Make the Seamoth a scout vessel
DominantReverse
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
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
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.
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.
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.
Okay, reasons to use the Cyclops, even if you have a fully-upgraded Seamoth:
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.
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.
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.
Otherwise it will explore. Should be the same with the prawn. This would give more reason to the cyclops.
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...
So my vote is for a new vehicle!