpool and the Cyclops itself, and power cells don't have any other uses that I can think of.

    Speaking of which, I would say maybe have to option to use power cells in base building. They could provide an oxygen supply in deeper bases until you can implement a more permanent power source. As it stands, once you hit the Aurora you likely won't need more power cells for a while. Forget the fact that there are a few power cells there in their own right; there are probably enough regular batteries there to make 10 cells and still have a few left over.

    Even though I left the Aurora with my half of my inventory literally consisting of batteries, when I went back with the propulsion cannon to access the bridge, I still found more.

    I mean, batteries are nice and all, but I'd honestly prefer that a few were replaced with nutrient blocks. There's plenty of water lying around on the Aurora, but not nearly as many nutrient blocks.
  • subnauticambriansubnauticambrian U.S. Join Date: 2016-01-19 Member: 211679Members
    Hammy2211 wrote: »
    I originally thought the same thing, but then I realized that if you have a nuclear reactor on your Cyclops, power cell chargers are basically obsolete. That's currently the only thing in the game that completely requires you to charge them manually. Both of the other vehicles have the Moonpool and the Cyclops itself, and power cells don't have any other uses that I can think of.

    I see your point, but I think there is a question right now as to what the cyclops can be. As of now, I'm not too sure- it can be used as a mobile base, with internal growbeds and lockers, etc. However, it's classified as a vehicle and uses a power cell energy bank the same way as a prawn or seamoth. If we want the Cyclops to be more of a mobile base, then I would support having additional power capabilities for it. However, if it gravitates more towards a vehicle mode (needs to be stopped, refueled at bases etc.) then I would not support those kind of power options- with the exception of solar charging, which seems reasonable (as it's already been implemented on the seamoth). Maybe it could also have a module that allowed it to generate power based off of heat, like the PRAWN? It will be traveling to the ILZ, after all. What do you think?

  • dexter397dexter397 U.S.A. Join Date: 2016-06-12 Member: 218486Members
    The amount of batteries there is ridiculous
  • Hammy2211Hammy2211 Join Date: 2016-10-18 Member: 223218Members
    Hammy2211 wrote: »
    I originally thought the same thing, but then I realized that if you have a nuclear reactor on your Cyclops, power cell chargers are basically obsolete. That's currently the only thing in the game that completely requires you to charge them manually. Both of the other vehicles have the Moonpool and the Cyclops itself, and power cells don't have any other uses that I can think of.

    I see your point, but I think there is a question right now as to what the cyclops can be. As of now, I'm not too sure- it can be used as a mobile base, with internal growbeds and lockers, etc. However, it's classified as a vehicle and uses a power cell energy bank the same way as a prawn or seamoth. If we want the Cyclops to be more of a mobile base, then I would support having additional power capabilities for it. However, if it gravitates more towards a vehicle mode (needs to be stopped, refueled at bases etc.) then I would not support those kind of power options- with the exception of solar charging, which seems reasonable (as it's already been implemented on the seamoth). Maybe it could also have a module that allowed it to generate power based off of heat, like the PRAWN? It will be traveling to the ILZ, after all. What do you think?

    Fair enough. I wasn't entirely aware of the ILZ part. That would definitely be useful in that case.
  • subnauticambriansubnauticambrian U.S. Join Date: 2016-01-19 Member: 211679Members
    dexter397 wrote: »
    The amount of batteries there is ridiculous

    "Aurora Auxiliary Auxiliary Mission Orders: Deliver 2000 tons of batteries to power-starved Obraxis Prime
  • dexter397dexter397 U.S.A. Join Date: 2016-06-12 Member: 218486Members
    edited November 2016
  • Hammy2211Hammy2211 Join Date: 2016-10-18 Member: 223218Members
    Plot twist: The Aurora's "drive core" is actually just an array of millions of rechargable AA batteries. The thing that exploded was just the hyper-futuristic reactor that they use to charge them.

    The only reason the ship went down is because the blast from the Precursor Gun knocked one of the batteries loose. At that point, the whole thing just fell apart and scattered batteries everywhere.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    edited November 2016
    The entire Cyclops power situation is silly, and probably needs to be changed before release. It "works" for now, I had assumed that was why the devs left it in this state.

    Having the Cyclops default to charging itself is very odd. But there is almost no other real option at the moment. The only other option that makes sense currently, would be to stack up a bunch of cells, and then take them to a base and a bunch of cell chargers. Which is a lot of busywork, and a bunch of resources tied up in cell chargers, not to mention power generation.

    For release, I'd hope to have the Cyclops come with stock solar charger, plus upgrades for heat charging, and a way to drain bases for power. Plus, have bases use a power pool that is charged by ALL the power systems, not just ones that have points missing. Then, you could expand on THAT, even, like have the Cyclops drain power from Precursor bases and toys.

    That, and having the Cyclops automatically detect and steal power from Warpers would be a pretty awesome way of making them go away. Lets you loot upgrades like onboard AI expansion, external energy drainer. Endgame stuff to make the game more comfortable when you're established. Maybe tie it to the camera, LMB to switch lights, RMB to steal energy from base, precursor base, or Warper?

    And it all makes way more sense than violating thermodynamics to have a Cyclops charge itself. Heck, the Cyclops probably shouldn't even use power cells. Maybe you could insert one and it could drain it for emergency power in exigent circumstances, and it could use onboard power to charge cells, but at a slight loss- no self-charge silliness.
  • subnauticambriansubnauticambrian U.S. Join Date: 2016-01-19 Member: 211679Members
    EvilSmoo wrote: »
    Lets you loot upgrades like onboard AI expansion.

    Onboard AI expansion...
    y2n8aybnjjsl.jpg

    Onboard AI expansion!
    ec2c4aou4yxl.jpg

    :smile:
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    • Speed would be a worthy perk.
    • As I want the Cyclops to have access to the remote-controlled cameras the scanner room also has, that too could be an upgrade.
    • Something to get rid of lava larvae, but preferably not an electric shield as the Seamoth already has that. Maybe a sound (in which case the horn might be enough already) or high vibration?
    • Something to charge from a direct power source, but again I'd prefer not to redo sunlight or heat. I have no alternative suggestion, however.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Hammy2211 wrote: »
    I'm assuming you're essentially stating what this would be like in the real world, and why it's nonsensical. Am I correct in that assumption?

    yes
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    For Cyclops, built-in solar for the surface (maybe down to ~20m at reduced rate), and an upgrade for thermal would sound nice.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    Solar has another built-in balancer as well. Since you're going to be using the Cyclops for a lot of deep exploration, it rapidly becomes a moot point. You get a lot of heat down there to counter it, though. So you'll really only run into significant power issues in deep AND cold zones.

    I suppose you can take a Seamoth or Prawn down into lava zones, but I have no interest in doing that, personally...
  • dexter397dexter397 U.S.A. Join Date: 2016-06-12 Member: 218486Members
    edited November 2016
    DrownedOut wrote: »
    • Speed would be a worthy perk.
    • As I want the Cyclops to have access to the remote-controlled cameras the scanner room also has, that too could be an upgrade.
    • Something to get rid of lava larvae, but preferably not an electric shield as the Seamoth already has that. Maybe a sound (in which case the horn might be enough already) or high vibration?
    • Something to charge from a direct power source, but again I'd prefer not to redo sunlight or heat. I have no alternative suggestion, however.

    For the sound idea maybe something like a sound that drives certain creatures away (like the lava larvae) and a way to set what creature it drives off (like the scanner rooms scan option except it does not scan for stuff but it scares away certain creatures listed there) though it would not scare off the big ones cause at the moment there is no need for it to cause the cyclops is basically indestructible.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Ideas

    >Thermal Reactor to supplement Power Cells and make it last longer in the hot biomes
    >Scanning and Targeting functionality for the Bridge
    >Front Mounted Torpedo Turret that can be controlled from the Bridge
    >Electrify the outer hull to zap off Lava Larvae and other parasites
    >Beacon Dispenser for marking your path so you can find your way back
    >Camera Drones for exploring tight spaces
    >Controllable spotlights to highlight areas for mining

    We would need something like a large scale Moonpool or Dry Dock to install these upgrades.
  • MrAerospaceMrAerospace Join Date: 2016-08-22 Member: 221576Members
    The whole electrical system needs a rethink. There's a plethora of power generators for our bases, yet no power storage systems, while the exact opposite occurs for the cyclop, which has the power cell banks, but no possibility for power generation.

    There needs to be some consistency.
    - Have power generators for both the cyclops and bases &
    - Have power storage systems (cell banks) for both the cyclops and bases.
    - Use the cell banks as the recharging station.

    Solar - Thin film, shape conforming cells could be as simple as adding room for a re-textured area on the upper surface. I had kinda hoped to see that on the cyclops, seamoth & bases.

    Thermal - I'm really not a fan of the current thermal generators in game, they should be designed to suit the lava spires better, however, an onboard generator only really needs a few "vents" on then outer surface of the cyclops, and a possible "heat exchange device" in that fairly bare lower rear interior section.

    Bioreactor - I'm not really sure how functional a bioreactor would be on a cyclops, simply from the lack of biological resources available in the cyclops (as compared to what can be achieved around the base). But, that's beside the point, if a player can build one, then it should be available as an upgrade to the cyclops anyway. There's space just in front of the engine room for a generator.

    Nuclear - It's functionally perfect for the cyclops. A nuclear reactor could take the same space as the bio-reactor as explained above.
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