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The Final Subnautican Presidential Election

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The story so far

For any of you who have been following the political shenanigans in the other "political" threads, a whole lot has gone down. Politics finally degenerated into warfare after the Greater Communist Shoal Conglomerate (biters) had a border dispute with the Neo-Luddite Advocation Party (crabsquids) in the Lost River. Battle lines were drawn, and alliances made. On one side, the Communist forces, led by @phantomfinch's army of GCSC biters. Also in this alliance were the Warpers of the Public Health/Safety Party, led by @Enderguy059 (who mysteriously went missing at the start of the war). Even the Reefbacks were not immune, as even though they had won control of the Grand Reef through politics, a few of their number were co-opted by the GCSC. On the other side, the Reef Conglomerate. An alliance between unlikely partners, the Reef Conglomerate brought together several political mainstays. The lead organizer, @Jamezorg of the NLAP, commanded an army of crabsquids in the Grand Reef and surrounding areas. The belligerent @ResolutionBlaze of the aptly-named National Violence party commanded the aggressive reapers and stalkers. Lastly, the Surprisingly Appealing Hypnosis Party (mesmers) was begrudgingly drawn into the alliance, though its leader ( @dealwithitdog ) went missing at the start of the conflict.

Thus, at the beginning of the war, the planet of 4546B was divided up, about to engage in a bloody battle:
yuh93n0hjlvy.jpg

The conflict raged on, seemingly without end. The United Crabsnake Republic, emerging from civil war, announced their independence from their GCSC-controlled neighbors. They even went so far as to spar, indecisively, with a few invading GCSC forces. The NVP changed nominally to the Devorandum Confederacy, and several inspiring charges were made on both sides of the conflict into the Blood Kelp biomes. The Lesser Blood kelp changed hands between the NLAP and GCSC several times, and an epic attack was made on the Greater Blood Kelp by the DC. This attack was soon reversed by an equally inspiring GCSC counterattack, dubbed "Operation Bloodbath." Throughout the conflict, @Skope consistently braved the front lines to bring pictures and accounts of the war to us. No less in informative value were @Jamezorg's verbal accounts of the many battles (at this point I would reccomend checking the Subnautican War Thread for all of these). Towards the end of the conflict, @Enderguy059 suddenly returned and renounced his warpers from the GCSC. The Republic of Koosh also completed an intense campaign against the GCSC dubbed "Silver-wing's Charge." All told, the conflict resulted in the following geopolitical map:
sxua48mfpvy0.jpg

Exhausted, most of the involved parties were jolted into peaceful sentiments by the shocking news that the President, a Peeper, had been wounded due to the conflict. With the president resigning, a new political void was introduced, amid tense party feelings. Though the nation may be in shock from the war, the impromptu election of the next Subnautican President is now upon us.

The Candidates:
Though no candidates have had time to prepare to run, several figures immediately stand out as presidential material: Firstly, @ResolutionBlaze, the leader of the Confederacy. Forged in the fires of battle, he has stood against biter armies and come out tougher for it, mounting several devastating attacks on the GCSC during the war. He has even run for political office before, as the NVP was the opposing party in the original Subnautican Presidential Election.
Additionally, @Jamezorg stands out from the crowd. When war was imminent, he organized the largest political alliance in 4546B's history, even roping in former political enemies. Speaking for the often-repressed Crabsquids of the Deep Grand Reef, he first made his presence known as an outspoken activist in the Grand Reef Gubernatorial election. Though he may have lost that election, he stayed strong throughout the battle, with not one inch of territory ceded or lost by the end.
Thirdly, the embattled @phantomfinch. Though the GCSC suffered heavy losses throughout the battle, he stood alone against the combined forces of the Reef Conglomerate and fought them, often to a standstill. Orchestrator of the successful "Operation Bloodbath" campaign, his devotion to his forces and troops is surpassed only by his dedication to the communist cause. He also famously invited the head of the NLAP to a game of football in the memorable "Christmas Truce."
@dealwithitdog also seems fit for the presidency, though he did not prominently serve in the war. An avid politician, the SAHP was poised for victory at one point during the Grand Reef Gubernatorial election, eventually polling slightly less than the Environmental Protection and Cooperation Agency. Despite this defeat, however, the SAHP has remained a prominent party in politics, voicing their opinion and famously establishing a feud with the NVP. They even seceded from the union of 4546B, forming their own Republic of Koosh. Though he did not orchestrate it directly, his party was also responsible for "Silver-wing's charge," a tactical maneuver which captured 3 GCSC territories in one turn.
(I promise you this list only continues on for a little while longer)

@skope also proved his mettle in the furnace of civil war, both as a reporter and as the head of the UCR. The Jellyshroom caves had been rocked by a civil war between the small crabsnakes and the "snekzilla" crabsnakes, beings of immense size and power (who were also probably bugs). Uniting in a peaceful treaty as the United Crabsnake Republic, the UCR was plunged directly into another war- this time, one on a global scale. Though their participation in the conflict was small, they managed to emerge from the battle still unified. Skope's reporting on-scene also provided, in shocking detail, the horrors of war first-hand.
@Enderguy059 is the last major player in the war, and deserves credit as well. Though he arrived towards the end of the conflict, his party's devotion to peace was strong enough that he was willing to forsake his old alliance. Additionally, the PH/SP has always promoted the benefit of the people through scientific progress in past elections, and still remains the best possible hope of clearing the Caraar.
@Casual_Player is also a person of interest, and in this case I do mean person. A stranded survivor of the Aurora wreckage, he represents the Foreign Migration Minority Advocates. He has notably made scientific research advances into the G.U.N. (sorry, precursor array).
@Julian1337331nailuJ is an... umm... "Representative" from the... uh.. Rich Clan? An Avid (If Partially Grammatically Incorrect) Political Player, He Has Engraved His Mark (And His Capitalization Habits) Onto The Entire Planet. Make 4546B All Caps Again!
DJ Ampeel is, what else, an Amp-eel DJ from the koosh zone (consider this @Darwin-Evolution ). He is known for.... well, nothing politically, although his mixtape is reportedly at the source of all Koosh Zone thermal vents (which is to say: FIRE!!!!). Vote DJ-AMPEEL for mandatory sick beats.

Nameless politicians:
The ECPA is running a reefback candidate, seeing as they have won the Grand Reef Gubernatorial election, and are currently the most popular party. It is unknown at this time their opinion on the actions of the Reefbacks during the Civil War. As of right now, no spokesfish for the EPCA has made themselves present.

The Issues:
In addition to the politicians, the issues on the table for the election are no less pressing; simply a small sampling of them are as follows:
1: The drawing up of an official peace treaty, and the terms and conditions of such a document
2: The actions taken against or for any provinces captured or ceded in the war: Do the parties involved get to keep them, or should they relinquish them to previous boundaries? Or, potentially, a mixture of the two, ceding some territories or leaving others?
3: The militant reefbacks involved in the combat, and what their actions mean for the EPCA's message
4: The split of the PH/SP, and whether or not the party can re-join/what will happen to the GCSC-controlled warpers?
5: The military vs. political control of the Grand Reef, does it belong to the NLAP now or still the EPCA?
6: The actions taken against POWs, and repatriation
7: The merging of both sides of the conflict into a single union once again, and how that will happen...

So, I leave this now in the people's hands: Who will become the next Subnautican President, in the wake of such dizzying global shocks?
sorry for the excessively long discussion... it is the FINAL ELECTION, after all!

Story improvement/ new ship idea *UPDATED*

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The reasoning behind having a new ship would be to add something to the Dunes Biome. It would fit lore wise with the following PDA’S that could be found all over the Red Falcon.

The potential loot inside the RF are as follows: *Loot subject to change*

Diamond/Thermal blade knife
Modification station fragments
Power cells/batteries
Big filtered water/Nutrient blocks

Combat suit fragments
Energy Repeater fragment - could become an upgrade to the Stasis Rifle. Like 2 shots per second (no build up), each causing a 15% slow for 5 sec (effect stacks) with a drain of 3% per shot.
OxKWaQp.jpg

Auxiliary Arm Module fragments
Tactical Arm Augmentation
wLdd8kx.jpg

There would also be a sheild module. A common upgrade. It would add 50% hp as sheild to any vehicle. This sheild could regenerate at 3% every second after 10 seconds of no damage. This would obviously drain a vehicle of at least 30% power. (Yes this does not agree to the bottom photo, I have rethought some of it)

PDA

Aurora: This is the Aurora mining vessel. We are requesting assistance for our journey to the Aradian Arm.

Red Falcon: This is the Saber Class cruiser Red Falcon. We are currently on route to the Aradian Arm for a weapons resupply. If you want our assistance, send us your mission brief.

A: Mission brief sent
R: Recieved. We must radio HQ to approve path change… We will need something in return. Could you spare free use of the new Phasegate along with a shipment of Uranium?
A: That can be arranged.
R: Estimated meeting is 10,000km off the planet 4546B.
A: Thank you for the assistance.
R: Aurora this is Red Falcon. Our scanners have detected a structure that does not match surrounding geology. We suggest to amplify sheilds.
A: Are you suggesting that the structure could be a weapon?
R: It would explain the disappearance of the Degasi. Get your crew ready to evacuate the ship.
R: AURORA! LAUNCH LIFE PODS NOW! SHEILDS AT MAXIMUM! WE HAVE DETECTED AN ENERGY SURGE IN THE STRU---
R: Aurora? Can you hear us? We're 300m down and taking on water. Send help ASAP.

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FREQUENTLY ASKED QUESTIONS (with Dev updates) - PLEASE READ BEFORE POSTING [Updated 23/08/16]

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To help people get the latest dev updates to frequently asked questions I've set up this FAQ thread. If you know of any more FAQ's that have been answered by the devs elsewhere, please comment below with a link to the post and I'll add it here.

General

When will the next update be released on the Xbox One?
While theoretically it is true that the Xbox and PC versions can be released at the same time, we unfortunately have to deal with the certification process for Xbox, which can cause delays. And, unfortunately, the big PRAWN Suit update coming out Tuesday morning on PC has been delayed on Xbox because it failed certification. It was a small issue, has since been fixed, and a new version has been submitted, scheduled for certification on Friday. So, if that one passes, it looks like it will go out on Xbox next Tuesday (30th Aug), 1 week after the PC version.

What will the next update include?


What does the current Xbox version include?
You can see the Update History here for both the PC and Xbox versions.

Can we have coop? Pleeeeease...?
I mean, how hard can it be?!

Flayra wrote: »
(23rd August 2016) Our thoughts on this have become more clear now, as we've added more to the game and see how much work we still have to do on the game.

We are NOT going to be adding multiplayer of any kind to Subnautica. We would have to start over from scratch and it would take us years of work to do it.

I know that's not what you guys want to hear but we have our hands FULL with the basic v1.0 version of Subnautica.
Obraxis wrote: »
(September 2015) Adding Co-Op or multiplayer is not simple, at all. It would require months of work. We want it to happen, but it would mean we basically stop working on the game right now, and do co-op for months. Currently we'd much rather make a great game first, then see if it's feasible for co-op to happen. That being said, most of us on the team want it to happen. We just can't promise it right now.
Flayra wrote: »
(26th May 2016) We would love to add co-op gameplay someday, but it will have to be a new game. It's waaaay too much work to simply "add" to Subnautica. We might make a standalone game focused on co-op (like "Subnautica Together") or maybe we'll make a sequel.

But it's clear that Co-op is something you guys would love and we'd love it too. Imagine piloting your Cyclops with a few people: one at the helm, another repairing/building machinery, another managing fuel and energy systems and another off on small missions in the Seamoth, reporting what they're finding?

I'm not sure how everything works/where things are and the game doesn't tell me anything. Where can I find out?
A huge part of the joy of Subnautica is exploring working things out for yourself, but if you're stuck you can always refer to the Subnautica Wiki page and there's a map here.

Will subnautica be coming to the PS4?
Obraxis wrote: »
(2nd June 2016) There is a good chance of it, though we're not working on it right now. However, we're exploring the possibility.
Flayra wrote: »
(26th May 2016) We would love to bring Subnautica to the PS4. It's an awesome system and Sony seems to treat developers well.
However, they don't have "preview" program. So we can't ship it there until we hit v1.0.

Any chance of getting 60fps?
Obraxis wrote: »
(27th May 2016) Highly unlikely to hit 60fps on XboxOne, just not technically possible while keeping the game at the visual level we want.

The next update will have some improvements that should be noticeable in some places, but optimizations are not a quick-fix. They are complicated, often take a while and tend to go in towards the end of development so the game and gameplay itself can be a focus. We'll do the best we can as we develop the game to keep improving.

What are you guys working on at the moment?
Flayra wrote: »
(28th May 2016) We are working hard on performance as well. Graphics aren't the issue at the moment, it's mostly our streaming system, so we think we can make some noticeable improvements there. Probably not for the first patch, but in the ones after that (we want to get our currently done work on the PC in your hands as soon as possible).
For a detailed and up to date view of everything that's being worked on right now, along with an impressive To Do List, take a look at the Subnautica Development Blog.

Specific Bugs/Glitches/Issues
Obraxis wrote: »
(1st June 2016) You can follow our live bug process here:

https://trello.com/b/eLEWpq3P/subnautica-playtesting - for catching and organising bug reports (Thanks Bug submitters!)
https://trello.com/b/zpLYFyEu/subnautica-bugfixing - for the actual live fixing of bug reports

For the latest list of known bugs on the Xbox, please see @Luffy490 's bug thread [url="http://forums.unknownworlds.com/discussion/144444/subnautica-list-of-bugs-update-2-0-8-21-16-updated#latest]here[/url]. Please check this thread before posting any bugs you've found to avoid cluttering up the forum with duplicate bug reports.

The Debug Console
To get around may bugs, especially those that cause items to disappear or not spawn at all (like the blueprint bug) you can use the Debug Console in game to spawn items and perform other actions. To access it, SIMULTANEOUSLY press BR+LB+A on your controller, then enter one of the commands listed here or from this list of spawnable items. This is not a cheat as such and has been recommended by the Developers as a tool to get around bugs, although overuse may diminish your enjoyment of Subnautica.
If you are having any other bug related issues, please post them to the Subnautica Playtesting Blog. Alliteratively, please read @EVILONE15 's pinned and regularly updated Bugs On Xbox thread and post a comment there if your bug that is not mentioned.

Know of any specific dev answers to bug questions? Please comment with a link to the thread below. Thanks!

[CRASH]In Deep Reef - Camera Batch and World Position Values & Crash Logs Supplied[42313 Dec 16]

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Another crash to report please.


I was exploring the Deep Reef in my Seamoth when the game crashed.

I noted that the Camera Batch value was 9, 16, 6

World Position Value: -474.5 -470.4 -1024.4

SN_Output_Myrm_5

SN_Error_Myrm_5


My take on how subnautica multiplayer could be implemented.

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I have an idea for how the game devs could implement multiplayer without the community backlash of "oh but i really like the experience that you are isolated, it makes it more immersive" or something along the lines of that.
The game development team for Subnautica could implement multiplayer as an unlock-able feature. What I mean by this is, when the story mode is finished and fully functional (you can get cured, cure the planet, get rescued, ect) then after you get rescued a cut-scene plays explaining that there is rare, mysterious alien structures and that it would be a good idea to go back to the ocean planet to study the unique fauna and flora. With this kind of system in place you would be able to have both single player and co-op with i would say up to 6 people. I say 6 because about the cyclops (i'm assuming that the cyclops will be the biggest underwater vehicle at full release) there is a PDA that says something about 6 people and the cyclops. I also believe that 6 people would just make a really good experience because most people would only really play in groups of around 3-4 at a time in most games and having room for 6 would just make the game seem more realistic in the way that if a single survivor came back from such a planet, and they had the intention of sending people back to search the place for secrets, they would not send a team of 2 people, they would send about 6 (this is just to backup my idea of a 6 person party, just pulling reasons out of my ass at this point :D)
I think that this is a really good way of implementing multiplayer in a fantastic game that could only be made better with friends.
I would also like to acknowledge how there WILL be flaws in my idea of how multiplayer could be put in a game, me not being a game dev or anything, i have no idea how complex this would be. But i am simply posting my idea on this site.
Thank you for reading this (if you made it all the way through) and i appreciate any feedback on this topic, i enjoy talking about such things as whatever this is :smile:

To Do & Not To Do

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To Do:

1) Fix bugs
2) Polish (take it to the car wash! Wax on, Wax off)

Not To Do:

1) Don't do the To Do list

Please? :)

(XB1) Power Lines and Multiple Bases

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I currently operate out of a base in the Shallows right by the pod. Moon pool, greenhouse, scanner room, the whole nine yards. I also have the three story aquarium building right next door. The five solar panels and single bioreactor at the main building do alright, but power can get pretty low if and when I'm running my two water filtering units. I have the schematics for both the thermal generator and power transmitter and the big vent between the kelp forests is a stone's throw from my base. I got two generators set up as close to the vent as I could place them and ran a daisy chain of transmitters uphill towards the base, eight or so.

The aquarium is on the doorstep of my HQ and my power line, going straight from the thermal vent, led me right to the aquarium. I tried placing a transmitter on a pillar, intending to run the power line up and around the aquarium since I don't really need the power there. Though clearly inside the range at which it can transmit, the power will not transfer to a transmitter on the cliff above the aquarium. I swear it's close enough.

So I'm thinking the problem is that the power is already being directed to the aquarium, so it can't split off towards the main building. I can take a few minutes and rearrange it to go completely around the aquarium, it'll just take longer. I guess it's less of a question than it is a PSA: if you've got two separate buildings really close to one another, power transmitters will only direct to one.

Our prayers have been answered! (creature behavior)

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So, to start, a refresher: Do all of you remember, way back in an old thread, when we discussed the behaviors and interactions of all the creatures? You do? Good. One of the topics discussed was the sandshark, and it was suggested how it should actually ambush from the sand instead of just making a general ruckus in the plateaus. We all agreed that that would be AWESOME, and then lamented that it wasn't in the game, and then got back to our lives.
Anyway....

Just now I was playing Subnautica, when I recorded this clip of a sandshark in its natural habitat:
FYI Throughout the duration of both of these videos, I was experiencing the bug that makes you walk along the seafloor like it's dry land. I planned on walking to the mountain island to test a hypothesis, but I ended up dying before I got there... anyways:

image

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Additionally, do you remember people saying how cool it would be if stalkers had a nest for their scrap metal, and/or would actually protect their eggs? Well, have I got a surprise for you there as well!

image

I'm not sure how long ago the devs added this, or how many people already know about it, but I LOVE THIS SO MUCH!!! Who knows what else the devs could have added, as well? Has anyone noticed any other new creature behaviors?

Dear devs: I LOVE YOU ALL SO MUCH RIGHT NOW!!!!!!! Thanks for this amazing game! Thanks a LOT.


How do I delete ghost base components?

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If I make a picture frame on a window in a multipurpose room I can not construct further or deconstruct the picture frame so it is stuck in the window forever. Is there a way to get rid of base components that haven't been built yet without using the builder tool?

Can we get a performance patch?

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It's no secret everybody is having immense lag and stuttering issues, even on high end machines. It's to the point where it is really detracting from gameplay. I know the game is in development, but I think working out some performance issues would really be nice for the game and the community.

New resources

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In order to add new buildable items, we might need new resources. An example: to create something that allows the player to climb up above water surfaces (the side of the Auroura or an island base) we might need something like elastic, or rubber, to keep it on your hands and feet.

Crashing launching or playing Subnautica? Follow these steps to make a good crash support post!

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Hey guys!

Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes. If you have issues with stability of Subnautica, please post your issues with as much detail as possible (video/screenshots/descriptions), followed by the following requested information:

Example Topic Title:
[Crash] Open my Locker and Crash! [Version Number]

1) Please run dxdiag.exe (search windows for it) on your systems and hit the button 'save all information' in the bottom right. Save this file for later.

LHmLsSd.png

2) Navigate to your Subnautica Folder in Steam (should be steamapps\common\Subnautica)

3) Open the Subnautica_Data folder and grab a copy of 'output_log.txt'

PJAwuF0.png

4) Upload all the text of these to something like http://pastebin.com/ and post the public links to them with your forum posts.

These 2 files will GREATLY help us in tracking down issues with Subnautica. Thanks!

Crashing launching or playing Subnautica? Follow these steps to make a good tech support post!


Edit by Jonas:
We've also got a very similar guide with pictures for each step on Steam.
And as in every good tech support:
  • Please make sure that your Windows is up to date.
  • Please make sure that your drivers are up to date.
  • Please make sure your PC meets the minimum system requirements.
  • Please close all other applications before starting the game.
  • Have you tried turning it off and on again? ;)

Ghouls Balance Mod

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Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=768899664
Mod ID: 2DD47A50

This mod contains various prototype balance changes based on ideas of the NS2 discord balance channel.

Current changes:

- Onos
- Increased Onos cost to 62 personal resources
- Boneshield doesn't heal armor anymore and instead grants a mucous shield of 400 hp while being used.

- Lerk
- Increase non-celerity flap force to match celerity to reduce Lerk’s dependence on Celerity
- Increased strafe flap force to help with spiking
- Improved crouch diving mechanics to help with ambushing and spiking

- Silence
- Silence no longer affects any "non movement" sounds

- Mucous Cloud
- Increased the mucous shield hp to 25% (from 15%) of the traget's hp

- Marine
- Decreased the spread vector distance of the shotgun to 8.5 (from 10) to adjust the "death zone"² of it back to where it was before the alien hit box change.


²) The range in which you can kill Lerks and Skulks with one shot

Code @ Github: https://github.com/GhoulofGSG9/NS2_BalanceMod/tree/ghoulsbalancemod

Feel free to leave feedback ;)

SeaBase Showcase

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A thread to show off your bases.
Thread Theme
image

Transfer "signals" to beacon list

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Now that there is a beacon list (in experimental mode) which allows you to switch on and off beacon signals, why not add the lifepod and alien "signals" to this list instead of dropping into the iinventory as an entity item? That allows you to switch them on and off without having to equip them in the chip/hud upgrade slots.

(still) Unable to deconstruct part of base/ cant place ladder

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The very same bug/ error happened to me a few months ago whe i got ~10 hours done and now its happened to me again!

I was building my base (finally) and wanted to have some pipes up to the surface where i would have a multipupose room connected. Once i had done that (pipe didnt look like it was connected) i went inside my base to put a ladder in so i could get up to the room, but the ladder wouldnt place and then the sihoulette wouldnt go away even when i tried to swap tools (happened 3 times) - i was forced to save the game (hadnt in a while) which then let me swap tools again. Still not placed ladder. Thinking ive done something wrong i went to deconstruct the multipurpose room on the surface, ontop of a platform, but it said i had to "finish deconstructing" other connected parts. BUT I COULDNT. The platform underneath the room NO. The seemingly unconnected pipes NO. The corridor at the bottom NO.

I now i have an a large area of base that i cant use and is an eye sore and is exactly where i wanted my base to go with lovely view and strategic importance.

Can someone please help me, ive tried and researched alot to no avail. Im thinking theres like something invisible but ive been around and cant find anything. At this stage i just want to remove it but tht isnt even a commend to delete objects.


- I posted on the steam subnautica forums but have had no response and I also sent off a in-game bug report with a picture of the issue

Scanner room crash - Crashing when exiting camera drone.

New Player, Some thoughts on the story and pacing...

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So, I purchased this game over the Xmas - New Years vacation time... Here are my initial thoughts, especially on the story.

It's really fun and a joy to play.

I did experience the late game frequent crashes issue... I just started playing new games instead of clearing the cache. It's alpha, not complaining.

I think the pacing of the game once your repair the short range communicator in the life pod is quite a bit too fast. I think one message maybe every three days might be fine... that might be too quick as well(5 days). I'm catching fish and prepping for trips to life pod destinations and I keep getting other distress calls I'm like 4-5 calls behind... and they come in so rapidly all of the experiences blend into one another and don't feel distinct. I think these need to be spaced out a great deal more and then each one might be engaging and more exciting... OH! another message! instead of another one?!? gezz haven't even checked out the last 3 yet. Slow the pace and let the game build. Also, it would be great if we could get more of a connection with each pod. Like... "This is Tommy, from LifePod 6" Give two or three messages that allow us to want to look for "Tommy" and develop a connection to the NPC so we want to stage the rescue. Maybe they have to repair their communicator too to get the beacon up and running. Only to have it sink. Maybe one NPC, leaves the pod... only then to radio from another empty pod they found... now they are here and the new pod is taking on water(now you have to check out that pod to find "Tommy") Maybe "Tommy" could be someone you knew from the ship to add story... Maybe eventually you have to take the radiation helmet off of Tommy's corpse... drama...

Alternatively maybe you have to upgrade the communicator to get signals farther and deeper from your life pod. That would allow progression through the life pod "missions".

Maybe the radiation suit shouldn't be able to be crafted immediately and should require you to find the helmet, suit, and gloves from 3 of the later life pod crash sites... inside the pod to make it easy. Only then can you safely approach the aurora. Keeps you from circumventing pods / calls and going straight to the ship.

The ship was being shot down when I only had a seaglide(6 hours in and still finding my bearings)... and the timeframe on that prevented me from witnessing it first hand. I saw the explosion from my escape pod. We should really have the ability to trigger that event by pressing a button to initialize the countdown timer, having another option to have them wait in orbit till your ready to head over and be picked up. The timer should be just a little longer than it would take you to get there... If you also get there too early, it's a problem. Maybe you should have them show up on the spot, and from that location they activate a button on the PDA to tell them to land... and just dispense with the timer entirely. It should be impossible to miss the base shooting down the rescue ship.

I liked on hardcore difficulty how my lifepod drifted... it eventually was over reapers... so I had to abandon it and build a replicator, medi-center, and communication system in my base and focus on that. I'm not sure if that is timed... but that happened at just the right time in my hardcore game. Maybe the reapers at some point just trash your pod in a cut scene, a good introduction to them... at night of course. This shortly after you got a signal to a deep pod that would allow you to pick up a "building gun" so you could generate another fabricator and continue on in your base even if you hadn't built the "building gun" yet. Maybe that is the only way to get the building gun or the blueprints are at that pod that unlock it.

I think the days / nights could be lengthened... they seem to pass too quickly.

We shouldn't have that be the only dividing point of the day. Day and night should each have a low tide / high tide for a four tide daily cycle. There is a HUGE moon near the planet. We should have some pretty massive tides. The current surface level of the water could be what it is now for "low tide", but maybe the "high tide" could cause the surface level to rise quite a bit. Enough that you might have to take the tides into effect when deciding to visit a wreck... if the tide is rising you could find your seamoth crushed where you left it parked safely earlier... the depth increased passing its safe range... The extra depth could make it darker as well... Maybe certain areas like the aurora could only be accessible at certain tides. Having tides could change everything... maybe too much redesign for the game at this point. Too bad that wasn't implemented in the initial design.

[Bug] Fragments Sink into the Sand

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Items will sink into the sand when swimming towards them; this happens sometimes; usually at draw sistances

Youtube

43131 Experimental Build

Player pressure limitations

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The player should be limited on how far they can go down. IRL man can not get to the bottom of the ocean with just our body's we would be crushed to death same with O2 tanks in the normal difficulty the player should just take damage when below the safe depth while in hardcore mode they risk rupturing there suits and O2 tanks. ( below is a List of gear needed for the depths and build cost)

0-200 scuba suit, O2 tank
Scuba suit: none ; O2 tank: titanium×2, glass

0-400 dive suit, reabreather, O2 tank
Dive suit: fiber mesh×2, titanium×2 ; reabreather: wiring kit, fiber mesh ; O2 tank: titanium×2, glass

0-600 reinforced dive suit, reinforced rebreather, reinforce O2 tank
Suit: synthetic fiber×2, titanium ingot ; reinforced reabreather: reabreather, synthetic fibers ; reinforced O2 tank: titanium ingot×2, glass×2

0-800 plasteel dive suit, plasteel helmet, plasteel O2 tank
Suit: synthetic fibers×2, plasteel ; helmet: plasteel, enameled glass ; O2 tank: plasteel×2, enameled glass

The rest of the way you are limited to your prawn suit. BTW you should be able to access vehicle storage and torpedo bays from inside the vehicle
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