My 3 wishes for Launch...

NikonthenetNikonthenet UK Join Date: 2016-05-12 Member: 216680Members
These are my 3 biggest wishes for launch...

1. Proper airlocks/wetlocks for bases
The idea here is that the most basic entrance to the base would be more of an airlock/wetroom that must be flooded and emptied during exit and entrance. This I feel would add huge immersion and excitement to the process, but only need to take a few seconds -even then, I think it would add so much to the experience as we naturally know thats how water works, and those moments in the chamber would be an important experience between the safety of our base and the dangers of the deep! An advanced version that requires more blueprints/materials could be used that functions as the current entrance does, so advanced players can avoid the slight delay, should they wish.

2. External/Static Base Lighting
A simple wish for some static base lights that use base power(not batteries). These are safety devices to illuminate the entrance and exits in dark depths. Allowing the flood lights to use base power would be perfect.

3. Habitat Builder for the P.R.A.W.N.
the lack of a habitat builder arm for the P.R.A.W.N. is really strange to me. Given the hostile nature of deep sea critters, its impossible to build a habitat in a hostile environments without being eaten. The suit is perfect for this endeavour, yet, we have no habitat builder arm!?

Comments

  • ookasmcplookusookasmcplookus Join Date: 2016-10-22 Member: 223300Members
    1. maybeee, personally I like how instant every interaction is allowing me to zip around between base, vehicles, ladders etc. I sort of feel animating those processes here doesn't really add to anything and would quickly become tedious. You have mentioned that the current hatch would be possible later which is why I say maybe, cause there are probably people who agree with you that an airlock/wet room would be more immersive. Some where like SOMA i understand this, somewhere like subnautica or osiris not so much.

    2. Yep, would be great if flood lights could connect to base power, i'd even take it a step further and ask that they could connect to power transmitters. You could power flood lights lighting up caves, plants, terrain etc around your base.

    3. Somewhat agree, I had made the same suggestion but asked it be tied to an already existing arm as well as all other tools, soooo copy paste time:
    4 - [all arms available]
    Choosing for the 4 upgrades makes sense, it forces the player to decide what bonuses to give their vehicle before deploying and what they are likely to be doing on that deployment, both the sea moth and prawn suit do it. Making the player also have to choose their arms, have to choose the actual function of the prawn suit is a bit much: want to move around? go dual grappling arms, found a rock to mine? dual drills, or maybe 1 drill and 1 grapple will work, want to pick up the rock you mined? mm um, oh you also want to move things around? and now a sea dragon is having its way with you and you can't defend yourself? that does seem like a problem. Swapping out arms every time you encounter a different need is an annoyance, having to carry them around taking up inventory space is a burden that the sea moth does not have. I suggest providing the player with 10 purple squares in the upgrade UI. The player can build and add arms to the slots which then grants the player access to that type of arm for the upgraded arm. To swap arm type while piloting hold 1-5 then left click to swap out the left, hold 1-5 then right click for the right arm, it should also allow both to be changed at the same time by clicking left and right mouse while holding 1-
    6. This will allow a player to spider-man through a cave, double drill a resource deposit, pick up the resources, move barriers, and fend off aggressive fauna without having to get out of suit every single time and go through menus. This will also help with many of the following suggestions.

    5 - [default claws: allow the to interact with things, IF Tools suggestion 1 is implemented; give welding ability]
    Please make the default claws essentially function like the players bare hands; flick switches, pick up PDAs, access upgrade panels etc. This is largely based on Tools suggestion 1 and providing a vehicle capable of everything a player is usually capable of outside a vehicle, however, it would still be a nice QOL thing.

    IF Tool suggestion 1 is implemented please give the default claws the ability to weld. I envision the animation for this as the 3 claw tips converging at a point from which the welding light appears. The default keybinding for this could be q (yes having 2 arms equipped will double the speed). It may be worth considering adding this regardless of Tool suggestion 1 as it could enable the addition of extreme depth alien structures that act as a continuation of the wrecks game play mechanic into the end game. Also, this could just be added to the current game as a means of progressing the players capabilities beyond the starting tools (faster repairs, larger energy pool, recharging more streamline than seeking out / building a battery charger).

    6 - [propulsion cannon arm: IF Tools suggestion 1 is implemented; give base building ability]
    IF Tools suggestion 1 is implemented, please give the propulsion cannon the ability to access the base building menu and build base pieces. It would also need to remove base pieces but I still think q can be used as keybinding for both operations. It would have to be contextually sensitive, if the player is looking at a base piece and within range such that the deconstruct prompt appears, q will deconstruct the base piece; otherwise, q will open the base building menu from which the player can select a piece as normal, then build the piece by holding down the mouse button associated to the arm/s equipped with propulsion cannon. (yes, having 2 arms equipped will double the speed). It may be worth considering adding this regardless of Tool suggestion 1 as it could enable the addition of extreme depth alien structures that act as a continuation of the wrecks game play mechanic into the end game. Also, this could just be added to the current game as a means of progressing the players capabilities beyond the starting tools (faster building, larger inventory space to pool resources from, larger energy pool, recharging more streamline than seeking out / building a battery charger).

    7 - [grappling arm: increase speed and distance of grapple, reduce cool down, IF tools suggestion 1 is implemented; give lazer cutter ability]
    Please make the grappling mechanism extend further and at a greater speed. If the prawn suit is to become the vehicle of choice for traversing those deep sea cave systems, it needs to be able to spider-man with the grappling arms far better than it currently does. I suspect the slow speed of the grappling wire extending is for aesthetic purposes? If so, perhaps have it speed up exponentially. This way the player gets to look at the cool animation, but by the time the grapple has extended past a distance that appreciation of the animation is no longer practicable; the thing will be moving fast enough for the player not to have to wait 10 seconds for it to connect to a wall. I feel like it should take no more than a second for the grapple to connect to a surface, even with the extended range I am about to get into. I think the length of the wire should be at least capable of reaching the roof of the sea trader path cave from the floor of it. The grappling arm should accelerate the prawn suit rapidly at first but tone it down the longer it is attached to a wall or roof; this should enable the suit to start moving quickly towards where the player just shot, possibly avoiding colliding with the wall / roof they were heading to, then due to the reduced pull of the wire the suit should swing through past the point the grapple made contact enabling the next shot to be lined up (I do however think something like this might already be the case). The cool down should also be reduced if not removed. Again, basically what I am trying to achieve here is being able to spider man through the large cave systems that the prawn suit will typically be used in at a better capacity than what is currently possible. I'm not sure this was even an intended use for dual grappling arms which may be why they don't seem very well designed for it, but they should be adjusted with this use in mind. To me this is the system of movement that the prawn suit has access to that the sea moth doesn't, and it should make it superior to the sea moth in terms of maneuverability when traveling through caves and canyons which is exactly the environment the prawn suit will be used in since pretty much all areas below 900m aside from the void are large cave systems.

    IF Tools suggestion 1 is implemented, please give the grappling arm the ability the lazer cutter has. I envision the animation for this being the grapple getting shot towards the surface that is to be removed, puncturing the surface, sending some kind of energy pulse up through the grapple wire and across the surface to weaken it etc (this could possibly be timed, to allow 2 grapple arms to be faster and energy to be consumed much like normal laser cutting), then retracting back pulling the surface away with it (ie, ripping a door off its hinges). The default keybinding for this function could be q. I suggest a specific button rather than tearing down appropriate surfaces the grapple makes contact with by normal grapple activation, just in case the player actually wanted to use the surface to move with. For instance, maybe in the active lava zone the player can try to pull down parts of the ceiling onto the sea dragon to damage it like the fight against gohma in zelda: wind waker; this would require them to be able to differentiate between when they want to use the cieling to move and when they want to bring it down. It may be worth considering adding this regardless of Tool suggestion 1 as it could enable the addition of extreme depth alien structures that act as a continuation of the wrecks game play mechanic into the end game. Also, this could just be added to the current game as a means of progressing the players capabilities beyond the starting tools (faster / bigger door detachments, larger energy pool, recharging more streamline than seeking out / building a battery charger).

    8 - [drill arm: capable of getting the suit unstuck]
    This may be tricky, but please allow the drill to make the suit essentially no clip through terrain that is above the prawn suit (I am aware you are removing terraforming which is why I am not suggesting this instead). The way I see this happening is the player has to have one arm equipped as the drill and the other as the grappling hook. If the game detects the grappling hook is stuck into a wall more than some distance (maybe 20-30m) away from the prawn suit, the suit is not moving, and the drill arm is active; then the suit goes into no clip mode, only for terrain above it, which should allow it to pass through the terrain it was getting stuck on and move out into open space without falling through the floor. Essentially the condition should indicate the grapple is in a wall opposite the entrance of the tunnel the player tried to enter but got stuck in. I have found trying to enter tunnels with the prawn suit will allow you to enter a few meters, make you realize it is too narrow to go further, but for whatever reason it suddenly becomes too narrow for you to exit as well, so you end up stuck. Hopefully a mechanism like this will allow the player to use the drill and grapple arm combo as a kind of winch to pull the suit out of the terrain it is lodged in.

    9 - [Torpedo arm: increase torpedo storage, IF P.R.A.W.N suit suggestion 4 is implemented; storage of torpedoes separate to arm, IF Tools suggestion 1 is implemented; ability to launch scanner probes]
    The prawn suit is suppose to be superior to the sea moth for combat so that it can counter sea dragons. It can certainly fire quite rapidly, but this is even more reason to bring its torpedo storage capacity inline with the potential of the sea moth by doubling the space each arm has. I would even go so far as to suggest each arm has 2 storage compartments with double the current capacity, for a total of quadruple the current capacity. The prawn suit can churn out torpedoes very quickly and so you very quickly end up with no more torpedoes left. I would, in a similar manner to normal storage and the way the sea moths torpedo storage works; suggest being able to access 1 cumulative storage inventory from either of the arms, or from inside the vehicle. This can be achieved by having tab open up torpedo storage when at least one torpedo arm is equipped and normal storage otherwise.

    IF P.R.A.W.N suit suggestion 4 is implemented, please consider adding another compartment to the prawn suit in which torpedoes are stored. Having the ability to swap out arms would mean getting into the suit to swap to the right arm to then be able to access the torpedo storage. This would likely be a pain if the player just has it docked in a moon pool and decides to reload the torpedoes but the suit doesn't have a torpedo arm currently active. Also it would hopefully prevent issues of torpedoes disappearing and such when the player is swapping arms around effecting the accumulative torpedo storage.

    IF Tools suggestion 1 is implemented, please give the torpedo arm the ability to launch scanner probes something like the ones from this scene of prometheus. I don't really expect them to move around, in fact they probably shouldn't. By holding q for different lengths of time before releasing, the player will determine how far the drone will be shot. They should, when launched, move off to where they were shot but continue to slow down until they stop and then stay still. They would provide 2 functions, the first is essentially the same as the sea moth sonar, but probably with a larger range considering they won't be moving with the suit. While inside the suit the terrain will be highlighted within the range of the drone/s, allowing the player to more easily navigate the cave networks both due to being more easily able to spot tunnels and openings, but more precisely being able to locate walls, roofs and other terrain features to grapple onto while doing the spider man thing. The drone's second function would be to act as the prawn suit's version of a scanner. If upon stopping, the drone is within a small range of a fragment, as well as the piloted prawn suit, it will begin to scan the fragment. I think a maximum of 15 - 20 being active at any time should be appropriate. If more are spawned the oldest one disappears. It may be worth considering adding this regardless of Tool suggestion 1 as it could enable the addition of extreme depth alien structures that act as a continuation of the wrecks game play mechanic into the end game. Also, this could just be added to the current game as a means of progressing the players capabilities beyond the starting tools (faster scanning, larger energy pool, recharging more streamline than seeking out / building a battery charger).

    Tool suggestion 1 was basically stop the re-breather being effective below ~ 700m, it was to make players think of the exosuit as an extension of themselves for later in the game, that's why I went through and made this list aimed at giving it the functionality of important tools. It just seemed odd that swimming was the method of transportation that allowed you to go the deepest among other things.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Habitat builder arm would be great. But not only as a builder.

    Label it a "Construction Arm" and let it pull triple duty as a welder, laser cutter, and habitat builder.

    Would perform operations automatically based on context.

    Like if you're looking at a damaged base. Clicking the arm button would start welding. If you're looking at a door that needs cut through. It will start cutting. If you're looking at open ocean that needs a base planted on it, it will open the selection menu. If you're looking at a structure that needs to finish building, it will continue construction.

    This would make the PRAWN vital once creatures start attacking bases and more repair work is needed.
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    Given the extreme environment of the ILZ/LZ you'd also burn to death even if you don't get eaten. So needing a habitat builder 'arm' would be needed regardless.

    I'm constantly suggesting to the devs to allow floodlights to draw from base power heh, really hope that's a thing. It might make the Power Transmiters useful too.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Would also need a larger storage compartment to contain all the materials for building.
  • Darwin-EvolutionDarwin-Evolution France Join Date: 2015-06-07 Member: 205310Members
    Habitat builder arm sounds awesome, I would love that ingame. Same thing for connecting floodlights with base power.
    But as for the wetlock, I think it's something which probably shouldn't happen. It's more real, yes, and it works in story-driven games like Soma and Event [0], but in survival games like Subnautica and Osiris New Dawn where you usually have to work really fast to not die, constantly going through the process of flooding/emptying the wetroom would quickly become tedious, and is simply a waste of time.
  • subnauticambriansubnauticambrian U.S. Join Date: 2016-01-19 Member: 211679Members
    Habitat builder arm sounds awesome, I would love that ingame. Same thing for connecting floodlights with base power.
    But as for the wetlock, I think it's something which probably shouldn't happen. It's more real, yes, and it works in story-driven games like Soma and Event [0], but in survival games like Subnautica and Osiris New Dawn where you usually have to work really fast to not die, constantly going through the process of flooding/emptying the wetroom would quickly become tedious, and is simply a waste of time.

    Personally, I install "airlocks" made out of bulkhead doors so I can flood selective portions of my research bases for observation. I find that the constant opening and closing of the bulkhead doors does get pretty tedious.
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    When realism gets in the way of fun and entertainment, that's about when it's time to consider dropping it. Adding a layer of tedium that's only aesthetic and accomplishes nothing other than "It looks more realistic this way" is not something I'd want to add in a game unless it was a simulation game, something which Subnautica is most certainly not.
  • JamezorgJamezorg United Kingdom Join Date: 2016-05-15 Member: 216788Members
    My main wish for launch (maybe post launch, this is a very big ask and I was going to keep it to myself but yea) is the development of flora, especially in the safe shallows. I would also love to see tiny fish swimming through these corals, just to give the area a bit more life. I do, in general, think that the safe shallows is a tiny bit barren compared to what it could be, for example there could be tonnes of of coral covering entire faces of rock, small peepers and gobies swimming through it all. I want it to be a polar opposite to the ALZ and ILZ, and I want it to feel like home, and for it to feel like somewhere I'd love to come back to because it looks so damn good. That's what I want anyway, I know it varies and people are widely happy with the Safe Shallows. To be honest I am to, I just thought it could have been a bit more.
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