Make the Seamoth a scout vessel

DominantReverseDominantReverse North Yorkshire, UK Join Date: 2016-12-29 Member: 225698Members
I've been looking at Trello, this board and just playing the game and the more I do the more I think the Seamoth really should be a scouting vessel. On Trello, they talk about Making the Cyclops relevant, and say "Seamoth has limited oxygen in addition to the player, this will make it so the Seamoth is a short range craft that is more or less anchored to the cyclops and must go there to recharge its oxygen". I think this is a great idea, and that this should affect the biggest balance that a Seamoth with two storage compartments, solar panels modification and a pressure compensator renders the Cyclops obsolete apart from if you were to explore the lava zones.

The Seamoth when you first create it is your mobile base, but once you make a Cyclops and don't ditch it for a Seamoth, you tend to park the Cyclops in a big open cavern or area ~100m away from your intended goal, and run the Seamoth around, but then you have to bail out to scan and harvest. How about if we have a scanner module that lets us scan the thing in front of us? This shouldn't mess with the PRAWN's balancing in that you use it to harvest, and it still sees the use you're supposed to give the Seamoth, but for reaching those ultra depths where the Seamoth won't go in the lava zones, as it is way more manoeuvrable than the Cyclops and ultimately better as a scan/harvest tool. In that sense, you could also make this modification shared between them both, so that both can be used for scouting terrain ahead of the Cyclops before returning to unload and then set sail elsewhere

Comments

  • smellslikebleachsmellslikebleach Join Date: 2016-12-22 Member: 225337Members
    I think because of the limited armour / diving deep and the limited energy of the seamoth there are no reason for oxygen limitation.
    Otherwise the cyclops could have more specials comparing to the seamoth and the prawn.
    So please - do not limit the seamoth - specialize and upgrade the cyclops and the prawn.
  • DominantReverseDominantReverse North Yorkshire, UK Join Date: 2016-12-29 Member: 225698Members
    I think because of the limited armour / diving deep and the limited energy of the seamoth there are no reason for oxygen limitation.
    Otherwise the cyclops could have more specials comparing to the seamoth and the prawn.
    So please - do not limit the seamoth - specialize and upgrade the cyclops and the prawn.
    It's not my main idea, it's the devs', but it makes it so that you can't set out on maximus officium in a tiny little sub. I think the Seamoth needs a nerf, because it makes the Cyclops and PRAWN irrelevant apart from for harvesting those big material chunks and for exploring past 880m
  • JarinJarin Los Angeles Join Date: 2013-12-16 Member: 190184Members
    The biggest advantage to the cyclops is being a mobile base. Huge amounts of potential storage from building lockers onboard, the ability to have an internal garden for endless food and water supply, mobile crafting...

    What I really want is a way to upgrade the Cyclops with an extra vehicle bay so I can carry the Seamoth and the PRAWN at the same time. Giving the Cyclops limited air sounds like the most painful change possible.
  • DominantReverseDominantReverse North Yorkshire, UK Join Date: 2016-12-29 Member: 225698Members
    Jarin wrote: »
    Giving the Cyclops limited air sounds like the most painful change possible.
    It was the Seamoth getting limited oxygen, so that it's forced to be short range, and you basically have to dock with a Cyclops on expeditions. This makes it so that you can't pimp out your Seamoth and just use it and completely disregard the Cyclops
  • JarinJarin Los Angeles Join Date: 2013-12-16 Member: 190184Members
    It was the Seamoth getting limited oxygen, so that it's forced to be short range, and you basically have to dock with a Cyclops on expeditions. This makes it so that you can't pimp out your Seamoth and just use it and completely disregard the Cyclops
    Yeah, that's what I meant, I was just tired and half-blind when posting apparently. -_-

    The problem is that it completely neuters wreck-hunting before unlocking the Cyclops. If you can't return to the Seamoth to refill the tanks repeatedly, you're basically limited to only salvaging wrecks in the first 100m down. I don't think you can even unlock the Cyclops at all with shallow wrecks.

    Also noting that even reinforced, the Seamoth is still vulnerable to all the big nasties out there. That sea dragon will have it for lunch.

  • smellslikebleachsmellslikebleach Join Date: 2016-12-22 Member: 225337Members
    But I must completely disagree on limiting oxygen of the seamoth. You only able to quarry big minerals and fight the Reaper Leviathan with the prawn. So it has its reasons. I agree to you that there are only limited reasons for building the cyclops at the moment. So please suggest more reason for the cyclops.
  • JarinJarin Los Angeles Join Date: 2013-12-16 Member: 190184Members
    So please suggest more reason for the cyclops.

    Okay, reasons to use the Cyclops, even if you have a fully-upgraded Seamoth:
    1. Mobile base
      • Crafting without returning home
      • So much storage (I have 16 lockers aboard mine, and room for plenty more)
      • No energy concerns, as an onboard power cell charger is an infinite-energy generation device.
      • Onboard garden; no concern for food/water supplies.
    2. PRAWN transport (obvious)
    3. Invulnerable to hostile sea life. Even the Sea Dragon Leviathan can only knock it around a bit.
    4. Much deeper crush depth; Seamoth can't explore deep caves, even upgraded.

    Now, I'm not going so far as to say they can't be differentiated at all, but I'm primarily of the opinion that the Cyclops needs improvement, rather than tanking the usefulness of the Seamoth. Limit its air, and there's little it can do that you can't do yourself with a Seaglide. Maybe limit its depth tolerance? Don't let it use all three ranks of the pressure compensator. Cap it at 500m or something. That way you're not locked away from salvaging the 300m+ wrecks, but it's necessary to have the Cyclops for any real depth work.
  • MalsqueekMalsqueek United States Join Date: 2016-05-17 Member: 216835Members
    The Seamoth would need to have several thousand air on hand to remain useful if that were the case. The limited energy, storage, and the fact that there are Reaper Leviathans everywhere these days make the seamoth's inherent limitations pretty significant.

    Considering that the Seamoth is how you GET the Cyclops reliably, I would rather see it have some changes made to its assortment of upgrades rather than a fundamental change to its form.
  • andrewcandrewc Join Date: 2016-12-20 Member: 225231Members
    Thinking about it realistically you would not use a small 1 man sub for expeditions due to its limited power source.
    They need to increase power consumption so that it requires docking to recharge. Solar charge on seamoth is way to op. Should be much slower recharge and only work at max 50m.

    The would then need to improve cyclops power generation or capacity. Possibly allow nuclear reactor as recharging of seamoth would suck it's power dry.
  • smellslikebleachsmellslikebleach Join Date: 2016-12-22 Member: 225337Members
    Maybe using the seamoth in depth over 500 m and a radios about 1 km is only aviable, if it's connected with the cyclops with a kind of cable or signal.
    Otherwise it will explore. Should be the same with the prawn. This would give more reason to the cyclops.
  • andrewcandrewc Join Date: 2016-12-20 Member: 225231Members
    Seamoth should definitely have depth limit with all upgrades. The prawn suite should be the personal defensive carrier to venture into the depths.
    Diving suite should also have a limit so your forced to use prawn.
    Pretty cool deploying PRAWN in order to scout wreck or whatever
  • smellslikebleachsmellslikebleach Join Date: 2016-12-22 Member: 225337Members
    edited January 2017
    andrewc wrote: »
    Seamoth should definitely have depth limit with all upgrades. The prawn suite should be the personal defensive carrier to venture into the depths.
    Diving suite should also have a limit so your forced to use prawn.
    Pretty cool deploying PRAWN in order to scout wreck or whatever

    That means that you A. are going to need the prawn for diving over the limit of seamoth and diving suit and B. you are not able anymore to swimm trought a biome which is deep than the limit without the prawn.
    This would be a reason for every vehicle but I'm not sure every player would like this...
  • JarinJarin Los Angeles Join Date: 2013-12-16 Member: 190184Members
    It does seem decidedly awkward to me that you can swim around unassisted in depths that would crush an upgraded Seamoth, but the Prawn is not (yet) an answer to that. It really needs some maneuvering upgrades before it can handle that role. Not to mention the ability to use tools.
  • andrewcandrewc Join Date: 2016-12-20 Member: 225231Members
    edited January 2017
    I spotted in their concept art a much fatter seamoth sized vessel. Which would give you the vertical manouvring required in the depths. It's extra hull thickness would handle the pressures. Would be a little less nimble than seamoth.
    So my vote is for a new vehicle!
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