Map Room - Active Mapping Capability
Hotaru_Zoku
A world of 75% water. Join Date: 2017-12-07 Member: 234304Members
How is there legit not a mapping functionality in-game yet.
I stand by the idea that the scanner room is possibly the coolest tech ever used in a resource gathering game. Leaves the danger, removes the tedium. Beautiful.
But why not actual mapping capacity? Wouldn't a corporation dedication to the exploitation of alien worlds have /perfected/ on-the-fly mapping by now?
Look online. Check out the interactive Below Zero map that's already up. https://subnauticamap.io/belowzero
Imagine a capability to generate that ourselves, in game. You'd have some low tech version of it, something handheld that only scanned the immediate area, and a high tier version, a base structure, dedicated to it. Have it send out drones and automatically map the local environment over time, eventually leading to a multi-map room structure you could have at a base that could tie them all together, creating an actual, in-game, character developed topographical.
I'd love it. It'd add an additional sense of accomplishment to exploration, charting the depths you explore, and would further reduce fruitless backtracking and wandering when you needed something you already had access to, or at least the knowledge that if you need something new, you've never seen it, and need to look elsewhere.
I stand by the idea that the scanner room is possibly the coolest tech ever used in a resource gathering game. Leaves the danger, removes the tedium. Beautiful.
But why not actual mapping capacity? Wouldn't a corporation dedication to the exploitation of alien worlds have /perfected/ on-the-fly mapping by now?
Look online. Check out the interactive Below Zero map that's already up. https://subnauticamap.io/belowzero
Imagine a capability to generate that ourselves, in game. You'd have some low tech version of it, something handheld that only scanned the immediate area, and a high tier version, a base structure, dedicated to it. Have it send out drones and automatically map the local environment over time, eventually leading to a multi-map room structure you could have at a base that could tie them all together, creating an actual, in-game, character developed topographical.
I'd love it. It'd add an additional sense of accomplishment to exploration, charting the depths you explore, and would further reduce fruitless backtracking and wandering when you needed something you already had access to, or at least the knowledge that if you need something new, you've never seen it, and need to look elsewhere.
Comments
You can also add map files to your screenshots.
Jesus, no, a 3D mapping system? I can't even imagine what that would entail resource wise for the game, let alone the devs.
Something else came to mind during a replay of the original. When you first reach the kelp, the PDA says something like "The life here grows in unusually distinct and diverse biomes. Further research recommended."
I realized while you can research /parts/ of each biome, you can't research the biomes THEMSELVES.
I'd love a Research Annex, a place where you can correlate data you find, maybe through in some resources here and there for scientific experimentation System Shock style, and have it output new findings on the biomes themselves, maybe giving you access to better resource gathering, or maybe even ways to pacify certain predatorial fauna and the like.
Heck, I'd like it just for lore.
Love this!
The devs gave a hard no on maps in the first game. Though I would love to see a very basic, rudimentary map. Even displaying only beacons and landmarks with no terrain would be a huge improvement on keeping track of what you visited and relative locations.
Totally agree with you Hotaru.
It would be amazing indeed.
Since this is development they need markers or fences where development ends and begins. I circumnavigated the big island yesterday, took about70% of the Seatruck charge, and only 25% of the island has anything adjacent to it. Couldn't find anything in the Fjord or one little cave. Mostly wall to 32M then shelf around it out for a few hundred meters and then drops off to 310m with another shelf. All in a pleasant flat sandy bottom. If you head west around it doesn't even have form just huge blocks for 50% of it. I presume this is part of future development. My build version is Sep 19404, maybe more on new ones.
The 3D map is only accessible in the scanner room.
But multiple scanner rooms, add their bit to the overall image.
Extension probs extend this image.
Controls in the Scanner room allows for zoom in/out and scroll.
Scanner Sombre map was stuck in the Floor plane, so you could only ever scroll north/east/south/west.
As always the 3D map on the seaglide could be used to show the materials that the scanner has located.