My 3 wishes for Launch...
Nikonthenet
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!?
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
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:
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]
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]
7 - [grappling arm: increase speed and distance of grapple, reduce cool down, IF tools suggestion 1 is implemented; give lazer cutter ability]
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]
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]
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.
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.
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.
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.