Seamoth / player / edible plant suggestions

WolfarusWolfarus Join Date: 2017-02-26 Member: 228290Members
Seamoth: Add some really visible running lights around the front of her. Cant count the number of time's i've had to leave her to in deep ocean to grab some stuff, only to turn around and loose her in the darkness (sometimes i had to return to surface, resupply O2, then dive back down and find her via the marker) Even if i leave the front lights on, she's -really- hard to see most of the time.

Player: Slow down the hunger/thirst degradation. Even in heightened survival situations (where the body might conceivably burn thru calories and hydration faster) we wouldnt get hungry/thirst THAT fast. Maybe a 30% slowdown?

Player gear: Seaglide mods. Given it's size, mods would be limited to 1 slot. Possible mods: Oxygen extractor (connects to player via -science!-, draws O2 from surrounding water to keep air supplied to player while seamoth has power. / Shock-lance: self-defense mod. Cattle-prod like device attached to front of seaglide, produces enough voltage to deter smaller predators (stalkers, sandsharks, maybe even bonesharks) away from the player, but at the cost of 5% of battery power per use / Lighted exploration cable. Similar to the cable the player can make, diff being this is attached to the seaglide and had a bright green glow, allowing the player to quickly return from caves or large wrecks w/o danger of getting lost and dying from lack of air

Edible plants: These -really- need to have their degradation timer increased. Really frustrating to harvest plants from mountain island, only to have them already start to rot before you barely get back to your seaglide. Shouldnt have to have a cyclops with an internal growbed to transport these back to your (presumably) farther away bases

Comments

  • SnailsAttackSnailsAttack Join Date: 2017-02-09 Member: 227749Members
    I agree in that food rots fast as hell. It really needs to be slowed down a bit.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    1. Agreed. A lot.
    2. Without any idea what the game's time conversion is, it's impossible to tell if hunger/thirst goes too quickly. Not to say it may not be tweaked, but probs after the game's time system's been solidified (I recall reading it's a semi-placeholder atm.)
    3. I'd love a seaglide (and jetpack) workbench for some customization. O2 creation might not really fit the seaglide (or it'd have to be a major drain), but the rest sounds good. Maybe a module to hook it up to scanner room findings instead of the helmet module?
    4. I never had a problem getting my samples & seeds back to base (usually Safe Shallows w/ seamoth)? But I agree that in terms of realism it could be slowed down somewhat. A stasis fridge (storage module upgrade?) could take care of the rest so you still have to balance your options.


  • CrawmakCrawmak USA Join Date: 2016-07-07 Member: 219814Members
    As far as the plants go, there's not really a problem with them rotting when you get back to your base. You can just plant the rotten fruit and grow fresh in your base/cyclops!
    But I do agree that they shouldn't rot quite so fast. I know the idea is to limit the amount of food you can keep on you without eating, to cured fish and nutrient blocks, but you should be able to keep a damn melon in your pocket for a snack a couple minutes later, y'know?
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