Substitute for more subs. (IDEA)

LazulazuLazulazu Join Date: 2016-11-18 Member: 224057Members
I have an idea. I posted this idea on steam by the way, but nobody cared. So ill see if people actually read this here. anyway, I know the developers do not need to add more submarines, and they have a good reason not to. I also don't think that this will be high priority. Maybe after 1.0 but i just think there should be seamoth variants. same with cyclops. Like more features for trade-offs like speed or size. available through some sort of vehicle bay that modifies vehicles. (not vehicle modification station.) And the models used could be the concept art models. An example of what i'm talking about is a more hydrodynamic (faster) seamoth, for the trade-off of something like health, made by using the modding bay, using ANY OTHER CONCEPT ART SEAMOTH MODEL. Same with the cyclops. The reason the developers aren't into making more submarines is because there is no need. But a feature like this would be cool.
Anyone agree?

Comments

  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    It'd be cool post-1.0
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    Upgrade modules could fill that niche, as well. Upgrade modules that each increase the speed of the Seamoth by 25% of base (stacking), in exchange for more battery drain (stacking)?

    This has TWO downsides, though: the extra power usage, and the fact that to double the speed you have to use all four upgrade slots.
  • TheLordEternalTheLordEternal The Earth Join Date: 2015-08-07 Member: 206851Members
    EvilSmoo wrote: »
    This has TWO downsides, though: the extra power usage, and the fact that to double the speed you have to use all four upgrade slots.

    Or it could increase it by more but you can only insert one or something, Kinda like the arms of the prawn suit.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    No need and it would be a truckload of work spent (imo, wasted) on aesthetics. Keep in mind, it's not just the vehicle that'd need to change, but also its interactions with the moon pool (the grabbers), the Cyclops, and the physical upgrades.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    EvilSmoo wrote: »
    This has TWO downsides, though: the extra power usage, and the fact that to double the speed you have to use all four upgrade slots.

    Or it could increase it by more but you can only insert one or something, Kinda like the arms of the prawn suit.

    None of the upgrade slots seem to care what you put in them. You can have 2 of each PRAWN arm. It don't care.

    The rest of the upgrade allow multiples as well. You can put in 4x depth upgrades if you want, but only one works. I don't think the system is capable of rejecting modules. So that means you either put in stacking modules and factor in that the player will have 1-4 of them, or make them not stack and it doesn't matter.

    I think tying up all the upgrade slots is a great trade-off for more speed. No solar charging, no defense mods, no hull upgrade, no depth upgrade. There is only zoom.
  • LazulazuLazulazu Join Date: 2016-11-18 Member: 224057Members
    No need and it would be a truckload of work spent (imo, wasted) on aesthetics. Keep in mind, it's not just the vehicle that'd need to change, but also its interactions with the moon pool (the grabbers), the Cyclops, and the physical upgrades.
    I can see your point, on how this would take a long time. But there are ways around this. One, Keep the models similar, so you don't need different grabber animations, and two, this could be post 1.0 when the devs don't have much more to work on. I still think it would be a nice feature to create the illusion of there being many different subs when no more are really necessary. But if somebody wants a faster seamoth then they can with this feature. The reason i dont think this should just be upgrade modules is because that wouldn't change the model of the sub.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    edited November 2016
    Lazulazu wrote: »
    No need and it would be a truckload of work spent (imo, wasted) on aesthetics. Keep in mind, it's not just the vehicle that'd need to change, but also its interactions with the moon pool (the grabbers), the Cyclops, and the physical upgrades.
    I can see your point, on how this would take a long time. But there are ways around this. One, Keep the models similar, so you don't need different grabber animations, and two, this could be post 1.0 when the devs don't have much more to work on. I still think it would be a nice feature to create the illusion of there being many different subs when no more are really necessary. But if somebody wants a faster seamoth then they can with this feature. The reason i dont think this should just be upgrade modules is because that wouldn't change the model of the sub.

    To my ear "ANY OTHER CONCEPT ART SEAMOTH MODEL" and "Keep the models similar" are mutually exclusive. The concept art models for the Seamoth are not comparable in shape; that is, our model, 3E, is the only round one. All the others are blocky, with 3D having the most similarity but still being far from circular.

    Not to argue on how the devs should spend their time post-V1.0 because that's weird and a matter of individual taste, but the statement "post 1.0 when the devs don't have much more to work on" is looking at it too brightly. There's a lot that will not be implemented yet at V1.0, not to mention the matter of the PS4 port; based on the roadmap alone (and that doesn't include new biomes, biome updates, the Phantom Leviathan, the much requested weather, etc.) I think that's easily another year worth of material.
  • LazulazuLazulazu Join Date: 2016-11-18 Member: 224057Members
    To my ear "ANY OTHER CONCEPT ART SEAMOTH MODEL" and "Keep the models similar" are mutually exclusive. The concept art models for the Seamoth are not comparable in shape; that is, our model, 3E, is the only round one. All the others are blocky, with 3D having the most similarity but still being far from circular.

    Not to argue on how the devs should spend their time post-V1.0 because that's weird and a matter of individual taste, but the statement "post 1.0 when the devs don't have much more to work on" is looking at it too brightly. There's a lot that will not be implemented yet at V1.0, not to mention the matter of the PS4 port; based on the roadmap alone (and that doesn't include new biomes, biome updates, the Phantom Leviathan, the much requested weather, etc.) I think that's easily another year worth of material.
    Ok, Ok. I agree. It would take a long time. But it think that it could be done eventually.
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    Lazulazu wrote: »
    To my ear "ANY OTHER CONCEPT ART SEAMOTH MODEL" and "Keep the models similar" are mutually exclusive. The concept art models for the Seamoth are not comparable in shape; that is, our model, 3E, is the only round one. All the others are blocky, with 3D having the most similarity but still being far from circular.

    Not to argue on how the devs should spend their time post-V1.0 because that's weird and a matter of individual taste, but the statement "post 1.0 when the devs don't have much more to work on" is looking at it too brightly. There's a lot that will not be implemented yet at V1.0, not to mention the matter of the PS4 port; based on the roadmap alone (and that doesn't include new biomes, biome updates, the Phantom Leviathan, the much requested weather, etc.) I think that's easily another year worth of material.
    Ok, Ok. I agree. It would take a long time. But it think that it could be done eventually.

    Which brings the topic back round to "What's the point?". There's plenty more they could work on or add that'd be more likely to be better time/resources spent. Each vehicle already fills its individual role well enough that you don't need to diversify it even further, and if you really do that's what the upgrade modules are for.
  • LazulazuLazulazu Join Date: 2016-11-18 Member: 224057Members
    Which brings the topic back round to "What's the point?". There's plenty more they could work on or add that'd be more likely to be better time/resources spent. Each vehicle already fills its individual role well enough that you don't need to diversify it even further, and if you really do that's what the upgrade modules are for.
    Oh my god you are just murdering my post XD well, whatever floats your boat.
  • LazulazuLazulazu Join Date: 2016-11-18 Member: 224057Members
    I guess you could say my idea is being "DrownedOut" hehehehehehhehehehehehhehhehehehhehehhe
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    edited November 2016
    Lazulazu wrote: »
    Which brings the topic back round to "What's the point?". There's plenty more they could work on or add that'd be more likely to be better time/resources spent. Each vehicle already fills its individual role well enough that you don't need to diversify it even further, and if you really do that's what the upgrade modules are for.
    Oh my god you are just murdering my post XD well, whatever floats your boat.

    Floaters float my boat, obviously! :P

    I'm not against more vehicle variety, I just don't see the point at this time, since they're already suiting their roles quite nicely. Though adding a short-range scanner to the Cyclops like the Scanner Room's would indeed be pretty cool. I mean it's got all these fancy computers and stuff on-board, why not expand that a bit so they're not just there for looking pretty?
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Rezca wrote: »
    Lazulazu wrote: »
    Which brings the topic back round to "What's the point?". There's plenty more they could work on or add that'd be more likely to be better time/resources spent. Each vehicle already fills its individual role well enough that you don't need to diversify it even further, and if you really do that's what the upgrade modules are for.
    Oh my god you are just murdering my post XD well, whatever floats your boat.

    Floaters float my boat, obviously! :P

    I'm not against more vehicle variety, I just don't see the point at this time, since they're already suiting their roles quite nicely. Though adding a short-range scanner to the Cyclops like the Scanner Room's would indeed be pretty cool. I mean it's got all these fancy computers and stuff on-board, why not expand that a bit so they're not just there for looking pretty?

    Sounds like a good idea for a Cyclops upgrade chip.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    Lazulazu wrote: »
    I guess you could say my idea is being "DrownedOut" hehehehehehhehehehehehhehhehehehhehehhe

    To be clear, I'm not against the idea of visual variety itself. It's just that I foresee a whole lot of work to make it work because it's a little more complex than a reskin.

    If there's to be more (to) vehicles, my interests lie in gameplay-wise improving what we have and looking into new types of vehicles (and matching gameplay). From the roadmap, I am very interested in silent running and a dock for the Cyclops as well as the addition of a jetpack. I'm on board with scanner abilities for the Cyclops, but I'll already be happy with camera drones to check for resources more elegantly and get a better understanding of where I'm going (tried the Crash Zone entrance to the LZ recently; I had absolutely no view of my route and eventually got stuck). I'd also love to see a lifepod-size boat for surface travel be implemented.

    Speed upgrade for any vehicle (horizontal boost for PRAWN) also sounds lovely. :)
  • DragonNoir0DragonNoir0 Québec Join Date: 2016-11-27 Member: 224302Members
    edited November 2016
    Hey Lazulazu, I had a whole design idea and made a thread about it, then I decided to check out for similar ideas and fell over your thread. Couldn't help myself but to think "This guy know exactly what I'm talking about!".

    I took my time doing a whole design about that becoming viable and I'd like to know what you think of it.

    Also I'll read off this topic too later on then add the ideas proposed here (while obviously linking the idea authors name along)

    Here's my tread (I don't know if I have the right to do this in your thread. so I apologies anyway doing so...) : http://forums.unknownworlds.com/discussion/146340/hull-upgrade-for-vehicles-late-game-design/p1?new=1

    For now I'll take a break and eat (forgot to do so since I woke up and fell over this forum) ^^
Sign In or Register to comment.