Things you think would be cool to add, but won't be
Nukesnipe
United States Join Date: 2015-05-10 Member: 204370Members
Lemme explain that title. A suggestion is something you want added to the game and hope will be added, right? Well, this thread is for stuff that we want in the game, but know would never get implemented. Wild dreams, basically.
For instance, I think two more vehicles would be pretty damn nice, but I know that they won't be added since, well... the three we have are fine enough as is. But lemme explain them.
Smaller Submarine:
Basically, this one here is a sub designed for shallow exploration and not exactly the same long-distance kind that the Cyclops is good for. It'd be a tiny thing with only three rooms, a cockpit, a hatch in the room right behind it (that could dock onto a ladder module for a Seabase), and then a small Seamoth docking bay, with one or two lockers for exploration. This thing would lack the upgrade system for the Cyclops, but would have a built-in Sonar system, could carry the Seamoth around (so you could get to deeper places to explore), and would all around be quieter (probably through a different type of screw, think the Red October.) It's also faster, so you can zip around those not quite as deep parts of the map, drop off the Seamoth and then get back, though you wouldn't be able to go on long extended trips like with the Cyclops, and you can't explore the ILZ or Lava Lakes as you can't take the Prawn with it.
Large Ship:
Basically, this is to the Cyclops what the Cyclops is to the Seamoth. It's a large surface ship that the Cyclops can dock with, has a built in water purifier module and runs on a nuclear reactor. You can put interior modules on it, so it's basically just a mobile base that lets you drop the Cyclops off over areas that're far away from each other. Now, this one I really know won't ever be implemented, because there's nothing really for the surface of the water and the map's small enough that "faster surface travel" isn't much of an issue, but that's what the thread's all about.
Any other ideas?
For instance, I think two more vehicles would be pretty damn nice, but I know that they won't be added since, well... the three we have are fine enough as is. But lemme explain them.
Smaller Submarine:
Basically, this one here is a sub designed for shallow exploration and not exactly the same long-distance kind that the Cyclops is good for. It'd be a tiny thing with only three rooms, a cockpit, a hatch in the room right behind it (that could dock onto a ladder module for a Seabase), and then a small Seamoth docking bay, with one or two lockers for exploration. This thing would lack the upgrade system for the Cyclops, but would have a built-in Sonar system, could carry the Seamoth around (so you could get to deeper places to explore), and would all around be quieter (probably through a different type of screw, think the Red October.) It's also faster, so you can zip around those not quite as deep parts of the map, drop off the Seamoth and then get back, though you wouldn't be able to go on long extended trips like with the Cyclops, and you can't explore the ILZ or Lava Lakes as you can't take the Prawn with it.
Large Ship:
Basically, this is to the Cyclops what the Cyclops is to the Seamoth. It's a large surface ship that the Cyclops can dock with, has a built in water purifier module and runs on a nuclear reactor. You can put interior modules on it, so it's basically just a mobile base that lets you drop the Cyclops off over areas that're far away from each other. Now, this one I really know won't ever be implemented, because there's nothing really for the surface of the water and the map's small enough that "faster surface travel" isn't much of an issue, but that's what the thread's all about.
Any other ideas?
Comments
Offensive Measures:
Each Cyclops shall have the option to be kitted out with the following weaponry (I will cover each individually later on):
-Vanilla Torpedoes
-Ballistic Torpedoes
-Anti-Ballistic Torpedoes
-EMP Torpedoes
-Trailing Torpedoes
-Tracker Drones
-Detonator Drones
-Basic Current Generators
-Military Current Generators
-Advanced Current Generators
-Life-form Mesmerisers
-Life-form Containment
-Ballistic Straps
-EMP Straps
Vanilla torpedoes are just simple torpedoes, used to send the enemy off course, or put a dent or two in their hull. Ballistic torpedoes do a lot more damage. Anti-Ballistic torpedoes are a defence mechanism hooked up to your perimeter radar (as discussed in Defensive Measures). EMP torpedoes knock out the opposition's power supply, much like a Crabsquid's EMP blast would. Trailing torpedoes are ballistic torpedoes that track the enemy (usually countered with an Anti-Ballistic torpedo). Tracker drones are fired at fleeing enemies. They show up as a blip on your global radar (as discussed in Defensive Measures). Detonator drones are fired onto an enemy vessel's hull, and are remotely detonated. These could be used to destroy the enemy's bases, or their Cyclops hanger (as discussed in Cyclops Containment and Protective Measures). Current generators are used to set the enemy off course, with increasing levels of efficiency depending on make. Life-form mesmerisers are used to turn nearby life-forms to your side, and life-form containers are used to contain those small enough to be contained. Straps are attached to your life-forms, which are then swam to the enemy's cyclops, where the strap detonates.
Defensive Measures:
Each Cyclops shall have the option to be kitted out with the following weaponry (I will cover each individually later on):
-Perimeter Radar
-Localised Radar
-Global Radar
-Cloaking Mechanism
-Projectile Disabler
As you can see, there are fewer defensive measures than there are offensive. But many of these defensive measures actually factor in with the offensive, for example, a perimeter radar can send an electric signal to your anti-ballistic torpedoes (as discussed in Offensive Measures) and fire them at incoming projectiles, including life-forms, ballistic and EMP torpedoes, and even other anti-ballistic torpedoes. Localised radar will not just pick up incoming projectiles, but will also detect nearby vehicles and even Cyclops hangers (as discussed in Cyclops Containment and Protective Measures) and send an electrical signal to your torpedoes. A global radar will scour the whole world, but will not detect anything save the enemy's Cyclops hanger(s). Cloaking Mechanism is rather straight forward; your submarine becomes invisible as to evade enemies' sight. And, if all else fails (you have run out of torpedoes, or your engine has failed and you aren't generating electricity), your Perimeter Radar may send an emergency electrical pulse to your Projectile Disabler, which will disable any projectiles (all specialised torpedoes will instantly be reduced to just vanilla torpedoes).
Cyclops Containment and Protective Measures:
Cyclops can be contained in a hanger. This is where a Cyclops may be stored, protected, and reconstructed or repaired. A Cyclops Hanger is your base of operations in the war against other Cyclops captains. It is your home, and it is your Cyclops's safehouse. A hanger must be kept safe. These are the upgrades and attachments you can grant your hanger:
-Manual Turrets
-Automated Turrets
-Rapid-fire Turrets
-Laser Turrets
-Manual Torpedo Launcher (capable of holding EMP and Ballistic torpedoes [see Offensive Measures])
-Automated Torpedo Launcher (capable of holding EMP and Ballistic torpedoes [see Offensive Measures])
-Tracking Torpedo Launcher (capable of holding Tracking torpedoes [see Offensive Measures])
-Life-form Containment (Note that your hanger does not come with a life-form mesmeriser [see Offensive Measures])
-Emergency Self-Destruct Capabilities
The hanger can be equipped with turrets. Manual turrets require a passenger to use, and fire at a rate of 3rps (Note that all turrets can be upgraded. This will be touched on later in the chapter). Automated turrets do not require a passenger to use, and fire at 3rps. Rapid fire turrets do not require a passenger to use, and fire at 6rps. Laser Turrets require a passenger to use, and fire a continuous blast of heat for five seconds. Manual torpedo launchers require a passenger to use, and are capable of firing Vanilla, EMP and Ballistic torpedoes. Automated torpedo launchers do not require a passenger to use. Tracking torpedo launchers require a passenger to use. They can hold any type of torpedo, including ballistic. Life-form containment must be opened manually, and can hold the equivalent of ten bone sharks.
Emergency Self-Destruct Capabilities:
This mechanism warrants its own paragraph. What's worse than having your Cyclops sunk by some rapscallions looking for battle? The same rapscallions stealing your Cyclops and either breaking it down for their own upgrades or just plain using it against you. Well, if all your defences fail, and the enemy breaches your hanger and are converging on your Cyclops, then what else is there to do but deny them of victory one last time? Using the Emergency Self-Destruct will destroy your Cyclops, your hanger and all upgrades attached to both. It will kill anything and anyone within the hanger or within the blast's twenty-metre range.
Turret Upgrades:
-Rate of Fire Upgrade 1
-Rate of Fire Upgrade 2
-Rate of Fire Upgrade 3
-Rail-mount
-Rail-mount speed increase 1
-Rail-mount speed increase 2
Rate of fire upgrades will increase your turret's rps by 1, 2 and 3 respectively. A rail mount will mount your turret on a rail and make it movable, so that in can reach the corners where it otherwise would fail to see. Speed increases to the rail can be toggled on and off during battle.
So there you go, that's what I want.
Oh, and that even fits, believe it or not...
'Cause I'm a sucker for Chekhov's gun types "important place disguised as trivial starter place" and "minor/decent starter equipment shows its worth yet again way into late game".
Might as well include a portal to a moonbase. Because that'd be cool, just stepping out, going where am I, and finding a window that looks out on 4546B.
Realistically, their current Unity engine for Subnautica could be easily adapted to turn "underwater" physics into "outer space" physics. Just basically remove the 'ceiling' for ocean surface that triggers gravity and on-land mechanics, remove the land terrain with smaller blots to serve as asteroids, remove the current sun and replace the skybox with a starfield (or just keep the night-time effects but reduce the darkness effect).
How the game operates when piloting the Seamoth in sea would work just fine in space, and the Exosuit would be fun to have operating on a lunar surface. It's that very reason why I would love a New Game+ / DLC / Subnautica Sequel to focus on the moon orbiting 4546B. People have countered that "it's not Subnautica if it's not in the ocean!" or "I don't want to play in space!", but let's be honest here. Unless it's a drastically new concept or a direct sequel expanding on the original game's concepts (Subnautica 2: A Hero's Return), I'd kind of like to see things shaken up a bit. That's why I'll cling to my tiny hope that sometime in the future we'll have a space/lunar version of Subnautica as well.
And to raise the stakes just a bit, if a version of "Lunautica" ever comes to fruition...
...
...
I'll formally adopt the Cutefish as my #1 travel buddy forever in Subnautica.
(That's how much I'm willing to see that version hopefully become a thing.)
P.S. the void should be a fully detailed biome based on mining resources and with specially equipped drills in total blackness.
Wild dreams here
Boneshark migration routes that you'd need to study in order to avoid them.
I've felt like there was going to be a lot more of this in Subnautica to begin with, but they've steered away from it. I'm a little disappointed at least. Some of the ideas and rumors I heard were chilling.
fame. As in the rescue of the survivor from Subnautica is the reason it both mutates into a threat and is explosed to the galaxy. Except that now there's a PDA reference that makes it seem like the Kharaa conflict started before the Aurora was ever launched.
I too think the Void offers an opportunity for horror. I've recommended before that, to keep creature animation costs down, they might consider a procedural algorithm that "mines" parts and textures, behaviors, attacks, and sounds from the entire Subnautica ecosystem and "randomizes" them into horrific amalgamations of semi-familiar parts. But the wrong size, color, and behavior, of course.
Now you can have that Aurora-sized Peeper, beak lined with a dozen snapping Reaper mandibles, with a Ghost Ray skeleton & texture, and a slowed-down Reaper or sped-up Warper call. And that's just the start... The idea that the entire rest of the planet's ecosystem is FUBAR, between the Carar and the Precursors' genetic tampering, has appeal to me.
Yes. Star Trek. Yes. SPAAAACE!!! spaaaaaace....
That's kinda what I had in mind when I first saw the void; a dark, endless abyss. But yes, the game is steering towards a more "child friendly" stand point, which is cool and all, but it crushes a lot of potential for horror, particularly the void and the precursor storyline.
Dynamic ecosystem and environment designed around exploration instead of violence
What I wanted to see was a game with a dynamic, believable environment where the player had to respect the environment and be careful, but at the same time everything wasn't always out to get the player. We have a little bit of this in the Safe Shallows and the Kelp Forest, where the vast majority of the fish are harmless herbivores with a few predatory stalkers around that will hunt the fish and nip at the player, but can be distracted by scrap metal or lured/pacified by a held fish. This is exactly the kind of interesting, believable environmental interactions I wanted to see all throughout the game.
My ideal would be to see this concept extended to cover the entire game world. A small number of aggressive predators that attack the player on sight would be fine, but the vast majority of the wildlife should be neutral or even passive, and only attack if provoked. Each biome should have a believable ecosystem with enough prey to support the predators. Creatures should be interesting, with a large number of them having interesting behavioral quirks. Some of the creatures should even be friendly/helpful to the player (real life examples of this are dolphins and cleaner shrimp). Some creatures should also have nests that they aggressively defend, and taking an egg will cause them to attack even if they're otherwise friendly. Completely eliminating a nest greatly reduces the respawn rate of that creature in the area until the nest is rebuilt.
Alien Wrecks
Also similar to this, the Aurora should have a MUCH larger explorable area than it does now. It's a big ship, but right now there's really not much at all inside. I would like to see it expanded into a large "dungeon" that requires an upgraded exosuit (propulsion cannon, drill arm) to fully explore.
Much larger, procedural map
Beyond the edge of the map, instead of a bottomless void, there could be a large dropoff to endless procedurally generated terrain. This deep ocean floor could be boring and lifeless, but at least there would be something down there. Besides giant sea monsters, anyways.
Weather and Storms
More Subs (and other vehicles too)
1. A large "mothership" sub. This one should be able to dock a Cyclops on the exterior and bring it along for the ride. I envision it being primarily a surface vessel that can submerge deep enough to avoid storms rather than a full-on deep sea sub (that's what the Cyclops is for). It should have a large moonpool on the bottom that can dock multiple smaller vehicles.
2. A midsize sub with a corridor or lifepod sized internal compartment that can be built on so it could contain lockers, plant pots and fabricators. It would not be able to carry vehicles inside.
3. A medium/small utility sub. This one would have modules that completely change its functionality. One module would let it pick up the exosuit (for retrieving it from a deep trench), another could be a large cargo container for hauling goods between bases. Another could be a constructor that allows the player to rapidly build large underwater bases.
For other vehicle types, if the map is much larger then there would be room for aircraft as well. I can see a use for a small VTOL scout aircraft that could additionally submerge to avoid storms or explore shallow underwater areas. Maybe even have a larger dropship as well with similar submerging capabilities and also a vehicle bay for an exosuit or a seamoth, but it would be quite a bit slower and less maneuverable than the scout.
Another vehicle that might be neat is a mobile miner that crawls along the ocean floor and can climb vertical cliffs to prevent it from getting stuck in rough terrain.
Automatic Resource Mining
There's tons of other things I would like to see added as well, but these are the main concepts I would like to see added but most likely won't make it into the final release.
I think there's absolutely no chance of this happening, but that's the point, right?