Cyclops upgrades
dexter397
U.S.A. Join Date: 2016-06-12 Member: 218486Members
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
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.
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?
I agree with you on that. I just had no idea that there was a net gain. That's flat-out ridiculous.
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
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"*
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.
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.
"Aurora Auxiliary Auxiliary Mission Orders: Deliver 2000 tons of batteries to power-starved Obraxis Prime
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.
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.
Onboard AI expansion...
Onboard AI expansion!
yes
I suppose you can take a Seamoth or Prawn down into lava zones, but I have no interest in doing that, personally...
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.
>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.
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.