Random list of potential ideas
Demoneyes45
Northern Ireland Join Date: 2015-08-09 Member: 206953Members
Potential for zone-specific resources gathered via underwater mining platform. Small one man submersible with independent robotic arms for deep sea excavation ie gathering resources that would be unobtainable otherwise.
Deep sea gorge with minimal visibility; potential for deep sea exploration craft with panoramic bubble window; add random encounters with creatures to create a few scares amongst players.
Cyclops emergency crash dive/blow ballast for manoeuvrability.
Helium mixed air tank for greater depth diving.
Random-chance base infestation by life forms; potential for metal-eating worm that affects hull integrity?
No power at base equals no lights/limited oxygen; good for creating moral panic.
Tameable sea creature that can act as transportation/ can hunt prey for food.
Trap system using future tech coupled with ancient proven traps to keep sea life from base.
Floodlights for around bases at night; keeps predators away but costs high power.
Corridor hatch to dock Cyclops; potential to use underside hatch on cyclops.
Base pressure chamber corridor: potential to use flood mechanics to mimic water rise/lowering for entering base from this room.
Biology desk to check genetics of alien life forms with potential to unlock ship/base tech.
Fishing net for base.
Potential to find other spacecraft at great depth; maze of corridors with air pockets to sustain oxygen.
Mission possibility: explore cave system that caves in behind player. Lengthy navigation to escape. Potential to find giant underwater air pocket with own ecosystem. Lava waterfall creates heat and light which fauna/animals have used as light source instead of the sun. Bio luminescent miniature fungi/organisms grow on cavern walls; almost looking like stars in the night sky. Journey to the centre of the earth?
Underwater forge for steel smithing? Can be powered near volcano/lava activity.
Plant-life form that grows over player buildings. Could be used for visual or potential to be a pest that requires cleaning or discovering new tech that stops it spreading.
Anti-water force field via ionising technology. Useful for excavation
Genetic splicing of bioluminescent fauna. When concentrated, it can be used to upgrade ship lighting.
Build a base upon ballast, allowing the player to effectively own a floating base. Requires maintenance or can sink.
I'll try to think of more when I'm not so tired
Deep sea gorge with minimal visibility; potential for deep sea exploration craft with panoramic bubble window; add random encounters with creatures to create a few scares amongst players.
Cyclops emergency crash dive/blow ballast for manoeuvrability.
Helium mixed air tank for greater depth diving.
Random-chance base infestation by life forms; potential for metal-eating worm that affects hull integrity?
No power at base equals no lights/limited oxygen; good for creating moral panic.
Tameable sea creature that can act as transportation/ can hunt prey for food.
Trap system using future tech coupled with ancient proven traps to keep sea life from base.
Floodlights for around bases at night; keeps predators away but costs high power.
Corridor hatch to dock Cyclops; potential to use underside hatch on cyclops.
Base pressure chamber corridor: potential to use flood mechanics to mimic water rise/lowering for entering base from this room.
Biology desk to check genetics of alien life forms with potential to unlock ship/base tech.
Fishing net for base.
Potential to find other spacecraft at great depth; maze of corridors with air pockets to sustain oxygen.
Mission possibility: explore cave system that caves in behind player. Lengthy navigation to escape. Potential to find giant underwater air pocket with own ecosystem. Lava waterfall creates heat and light which fauna/animals have used as light source instead of the sun. Bio luminescent miniature fungi/organisms grow on cavern walls; almost looking like stars in the night sky. Journey to the centre of the earth?
Underwater forge for steel smithing? Can be powered near volcano/lava activity.
Plant-life form that grows over player buildings. Could be used for visual or potential to be a pest that requires cleaning or discovering new tech that stops it spreading.
Anti-water force field via ionising technology. Useful for excavation
Genetic splicing of bioluminescent fauna. When concentrated, it can be used to upgrade ship lighting.
Build a base upon ballast, allowing the player to effectively own a floating base. Requires maintenance or can sink.
I'll try to think of more when I'm not so tired
Comments
Realistic, reasonable, and gives the player a reason to integrate multiple power source types. I like it.
Floodlights for around bases at night; keeps predators away but costs high power.
My main base is only 60 meters deep (I use the Cyclops and/or Seamoth whenever I need to go deeper), so predators being a threat to the base is news to me.
Corridor hatch to dock Cyclops; potential to use underside hatch on cyclops.
The Cyclops amazing as it is, but it has new potential with the Habitat update. You're not the first to suggest this, and you won't be the last.
Base pressure chamber corridor: potential to use flood mechanics to mimic water rise/lowering for entering base from this room I already have my base set up with bulkheads to seal off the rest of the base from the exits. I know it's not necessary, but it's a mechanic that I want to play with whether or not it exists.
Fishing net for base.
So would the net only catch fish that swim near it? Or would it randomly spawn a "caught" fish based on the biome it's in?
Amusingly, you are like myself in base building with your bulkheads blocking off exits to give it a slightly more realistic feel.
As for the fish-net, I'd say randomly spawned fish depending on the area and its denizens. However I'd hate for the game to become easy so there really should be a mechanic that lessens the stats of caught fish perhaps. It was genuinely thinking out loud. I thought that once the player builds fantastical bases that it sounds odd he/she still catches fish by hand.
I suppose i grew up watching films like Das Boot and the Abyss, so I see so many claustrophobic opportunities to really creep out players
"Underwater forge for steel smithing"
You know Titanium is the basic material, right?
Titanium is stronger, lighter, and more resistant to rust/corrosion than Steel.
Maybe they should make steel the original material and make titanium the upgrade to that.