Dragoon's Ideas
SubnauticaDragoon
Canada Join Date: 2017-09-17 Member: 233098Members
-Beacons in bases
-free roaming baddies
-double moon pool by building a second one beside the frist
-more decorative options for bases (wall paint, decals, useable wall shelfs etc)
-base management options like turning selected attachments on or off (turn on water filtration machine, bioreactor, nuclear reactor etc)
-free roaming baddies
-double moon pool by building a second one beside the frist
-more decorative options for bases (wall paint, decals, useable wall shelfs etc)
-base management options like turning selected attachments on or off (turn on water filtration machine, bioreactor, nuclear reactor etc)
Comments
-floating base
-life pod anchor
-camouflage self on timer
-camouflage vehicle upgrade
-toggle for sea glide both movement and light
-random fires in bases
-fire extinguisher mounts for bases
-trainable fauna via egg hatching (stalkers would find and return metal salvage, bone shark would defend player from other aggressive fauna, ampeel recharges equipment and vehicles)
-Hit point values for trained fauna
-escape hatch in bridge if you need to bail out of your cyclops quick
-double vehicle bay module for cyclops
-be able to access vehicle storage/module/power cells when docked in cyclops
-access to prawn storage in moon pool
I agree completely with:
Beacons in bases
On/off for water filtration
Vehicle storage!
Prawn storage accessible in Moonpool
Larger Moonpool
Camera drones/Scanner console for Cyclops
Disagree with:
Cyclops double vehicle bay - this would require complete remodelling of the Cyclops!! I'm no modeller/programmer but I'm guessing that is a huge undertaking
I'd also add:
Better Seamoth storage - why do I need to open each storage locker separately? It should all work like Prawn storage, with additional modules adding extra rows. Each module would give 8*2 storage, which is identical to the current 4*4 but much more user-friendly.
They you find him and have to escape from a precursor prison... in the end he dies.
- base appliances on/off switches
- free roaming baddies (I want to be chased by schools of barracuda!)
- vehicle camo (like a chameleon module - available after a lengthy advanced quest to learn the tech)
- access vehicle storage/module/power cells when docked in cyclops
- access to prawn storage in moon pool
- random fires in bases (maybe more frequent in bases with higher power consumption)
- fire extinguisher mounts for bases
Disagree with:
- Cyclops double vehicle bay
- Bigger moon-pool
(I think the current limitations are about right, and you can always build a 2nd moon-pool)
I'd also add:
- Pet precursor robot crab. (It likes to scuttle round inside the Cyclops until I release it to deal with the lava larva)
- Air locks!
But yeah, its already a very nice game
-sprint swimming that depletes o2 faster maybe a stamina bar
-build-able in base radio to play music, possibly by adding in mp3s the same you'd do for pictures
-cuddle fish brings you presents of any material that can just but picked up like quartz
-ability to make nutrition bars
-Sunbeam wreckages
-sleep gauge for hardcore
Agreed, except dolls
Life Pod 5 can be integrated into your base. A special platform that can dock the pod. Than be attached like any habitat part.
- Cyclops double vehicle bay (for the same reasons)
I would modify the double moon pool (by adding a second one) suggestion to:
- New moon pool schematics:
- it would be large enough to fit a cyclops or 2-3 smaller vehicles
@Maalteromm wow a Cyclops in the garage. How would you get into a docked Cyclops? Do you see it with an upper deck hatch?
It would be anticlimactic imho. If you want to be cheap, why not just make the player swim between the base and the sub.
Unless we go back to the pressure discussion, where swimming might be out of question.
Oo
Haha I see what you did there with "bottomless"
Jokes aside, your suggestion about how to implement pressure was top notch, however it had bad timing. I'm pretty confident that if it was made at least a year ago it would've been implemented.
Now we can only hope that a future patch, expansion or game comes to employ such mechanics.
However, there will always be those who will crave for more realism. "I want realistic lighting, tides, currents, storms, wind waves, seasons, wind currents, tidal currents, frozen biomes, geostrophic currents, a *beeping* death brinicle in my frozen biome..."
You get the point.
It must be a hard job figuring out what should be implemented to improve the game. How many things are tried just to be discarded later.
Btw, did you give KSP a try? You look like the kind of person who would appreciate it.
Sorry @SubnauticaDragoon , went waaay off-topic here.
Thanks for your kind words. But what is this KSP you speak of?
Sorry @SubnauticaDragoon, still off topic. (message my profile if you want Maalteromm)
I don't feel guilty about citing it here because it is from a different genre than those produced by Unknown Worlds (it's something like strategy-sim) and also independently produced (although it was recently acquired by a major game producer).
Yes I would love to see wreckage of the Sunbeam. Although it may be more of a large pile of scrap metal since the thing gets completely annihilated by the gun.
It's on my list now
-swimming near the meteor has an affect on the player in some way
-more posters
-emp sheild module
-light emitting torpedos that can be launched at a wall, ceiling or ground and it would attach and provide light. Would require a power cell that can be changed when depleted
-dive reel module for seamoth and prawn
-sanity gauge for hardcore playing with toys and music would reduce the gauge, item can be found like the toy car
-helmet with built in headlamps