A new sub ?? the shark !

UltimateArkUltimateArk Join Date: 2016-12-10 Member: 224809Members
Hi, a little idea about a "end game" submersible with the "shark design..

currently, the cyclops act between a mobile base and a big sub (a small outpost), it feels like a early mobile base but i think we need another end game sub with the help of advanced materials like kyanite, sulfur, titanium ingot, synthetic fiber and maybe a state-of-art material (demanding to merge with kyanite, aluminum crystal, uranite and other resources) something that take you a hard time to gather and to harvest. something really rewarding to counter the fact that the cyclops can be made in a mere 3 hours (not speeding).

here some little preview:

The "shark" act as a real mobile base, long enough to dock both prawn and seamoth with embarked vehicle station modification. If you want to switch between both vehicle it's now possible.

A lot of upgrade, it will help you think that the shark is YOUR ship, and it can expand your struggle a little more (have a good time crafting and finding all upgrade). think of close defense field against lave larvae, additional hull plates reducing incoming degas and expanding max depth, silencing course that silence noise coming from the sub, reducing the chance of being attacked by massive creature, EMP countermeasure (that squids will never again annoy you) and many other...

a nuclear powered ship, with the cyclops, you just have to craft or find six cell to powering it, it's really easy (with the cell-charging module onboard, you never have to worry about it, you have unlimited power so ...) but with nuclear reactor onboard, you have to search for more rods overtime and to watch out for possible overcharge or overheating (counter by another upgrade) that's will limit you in your early phase, because, you'll not have to it full potential yet.

on board room customization: the large size of this submersible allow you to place room inside and customize it like your very own seabase, will it act as an mobile laboratory, a large mining vessel with a scanning room, a deep exploration ship with countermeasure and onboard defense or, of course, your little home with everything toi make it cozy and comfortable ? up to six (and more or even less) room can be filled and placed from the scanner room (the smallest one) to multipurpose room (the docking station or moonpool with the reactor room, the bridge and the sas is already inclued).

with the scanning room, ut to four drone can be remotely controlled onboard for the search of resource (with an upgrade, it will even be possible to equip them with a torpedo launcher or a DNA transferer).

The max depth of this ship will be, at first more or less 1200 meters but will rapidly expanded toward 2000 or even 3000 meters with the future update incoming, artic zones, (abyss ?).

Come on guys, preorder it immediately on Alterra.corp seawork and you'll receive a personal onboard IA voiced drone to accompany you as you descend alone in the depth of this world !



P.S; Alterra will NOT be responsible about any misfire, reactor explosion and hull default, buying this or crafting this ship without the help of specialist from Alterra.corp is at your own risk.

So what do you think ?

Comments

  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    edited December 2016
    I foresee stranding this sub within three minutes of play time. In any case I know it's not capable of reaching the lower levels (it's hard enough with the Cyclops!), so that lava larvae protection won't be necessary.

    For what it's worth, a number of the upgrades you mention (and yep, they are needed) are already in the works for the existing vessels, or at minimum a thought in the devs' heads. The Cyclops, at least, is noticeably unfinished (only two modules for four slots) and will become more versatile in the future. Also harder to get.
  • UltimateArkUltimateArk Join Date: 2016-12-10 Member: 224809Members
    edited December 2016
    that's totally right ^^ (it's quite the challenge to reach 1100m ;) but the depth limit on this ship can be used to reach future update (imagine abyss biome with smokers for example, like our world, somewhere between 2000 or 4000m under the sea) about the upgrade for the cyclops, it's in my opinion, more or less useless, it's work very well as exploration vessel for the deeper area of the map but not as a mobile base (and it would be so cool to live in as submarine who's big enough to really customize it ^^) but, really, i just can't take the fact that the cyclops have unlimited power for now, and the need to make a choice between your prawn or your seamoth >< ! very frustrating.

    just hoping that the devs will change a LOT of things about the cyclops .... i saw a probable upgrade about 2800m depth...maybe really an abyss biome XD

    P.S, sorry about my english ;) french
  • UltimateArkUltimateArk Join Date: 2016-12-10 Member: 224809Members
    just hoping that the devs will change a LOT of things about the cyclops .... i saw a probable upgrade about 2800m depth...maybe really an abyss biome XD
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Why not name it like "The Colossus" or "The Orca" or something actually large.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    edited December 2016
    that's totally right ^^ (it's quite the challenge to reach 1100m ;) but the depth limit on this ship can be used to reach future update (imagine abyss biome with smokers for example, like our world, somewhere between 2000 or 4000m under the sea) about the upgrade for the cyclops, it's in my opinion, more or less useless, it's work very well as exploration vessel for the deeper area of the map but not as a mobile base (and it would be so cool to live in as submarine who's big enough to really customize it ^^) but, really, i just can't take the fact that the cyclops have unlimited power for now, and the need to make a choice between your prawn or your seamoth >< ! very frustrating.

    just hoping that the devs will change a LOT of things about the cyclops .... i saw a probable upgrade about 2800m depth...maybe really an abyss biome XD
    just hoping that the devs will change a LOT of things about the cyclops .... i saw a probable upgrade about 2800m depth...maybe really an abyss biome XD

    Yeah, the Chelonian Hull Reinforcement. Truth be told, I'm not quite sure what it's for with the map only going to 1700m. I'd love that singular cell biome from the concept art, but as far as I know there's no plans for it to actually be implemented. Could be a leftover from earlier plans, but I hope it's not, even if it takes post-V1.0 development.

    The unlimited power thing is ugly, but unintentional. I expect it to be removed before V1.0, maybe even when they work on Silent Running next month? I'm kinda hoping that addition will give a boost to the Cyclops experience. The Cyclops (when Markiplier first built it) is the reason I went to investigate if I wanted to purchase the game, but after several playthroughs it is apparent the vessel is only ~65% done, not even counting the matter of a dock. We need more modules/abilities, impending impact warnings when in camera mode, the hull needs to be finetuned (aside from the wall modules floating, we could fit a bed easily in the small room if only we could just build it past the white line), some camera drones to scout the way would be nice, I'd like some indication whether the (external) lights are on or off so I don't have to walk over to check, and I really need the view of camera 3 to be fixed to see both fins at once.

    If it's of interest to you, here's two posts by Cory Strader on the early days submarine design process.

    And at the risk of spoilers, there's post-V1.0 plans to allow building teleportation rooms inside bases. It's less direct than a double bay sub, but it means you can build minor outposts, drive a Seamoth there (or PRAWN, but the Seamoth tends to be easier), dock it, take the teleporter home, store the other medium vehicle inside the Cyclops, and then use the outpost as an exchange point. It's less direct, but it gets the job done.
  • UltimateArkUltimateArk Join Date: 2016-12-10 Member: 224809Members
    DrownedOut wrote: »
    The unlimited power thing is ugly, but unintentional.

    i don't thinks so, they've clearly put a recharger in front of the reactor cell -_- (see on the update video). either they come with a new reactor that use non-renewable energy, (nuclear would be an option to make the cyclops more tactical because you've to craft the nuclear rod) or a system that act as an unlimited energy power plant like the solar cell equipped on lifepod (maybe less efficient, charging it take time and force you to ascend to the surface).

    the big problem with the cyclops is that you can't use it as an mobile base actually, i mean you put a lot of storage, all fabricator (cell charger, fabricator, advanced fabricator,..) and it work as an exploration vessel and a mobile outpost but you can't customize it like a seabase, it's really awkward for me.

    they can make whatever they want but not both use on the same ship cause, it's just gonna feel unfinished in my opinion ;)



  • v497_vesperv497_vesper Join Date: 2016-08-21 Member: 221558Members
    I'd like to see Cyclops damage like it had in the earlier builds
  • UltimateArkUltimateArk Join Date: 2016-12-10 Member: 224809Members
    yes, " i will take damage from the sea dragon, nah, i've my cyclops" ;)
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