deco
gunmetal563
Join Date: 2015-09-30 Member: 208239Members
i think we should be able to pick up some of the things like the drinking cups and dishes and place them around your base like on the table in the galley
i also think we could use a few of the existing items in game as decoration such as placing a few copper spools and wiring kits on the wall shelf in the workshop or having some batterys and tools like the stasis gun or a few med kits on the lab counter the models are already in the game they just cant be equipped and placed inside your base like the bag
also why cant placeables like the bag and the microscope be set in the cyclops?
i also think we could use a few of the existing items in game as decoration such as placing a few copper spools and wiring kits on the wall shelf in the workshop or having some batterys and tools like the stasis gun or a few med kits on the lab counter the models are already in the game they just cant be equipped and placed inside your base like the bag
also why cant placeables like the bag and the microscope be set in the cyclops?
Comments
I agree.
wish we could
Likely due to the raft of complaints it'd cause.
The Cyclops wasn't really intended for major interior construction, but we do it anyway because A. we can, and B. it's helpful. But solid, permanent objects really don't cause a problem; they're effectively bonded to the model, and we wouldn't expect them to be anything but.
However, if we go setting things down on countertops and floors, that creates a new headache for realism. The Cyclops routinely ends up getting banged around, tilted, spun, and shaken. Realistically, all of those decor items should end up flung all over the interior of the sub nearly every time we set sail. If everything behaves like it's been superglued to its counters, it's going to look "wrong."
This, of course, doesn't even address potential performance issues caused by adding yet more objects to the Cyclops. A bunch of lockers and a bed cause enough trouble - if we start adding clutter objects, that could cause a real rendering drag.
Decor clutter in bases? Absolutely. Love the idea. Implementation should be fairly straightforward - the models and meshes already exist, so it's essentially a matter of cloning them as dynamic objects, likely by applying the object traits of existing "mobile clutter" like lab containers and hats.
But the sub should probably be left out of it.