Many suggestions for many game elements

abougaboug Canada Join Date: 2016-08-07 Member: 221070Members

Neptune Rocket: Must have a challenging event after construction. Matured Sea emperor hatchlings trying to stop you from launching,
Warpers will warp in along with 2 reapers and a sea dragon to push them off into void leaving them to the ghosts. Also a shocking
event. a sea emperor Juvenile stows away in your rocket. Cuddle fish also stows away if found.

Torpedo Tracking System: Should be built-in in seamoth torpedo module and prawn suit torpedo arm.


Leviathan eggs:

Reaper egg locations (mountains and desert).

Ghost egg locations (Grand reef, lost river cove tree)

Sea Dragon egg locations (Inactive Lava zone by the castle)

Sea emperor eggs (sea emperor juvenile resting locations after leaving primary facility)


Reefback egg locations (Where reefbacks roam)


Torpedoes need work:
Currently existing torpedoes. Vortex torpedoes (Doesnt make sense. Think it should be removed) and acid torpedoes (makes sense). Acid torpedoes damages enemies severely (deformation effects)


Suggested Torpedoes:

Sticky Goo torpedoes (2x titanium 2x Aerogel). Traps enemies for further study. Effective against all creatures.

Explosive torpedoes (2x titanium 2x cave sulphur). Rips through enemies destroying them. Most effective against leviathans.

Napalm torpdoes (2x titanium 2x sulphur ore) Burns enemies. Not a pretty sight.

Ion vortex torpedoes (2x titanium 2x Ion Crystal). Enemies dissappear when caught in vortex.

Nuclear torpedoes? (2x titanium 2x Uraninite ore). Warning. Use as last resort. Leaves radiation traces. Usage may negatively affect

biosphere and reduce production of life (less fish within nuclear torpedo explosion area). Usage deep below surface might affect

planet biophysics and lead to destruction.



Include thermometer in all vehicles. Seamoth, Cyclops, Prawn Suit. Even the seaglide.

Load Menu requires upgrade. On load screen seaglide, Mobile Vehicle Construction Bay and Prawn Suit icons should be shown when

built. Neptune Rocket icon (if it will be available in the game) should be shown when it is built.

Remove thermometer blueprint. Remove hardened blade blueprint. Remove lightweight tank blueprint.

New propulsion cannon upgrade: combine propulsion cannon with repulsion cannon to gain Advanced propulsion cannon.
Carries heavier objects and beings. Can charge up to launch projectiles with more force. Consumes more battery power.

Please bring back the stillsuit.


I don't know why I keep thinking we should add throw-able melee harpoons and a harpoon launcher.


Terraformer tool should only work on clearing sand to create flat space for underwater base.


Try to bring back the DNA infuser. Here's some suggestions for DNA mods:

Peeper & Oculus DNA: Sees all creatures glowing.

Bladderfish DNA: Longer time till thirst.

Boomerang DNA: Faster swim speed.

Holefish DNA: Much Faster swim speed.

Garryfish DNA: Funny-looking slim body.

Hoopfish & Spinefish DNA: Glowing skin.

Hoverfish DNA: Higher jump on land and faster swimming up rate.

SpadeFish DNA: Tougher skin. Damage resistance.

Reginald DNA: Invisibility for a period of time.

Eye-Eye DNA: Longer breathing period.

Lava Eye-Eye DNA: heat resistance, longer breathing period.

Lava boomerang: heat resistance, Faster swim speed. Lasts for 30 seconds. Lost when replaced by another infusion.


All infusions Lasts for 30 seconds and each infusion is lost when replaced by another infusion.

DNA infuser generates DNA capsules in inventory. Each capsule occupies 1 tile.



Bugs that might need fixing:

Sea water table merges with inner area of cyclops and base. Should be isolated.

Creature decoy doesnt seem to lure leviathans away.



Comments

  • abougaboug Canada Join Date: 2016-08-07 Member: 221070Members
    Can use current generator effect as the terraformer tool's output.
  • jamintheinfinite_1jamintheinfinite_1 Jupiter Join Date: 2016-12-03 Member: 224524Members
    edited November 2017
    No terraforming or lethal torpedoes!!!!!!

    also no need for a tracking torpedo. In exp torpedoes will lock on to creatures.

    Theremometer blueprint has been removed as well as hardened blade. Reefback eggs exist just dont spawn let. There are no sea emperor eggs left in the world except for the ones in the PCF. As well as sea emperors grow big to fast to keep in a tank.

    Stillsuit is still in game.

    and finally



    THAT ROCKET IDEA IS STUPID
  • Sky_The_FoxSky_The_Fox Join Date: 2017-09-15 Member: 233065Members
  • abougaboug Canada Join Date: 2016-08-07 Member: 221070Members
    Any opinions on the DNA infuser?
  • abougaboug Canada Join Date: 2016-08-07 Member: 221070Members
    Also, if its gonna be non-lethal weapons here are some tweaks:

    Sticky Goo torpedoes (2x titanium 2x Aerogel). Traps enemies for further study. Effective against all creatures.
    Vortex torpedoes (2x titanium 2x Ion Crystal). Enemies get caught in a vortex temporarily.
    Claw Torpedoes (4x titanium). A claw that grabs huge fish and pushes them away towards their direction.

    (I think the acid torpedoes are useless at this point)


    The thermometer and hardened blade did not dissappear from the blueprint list in the PDA yet.

    As for the stillsuit Oct 2017 version doesn't have it.


    I guess another ship will come pick up the survivor and won't get shot down once you're cured from the carar. Then there will be a timer to get back to the cannon base again.

    That's the only way that it would look cool.

    Terraforming sucks because it digs holes and fills gaps; which is too distracting and it takes the fun out of the game. My idea is basically a sand blower more than a terraformer (just like when the sea emperor blew off sand to reveal the teleporter sending the survivor back to the cannon base).
  • jamintheinfinite_1jamintheinfinite_1 Jupiter Join Date: 2016-12-03 Member: 224524Members
    Terraforming was removed to stop lag. Still suit is still in game. You just need to find it's blueprint in a data box now. Another ship won't rescue you. You have to use the rocket to escape
  • BylliGoatBylliGoat United States Join Date: 2017-11-25 Member: 234114Members
    Maybe a net torpedo would be cool, but I definitely agree with everyone else here that weapons are counter to Subnautica's ethos.
  • SnailsAttackSnailsAttack Join Date: 2017-02-09 Member: 227749Members
    aboug wrote: »
    Neptune Rocket: Must have a challenging event after construction. Matured Sea emperor hatchlings trying to stop you from launching,
    Warpers will warp in along with 2 reapers and a sea dragon to push them off into void leaving them to the ghosts. Also a shocking
    event. a sea emperor Juvenile stows away in your rocket. Cuddle fish also stows away if found.
    Bringing the cuttlefish sounds fun. The rest? ...eh.

    Torpedo Tracking System: Should be built-in in seamoth torpedo module and prawn suit torpedo arm.
    What?

    Leviathan eggs:

    Reaper egg locations (mountains and desert).

    Ghost egg locations (Grand reef, lost river cove tree)

    Sea Dragon egg locations (Inactive Lava zone by the castle)

    Sea emperor eggs (sea emperor juvenile resting locations after leaving primary facility)
    Sounds good.

    Reefback egg locations (Where reefbacks roam)
    Should grow on the reefbacks themselves!

    Torpedoes need work:
    Currently existing torpedoes. Vortex torpedoes (Doesnt make sense. Think it should be removed) and acid torpedoes (makes sense). Acid torpedoes damages enemies severely (deformation effects)


    Suggested Torpedoes:

    Sticky Goo torpedoes (2x titanium 2x Aerogel). Traps enemies for further study. Effective against all creatures.
    Aerogel isn't sticky, and this is a bit too expensive.
    Explosive torpedoes (2x titanium 2x cave sulphur). Rips through enemies destroying them. Most effective against leviathans.
    No lethal weapons.
    Napalm torpdoes (2x titanium 2x sulphur ore) Burns enemies. Not a pretty sight.
    No lethal weapons. Wouldn't work underwater.
    Ion vortex torpedoes (2x titanium 2x Ion Crystal). Enemies dissappear when caught in vortex.
    No lethal weapons.
    Nuclear torpedoes? (2x titanium 2x Uraninite ore). Warning. Use as last resort. Leaves radiation traces. Usage may negatively affect
    No lethal weapons.
    biosphere and reduce production of life (less fish within nuclear torpedo explosion area). Usage deep below surface might affect

    planet biophysics and lead to destruction.
    Why all this extra damage? And did ya press the enter key a few too many times?


    Include thermometer in all vehicles. Seamoth, Cyclops, Prawn Suit. Even the sea glide.

    Why the seaglide? It doesn't need a HUD. The cyclops doesn't need it because it's so big that the temperature near it would vary wildly between the different parts. Seamoth and Prawn Suit already have it and should have it.
    Load Menu requires upgrade. On load screen seaglide, Mobile Vehicle Construction Bay and Prawn Suit icons should be shown when

    built. Neptune Rocket icon (if it will be available in the game) should be shown when it is built.
    Sounds good to me.
    Remove thermometer blueprint. Remove hardened blade blueprint. Remove lightweight tank blueprint.
    Why the lightweight tank?
    New propulsion cannon upgrade: combine propulsion cannon with repulsion cannon to gain Advanced propulsion cannon.
    No.
    Carries heavier objects and beings. Can charge up to launch projectiles with more force. Consumes more battery power.

    Please bring back the stillsuit.
    The stillsuit is kinda stupid. It basically just lessens the amount of water the player goes through, and water isn't a problem now that they've balanced the coral+salt->bleach route

    I don't know why I keep thinking we should add throw-able melee harpoons and a harpoon launcher.
    No lethal weapons.

    Terraformer tool should only work on clearing sand to create flat space for underwater base.
    The terraformer was removed because the code required to save terrain changes caused lots of lag.

    Try to bring back the DNA infuser. Here's some suggestions for DNA mods:

    Peeper & Oculus DNA: Sees all creatures glowing.

    Bladderfish DNA: Longer time till thirst.

    Boomerang DNA: Faster swim speed.

    Holefish DNA: Much Faster swim speed.

    Garryfish DNA: Funny-looking slim body.

    Hoopfish & Spinefish DNA: Glowing skin.

    Hoverfish DNA: Higher jump on land and faster swimming up rate.

    SpadeFish DNA: Tougher skin. Damage resistance.

    Reginald DNA: Invisibility for a period of time.

    Eye-Eye DNA: Longer breathing period.

    Lava Eye-Eye DNA: heat resistance, longer breathing period.

    Lava boomerang: heat resistance, Faster swim speed. Lasts for 30 seconds. Lost when replaced by another infusion.


    All infusions Lasts for 30 seconds and each infusion is lost when replaced by another infusion.

    DNA infuser generates DNA capsules in inventory. Each capsule occupies 1 tile.
    Honestly... eh. Could be interesting, but i don't know.


    Bugs that might need fixing:

    Sea water table merges with inner area of cyclops and base. Should be isolated.

    Creature decoy doesnt seem to lure leviathans away.

    All my replies are bolded in your quote. I don't like most of these ideas.
  • BlueSpottedPepperBlueSpottedPepper Austria Join Date: 2017-10-21 Member: 233656Members
    *breathes uncontrollably*
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    *breathes uncontrollably*

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