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Killing the Reaper

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These things have terrorized me since I started playing this game over 80 hours ago. But now I have a reliable strategy for killing the Reaper (at least as of Voice of the Deep patch). If you ever wanted to know how you're supposed to face one of those beasts, and kill it, read on.

I developed this strategy out of necessity. For me, one spawned at the upside-down life pod near the Aurora and I had no chance of exploring it without facing the Reaper. It terrorized me. Always I was looking over my shoulder for it. It is now dead, and I now explore in peace.

There are videos of heroes fighting the reaper with nothing but the seaglide, stasis rifle and knife. It is indeed heroic, but that scares the everloving crap out of me. My way, perhaps, is safer and easier.

What you will need

You will need a Prawn Suit. I also recommend two claw arms. Drill arms seem to damage the Reaper, but claws seem to do more damage in my experiences. I also recommend armor mods. At least two. They do not help against the Reaper, but when it drops you in a nest of bone sharks, you will be glad you are so heavily armored.

You will need a Cyclops. And you will need a repair bay mod for your Cyclops. The repair bay is essential for this strategy.

What you need to do

Find a Reaper. They often appear suddenly as they load in. You can tell they are close by their calls. Move in towards it. Switch to silent running so it does not attack. Then, find a place near the bottom to park your Cyclops, being sure to turn off the engine. When you chose your parking spot, do so carefully. You must be able to reach your Cyclops again.

Once you have found the beast, if you are scared of him, I recommend you turn off the sound (he sounds terrifying) and put on some fighting music. It will help you. Once you start fighting the Reaper you do not need to hear him anyways.

Deploy the Prawn. Once you hit the bottom find the Reaper and face him. Keep facing your opponent and wait for him to come grab you.

Fight. Hold both left and right mouse buttons. Be sure you are attacking with both claws for the duration of his grasp. Sometimes he will do only 27%, but I have had him inflict up to 90%. I have not, yet, taken 100% damage from the Reaper in a single grapple.

Get back to the Cyclops. This is the most difficult part of the fight. When he lets you go you must A) ensure you do not fall into a crevasse that you cannot escape from, B ) know where your Cyclops is in relation to you so you can head towards it, C) see what direction the Reaper is swimming in, and D) do not get grabbed by the Reaper a second time.

I have sometimes survived two attacks from the Reaper. The first blow takes me to 73%. The second takes me to 23%, if I am lucky. Do not depend on luck and instead flee to your Cyclops. Once you get back in the bay of the Cyclops, your Prawn will be automatically repaired as long as you have the repair bay mod (and in a matter of seconds) and you can reposition your sub to be closer to the fight.

Give chase. Maneuver your Cyclops over towards the Reaper. This can be hard. He will move fast. And sometimes it is not clear where he has gone. I had the misfortune of having one Reaper lead me towards another, so you must be careful, but you can find him. Move directly towards him and hit silent running, find a spot near the bottom then cut the engine. Then, deploy in your Prawn.

Continue this part until the Reaper is dead. Deploy Prawn. Fight. Get back to the Cyclops. Chase. For me, I usually count five times. On the fifth time, the Reaper will die. The only time he did not die on the fifth fight was when I used a drill arm as one of my arms, that is why I do not recommend the drill. That fight lasted seven rounds. Keep it to five, use claws.

Other notes: This fight will last for at least a day. Or two. If you like to fight by light, bring a bed in your Cyclops. The Reaper will not hesitate to kill you so use every advantage you have. Also, bring food and water. Plenty of it. There's nothing worse than being facing off with the Reaper when you see you are below 20 food and water. If you die, die well fed.

Of the four matches I have had, I have killed the Reaper in all but one. In my second match, the Reaper fled in a strange direction, towards the aft of the Aurora, and in looking for him I found one of his brothers. We fought, but I made the mistake of not going back to the Cyclops after the first grapple. Fight smart. Return to the Cyclops after he grapples you and repair.

As for my personal feelings, for me, it was like fighting a dragon. The beast comes and scoops you up and you battle in the air (or water... or actual air if he breaches) and then he drops you and you plummet. You move across the ground, trying to avoid him and his terrible jaws. Then you make it to safety and run after him madly in your Cyclops, like Ahab chasing the White Whale.

The good news is that, so far, when the Reaper dies, he stays dead and the ocean is a little safer.

To all the other swimmers out there who find Subnautica as captivating and terrifying as I, I wish you the best and hope these notes help you.

mi29fkshxspe.jpg


habitat ideas: algae tubes and radio tower.

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Just two ideas, one for mid game, one for after the main story is complete.


ALGAE TUBES
info: https://en.wikipedia.org/wiki/Algae_fuel
looks: https://upload.wikimedia.org/wikipedia/commons/b/ba/Photobioreactor_PBR_4000_G_IGV_Biotech.jpg

function: algae tubes would be a small wall mount item which can go in even the smallest of habitats, this item has two functions its primary is to slowly build biofuel which when combine with a bio reactor can keep a base running even at the deepest of depths, and the second ability is creating oxygen this allows a base to refill O2 even when the power is out not only that but the exterior of the wall mount will have 2 pipe starting points.


BIOFUEL BASICS
creates bio fuel at a 2 items per day rate regardless of base power, though does take 1 day before production starts (algae must grow). two algae tubes is enough to keep a moderate sized base powered when combined with a bio reactor.

Biofuel batteries
info: drain slower then standard batteries but require 2 bio fuel per one battery. they work better in things like your flashlight or seaglide but its better to keep standard in other tools. they have a bio recharger variant for the larger ones that will slowly charge as long as they are not active (in a vehicle)




LONG DISTANCE COMMUNICATION ARRAY (radio tower)
info: a large radio tower that must be built on land.
looks: https://i.ytimg.com/vi/a_SAtieS-58/maxresdefault.jpg

function: a late game construction designed for after the main story is complete. this item allows direct communication with outside forces. though it can be found and created before then only to have something jamming communications outside the solar system you are in. this item has one purpose call for escape or call for colonization.

the choice is yours end the game and flee, or call for others to come and set up a home. if flee ends the game 3 days later with a rescue craft actually picking you up. if colonize game does not end and in fact 2 weeks later a few pods are launched at the planet that hold LIVING HUMANS which you must either guide to habitats which have beds, water, and food. or point to the islands to set up their own habitats.


the late game bit would be similar to current with exploration being a big deal but the objective will change from just being the lone survivor on a hostile world, to the one veteran survivor guiding colonists in their new home.

ideas for late game events

1. built habitats in zones, some groups will want to try and live in specific areas by default most want the safer areas and a large habitat in the kelp forest areas will do. but a group of scientists may land and ask you to build an empty base in the area with the crab snakes, with at minimum 2 multipurpose room one of which is stacked. to which they will set up the interior.

2. save survivors, on ocasion survivors may land in a hostile area or be attacked by a reaper. you must save them either with beacons, stasis rifles or just driving your cyclops up to their location and letting them board.


I have other ideas, but think this may be to much for this one as it is unlikely to ever happen.

Certain items to be stackable.

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I've been wanting to use the floating air pump for searching wreckage but keeping space for 10 pipes does not seem viable. Have you guys thought about the idea of items like Batteries, pipes, or other smaller items to stack to maybe 5? This would both lessen the demand for having a huge oxygen supply (thus allowing us to have 1 tank instead of 3) and make the pump a more viable tool in the game. Thoughts?

Alien Vehicle

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As I stated in my New Biome discussion the artic biome could have an entrapped submarine roughly the same size as the cyclops but in the theme of the precursors bases and have new capabilities. The power would have run out and would need an ion matrix to get it running however the trick would be getting it to a point to where you could use it and get it out of the ice. The aliens mastered portals so this vehicle would have been built before those and would master noise suppression while going fast or even possibly have a prototype portal on the ship to teleport the ship itself in specific locations and place a precursor circle that is a mobile teleporter end to come out of. The ship would not have a blueprint to build another but the rings would be easier to build as fragments of it would be in another precursor base of science and technology which would be located between the Aurora and the alien ship.

New capabilities for Power Cell Charger and Battery Charger

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I had these ideas back in 2016 as i began with SN. The first new feature is a option for fast charging, the second is that a charger acts as power bank.

So there would be 3 modes for the chargers:

REGULAR

The standard mode for the charger. It charges the Power Cell/Battery slowly with a small power consumption.

FAST CHARGE

It charges with a fast mode like the Moonpool. Suited for strong power grids with enough capacity.

POWER BANK

In this mode the Charger acts as another power source, like a generator. Ideally for temporary or rarely used small bases.

Edit: for this mode the color of the charge bars should be different, maybe blue (see pic 3).

Benefits

This would give more flexibility to the chargers and to us players and it would give the PCC more relevance.

Notes
  1. I know that lot of players use the Moonpool as fast charger, me too. And there exists also some opinions that the PCC is useless, if you have a Moonpool. But I don't like to use the Moonpool as fast charger for Power Cells. To charge Power Cells is the job of the Power Cell Charger.
  2. It can be useful to have the Power Bank feature also for the Battery Charger, especially at the point we have the Ion tech.

Pictures

Let me show some pics as examples. You can click on this pics for full size.

Power Cell Charger
20170630122953_1_mod.jpg

Battery Charger
20170630122928_1_mod.jpg

Upper PCC is in Power Bank mode, the lower is in Charge mode.
2017_06_30_00002_mod.jpg

Just an idea or two for now and the future.

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Okay, time for my contribution of an ideas thread. A number have already been suggested so I'll try not to repeat too much here. I'm going to split this into two sections, idea for stuff to be added before release, and ideas for things to add after. First up, things that could or should be added now:

Larger foundation. The current foundation holds 4 spaces in a 2 x 2 grid for placing compartments on and gives a hull value of +2.0. I propose the addition of a 9 space foundation in a 3 x 3 layout that gives a hull value of +4.0. A foundation of this size would allow for the multipurpose room to be centred directly on it to appease any OCD tendencies within the playerbase, as well as allowing for a number of base designs that would otherwise require a fairly off-balance placement of foundations. At +4.0 hull it is slightly less efficient in hull per space then the regular foundation and I propose the cost should be also slightly unfavourable, maybe 6 10 titanium? (Thought the foundation was 2 Titanium not 4, oops.)

Base Control Panel. This would be a module placed either inside or outside a base that would provide info to the player about that base. Notable info would be current Hull strength, current power level, and the current incoming power/sec and outgoing power/sec. Possibly have a time till fully charged section too. It would serve well as a tool to help in checking on current conditions in a base as well as in planning future additions. Depending on the way the code handles rooms, if possible I would suggest it would also have the ability to turn off rooms or modules in the linked base, allowing the player the option of disabling certain aspects of the base in low power situations without having to deconstruct parts of their base. Being able to turn off the lights if needed could tie in well with current mechanics where the player can shut off all lighting to avoid notice of something swimming by that could damage the base. Even just the basic form of the suggestion would be useful in creative mode to help judge the viability of a particular base design for recreating it in freedom or survival modes.

Mapping. Hot topic I know, but I haven't come across this possible solution yet. Give a map to the player that can only be accessed if they have the Scanner Room HUD Chip, or possibly an upgraded version of it. Instead of a complete map, or some fog of war system, it instead shows a blank surface with the player location, any and all currently active beacons, vehicles, and installed signals. The only terrain that would be shown would be that within the range of a scanner room, otherwise it is just unknown void. The origin of the map would always be centred on the player's location and not linked to the actual xyz values of the worldmap. In addition to the beacons, the player could click and add a waypoint that would show ingame like the beacons currently do. This would allow the player to plot out destinations based on marked areas so they don't get lost, but would reveal nothing that isn't already visible to the player.

Towing. Upgrade module for the Seamoth. It would allow you to launch a cable at something then drag it around. The weight of the object would affect the max speed of the seamoth, and something too heavy, like a wall or seafloor, would leave the seamoth tethered unable to move away till the line is released. If anything like ocean currents are added, it could serve as an anchor for the seamoth, but the intended use is for resource nodes. The ability to latch onto a major resource node then drag it back to a central location for the prawn suit to then mine it out. Other uses are for towing other seamoths, or with difficulty, the prawn suit itself to recover it from some situations. It could also be used to do absolutely insane things like latching onto a leviathan and getting taken along for a ride.

Move Lifepod. For those that take too long to repair the lifepod, or just don't like the area, the ability to move the lifepod would be a nice option. Possibly used with the previous towing idea to let the Seamoth tow the Lifepod to a new location.

Post 1.0/Expansion Ideas:

Mirror. 1 Glass and 1 Silver. Basically one of the posters ingame but shows a reflection instead of an image. Short and simple, and only really needed if alternate gender or appearances are added.

Revisiting the planet. Idea for the expansion storyline, basically after making it back to civilised space, Alterra corporation sends the players character back to the planet to spearhead the colonisation of the planet. It would take place on a new part of the map, allowing for the addition of the proposed biomes and alternate items, support from Alterra would give reason for any new building options. And ship access would allow revisiting the original map location, with the underlying mechanics relying on the currently in place teleportation system.

Floating Foundations. With the intent of allowing us to build floating bases on the surface. Instead of hull strength, it would be weight that needs to be balanced out so the base doesn't sink. Foundations and antigrav systems...maybe silly things like giant balloons, to keep everything floating.

New Biome

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Subnautica.wikia.com/wiki/file:Biome_Map_(2).gif
As seen in the interactive map there are many biomes in the game, however on the right side of the Aurora the void is close to the ship which is a perfect place for a new biome. A biome that would be 1-2 entire squares away from the ship hidden in plain sight. Since the explosion on the Aurora was located at the front and left only 1-2 chunks of the Aurora would be in this 1-2 block area before the new area. This area would explain the alien moonpool and where their sub went to and could also reveal new materials and possibly go to the deep depths of the ocean. It could also add a storyline to the alien portals and what they were doing there or even if there from there. This new biome could also have legendary creatures frozen in time, The Artic Biome.

Release to gog.com

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gog.com has recently allowed early access games under the name of "games in development".
This would be an opportunity for Subnautica to reach people not on Steam and provide an option for those opposed to DRM (or Steam) to support UWE.

QOL suggestions.

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Hi I have a few suggestions after playing several games of Subnautica.

1. Change the way melons and some plants work, atm they are completely useless you can never grow these unlike potatos.
2. Increase Storage in Cyclops it becomes a bit silly when the lockers are so small that you need to build bigger ones on the floor above.
3. Allow access to modifications and storage of docked seamoth and prawn in cyclops (prawn cannot access storage in moonpool) including ability to repair
4. Add some simple way to transfer materials from prawn, seamoth or cyclops to seabase etc
5. Have the option for buiildings locking to grid this drives me insane when a locker is marginally higher than the one next to it. I dont really see why this isnt there already I guess you could turn it off but I would be very glad if everything snapped to grid in some way, though I gues its a bit harder for some external stuff like solar panels search lights etc.
6. ion batteries and cells should be upgraded from normal batteries and cells, I had 8 spare batteries and 7 spare power cells so thats 15 batteries and 16 cells (taking batteries in tools and cells in cyclops moth and prawn) I do not need more batteries or cells I just want better ones and I dont want to just scrap them they will now just take up space.
7. titanium and in some ways quartz should be easier to construct at present to create 10 plasteel I need 25 metal salvage I need to click it 25 times to change into 100 titanium I need to click it 10 times to turn into ingots and 10 times to change into plasteel excluding the crazy space its really really annoying, basically 45 clicks on the fabricator plus 110 space taken up for 10 final material. Glass is similar because you also use it a lot. - I propose a late game machine that will generate titanium ingots straight from salvage or better yet gather and produce titanium ingots or titanium, plus a similar thing for glass or quartz. for a full glass multipurpose room I need 8 windows 16 glass and 32 quartz whichi is still 16 clicks and 32 space its another thing that late game you use too much.
8. have more than 5 hotkeys so I dont need to open inventory to switch from builder to laser cutter
9. ability to change what you search for in sensor room.
10. change the location points (for the life pods precursor facilities etc) so they are just parts of the pda and dont take space on paper doll.
11. increase mods for cyclops I realise you need to pick and choose but I think a few more would be better.

Voice of the deep shouldn't speak english

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I hope I making this topic in the right place. Also english isnt my first language, so sorry in advance for mistakes.

Here is a little quote from Rock,Paper,Shotgun about Subnautica.
Tapping into our fear of the unknown is, undoubtedly, the game’s most malevolent and effective trick.

Up until now the game never missed an opportunity to scare the shit out of me. Always at the edge of my seat, every new area I had my sight on needed a huge amount of bravery to actually explore.
With no weapons stranded on an unknown planet, surronded by deadly creatures made me feel extremly insignificant, helpless and most importantly alone and isolated. The data logs of the preceding ships also added to this, by noting that these people didnt understand this world as well.

All of that ended as soon as the empress opened her mouth. When I first triggered her, it was the middle off the night (in RL) and I was chased by a warper. My heart skipped several beats, when she showed up on my screen. But that vanished when she startet talking in perfect english using a kind and motherly voice with a hinge of her own insecureness.
From that point on the aspect of solitude and slight horror was gone. The voice itself isnt threatening or deceitful, so I know that she wouldt harm me, when I reached her.
What was supposed to be a mysterious being hidden behind dreadful creatures and hostile enviroment, became instantly relatable and harmless.

The empress shouldnt speak a human language. She should sound alien to us and when we meet her body language, the enviroment and maybe dataconsoles should tell the story. Up to that meeting the game is very good at that. Why turning the ominous presence off the empress into a simple quest-NPC by giving her human voice. There was no need for that.

That is something I would like to discuss in this Thread.

PS: And before someone comes in and uses telepathy as an argument. The precursers were telepathic as well, and they couldnt understand her. So why should we?

"Adult" version of subnautica.

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But not in a perverted sence (to avoid any misunderstandings right away)

So i was thinking about subnautica and the environment and storyline and thought about how the fear factor could be increased.

I know this is a game that tagets a broad audience and the dev's have every right to do so.
However a more "realistic" version of subnautica could be potentially interresting.

The things i thought about are:

1. Ofcourse normal blood and bleeding effects on attack or being attacked.
This could be expanded and showing cuts and beelding effect on the player hands

2. Death animations can include more blood and even organs flaiing around.

3. Next to the carar infection, a more direct posioning system for short term death posibilities (the need to heal yourself with the right serum on poison exposure)

4. Skeletons of the aurora and degashi crew . (perhaps in their last struggeling positions)
Expanding on this one: If a body or pda is found, perhaps show a flashback of the last moments when the crew(member) was still alive (but always avoiding footage
of what actually killed the member so the player is left in uncertanty)

6. Extra animations like the eyes of the sea emperor actually have an iris/ pupil and watches you every where you go in a creatain distance. (Could also be implemented
for other creatures)

7. New creature that attackes the player from below from a sand coverd hole like a bobbit worm or
something.

Cyclops roof hatch

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This would make it easier to get into the Aurora and onto the islands without needing to enter Reaper infested waters (the Floating Island is the only one without Reapers, but it has Warpers instead).

Plus, it is more realistic that way and it was in the original concept art.
latest?cb=20150718203853

Cyclops lighting and cameras..

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Cyclops definitely need better cameras. I mean camera lighting. When you navigate to lava place, there is some pitch black places where those lights doesn't really effect. The existing lights illuminate about 1-3 meter distance. Also cyclops main lights are junk. They do not illuminate forward, instead they illuminate cockpit very well.. New Camera lightining and maybe even little zooming possibility should been avaible via Cyclops Camera Upgrade Module :)

Story suggestion: dirrect interation with other survivors.

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yeah, before I fully type this out will state do to the fact I keep forgetting to save I have only been 3 days in "story wise" in the current build when it comes to the other pods and the radio beacons and communications.




IDEA: 12 men/woman stuck on an alien world. the idea is there are 12 survivors though in this idea you only directly see a few as the rest like you are trying to survive and figure out what is going on. (the player can not be the only force in the world, though the idea is on higher difficulties they are more likely to fail requiring the player to solve things. this allows players to take it more at their own pace depending on dificulty with freedom requiring htem only to do a few things while the one life mode requiring htem to do most things).



What the 12 survivors would mean story wise.

on day 2 when you get the reply from the shuttle you will shortly after it is done get a message from a pod stating. "well looks like we are getting out soon, Liston up, we have set up a small underwater habitat I want everyone who can to head to these cordinates and speak to me"

the coordinates will lead you to a base that is a single pipe room with a multi purpose room(2 floors). based on this
http://subnautica.wikia.com/wiki/File:Generic_base_room.jpg with the window and reinforcement flipped for the rooms.

the survivors base:

entry pipe: contains medical dispencer that is always at 50%, communicator, and the hatch

bottom floor: two of the survivors (info bellow), ladder to upper floor, makeshift kitchen with one of the survivors cooking peepers, O2 purifier, and a fabricator.

top floor: 0-3 survivors, several beds built into the walls, 2 medkit dispensers, a fire extinguisher on the wall, and a hang in there kitty poster, and a reading area with some chairs a lamp and what looks like an E-reader.




The survivors that you see. ( I suck at names)


1.security officer dan
info: The only member of the ships 3 man security team to survive the crash he is the one in charge of operations well atleast in his mind.
personality: tough no nonsense or at least that is how he tries to be, in actuality he is a Barney not really good at his job never used his weapon which now that it was destroyed in the crash makes him happy.

what he does: he tries to coordinate the other survivor groups, upon entering the habitat, he will say "and 12. well that is good news at least, anyway welcome to the habitat, uh if you need to rest we have beds, food, and medical supplies but not much best to keep on your own out there". Out side of that interaction he will tell you to check up on the last known locations of other survivors from time to time, though you rarely if ever run directly into them.



2.Susan (russian last name)[I suck at spelling so not even going to try]
info: the ships cook, strangely enough she "went down with the ship" and yet survived do to the fact she was in the freezer when the ship went down.
personality: strong willed and has a good sense of humor the true reason things are not falling apart in this habitat

what she does: mostly sits in a makeshift kitchen dicing peepers and cooking food, 2 times an in game day if the player is in survival they can head to her to get a free meal brick which will fill 100% food and water. it also takes up 2 spaces of inventory. out side of that she will perioticly send requests for peepers which if fullfilled will give some of the rarer resources and craft items.


3.John doe (unnamed)
info: a survivor that is seen at the habitat from time to time, usually sleeping in the top floor has a rad suit on at all times.

4.Jane doe (unnamed)
info: like john doe a female survivor that is found in the habitat, though unlike the John doe she can be found reading or eating and seems to be at the habitat. like the John Doe has a rad suit at all times.


5. Mr. NAME (a "VIP")
info: the person you get a rad suit for in one of the pods, will directly give you a reward for saving his life. he seems to be a busness man in some tech industry atleast from his "dialog" he also seems to have an underlying mental problem (high functioning autistic? no this isn't an insult its just a fact that people do have mental problems).
personality: jumpy and scared interactions with him in the habitat are rare, but he does state he loves finding and researching the life on this world and may send you off with coordinates to go scan life forms with a high quality scanner to get more info on them though he always requests it back when you are done.

what he does: gives insintives for players to scan wildlife and fauna, as he will give tech items like a multi frequency radio (stores coordinates in hud with out needing to swap them out and can be toggled) the more things you scan the more likely he is to send you out to rescan something with a high tech one, the peeper for example automaticly updates to the high tech one a few hours after you scan one showing a net connetion on your scanner/PDA.


6. Dr. Name
info:a person you run into late game that is infected with some parasite after eating a raw hoop fish. they are found in the habitat 2 days after it is set up stick and apparently puking into a bucket. the habitat doesn't have advanced medical equipment to deal with a parasite and ontop of this the sick person is the only doctor on staff that survived the crash.
personality: once they are cured they are the stereotypical overly nice doctor, while you don't directly interact with them out side of finding things to help cure them, once they are cured you may from time to time get a request to bring medical supplies to a coordinate for them.





And that is all well all to this idea. the bases of it is to expand on the not the only survivor bit that seems to be happening with the current versions. (I love this) though you will not directly interact with or see half the survivors the ones you do see can be used ot give lore and backstory to the crew, world, and just what is going on with the survival situation.

Should the Aurora's interior get a redesign?

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Now, its probably stupid to redesign the Aurora this far into the development as it would take a lot of extra time.
But i can find some flaws with the current interior design and layout.

First, the interior of the Aurora is very linear and limited. It consists of mostly straight and narrow Corridors with small densely equipped rooms. It has few different routes to choose between and is very straight. You cant choose between several paths to take, as you are forced to kind of "see everything in one go". It would be cool if the Aurora was a more open "maze" like structure where you had several places to go through and explore. There could be multiple entrances to the ship, that somehow connected to each other through the Corridors and rooms.

Second, is that the infrastructure is very random and impractical. Why is the Locker room next to the prawn bay? Why would you put the prawn bay in front of the living quarters? Why is there only one administration Office? Why is the seamoth bay next to a cargo bay and the Fusion reactor? Everything feels like its placed in the wrong area, therefore all the rooms are just one big soup.
Examples: The Locker room should be connected to the living quarters, as that is where people keep their stuff. Didnt someone complain about people thinkering with the prawn mechs in the PDA entries? Maybe you shouldnt have it directly in front of the living quarters then?

Third, is that i hope you like the colour Grey! Because every wall, floor, ceiling, door, ETC. has this magnificent colour!
This can be heavily improved without really Changing the overall level design. Maybe some monitor screens on the walls? A pot plant or something? The Alterra logo could be on the walls somewhere... You could maybe add some lights, maybe some colours?
Things that would just fresh up the interior a bit! ;p

Love, SushiDiver. ❤❤❤

(gameplay) balance of energy & O² as gates

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I know the game is already close to this. But the devil is in the details.


Main change:
- Separate Energy/Oxygen management
- Submarine only store O²
- Seabase are the one who produce O² along energy

Expected result:
- No need to nerf energy to gate player diving depth
- Seabase centric depth progression
- More importance for Moonpool
- A reason to bailout of a doomed moth/cyclop in a seamoth
- resurfacing a dead submarine would make use of a separate ship and FLOATER (=awesome)
- More survival parameters (not necessarily harder, it just mean you'll operate from a seabase more often)

Subnautica%20Gating%20with%20energy-air%20suggestion_zpscdei5l8m.jpg
Yes I'll keep lobbying for a dingy boat.


Caveat:
- as long as the Cyclop can't dock, it can't refill and must have infinite O².
- dying require refilling the host-ship or other failsafe.

Optional:
- seabase module to produce O² (allowing a gate through its resources/research, it would double as a mean to pump water out)
- linking seabase to air-pipe from surface (that's what I believed they were for the first time I played, it was disappointing and I never use them to dive anywhere)
- seabase store energy in powercell through the Powercell charger (to kickstart a base by powering it with fuelcell)
- (Cyclop silent-mode also cut the oxygen?)

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Updating Data Entries

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Hello!

My idea was to add:
  • Data entries that update as you collect more data. Example: The pipes to the Aquarium say "Purpose Unknown." After scanning the pipes in the Aquarium, the entry will update to say the purpose.
  • Add a "History" button to show previous entries.

This would be an interesting concept to have as it would make the PDA seem smarter and help players who don't understand learn what connects with what.

Torpedo mk2?

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I love using torpedoes, but I just hate how little room you have for them. I was wondering if you ever toyed with the idea of making upgrades for the torpedo launchers so they carry more? Maybe have it so the second level can have 6. Or just drop the size of each torpedo to 1x2 instead of 2x2, reduce the storage of the launchers to 6x2?

Yaw/Pitch/Roll instruments

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Seriously, when it's pitch black for one reason or another and I'm getting banged around and can't tell which way is up, it would be super useful to have that kind of instrumentation to get myself oriented again.

Unable to access Prawn/Seamoth storage in Cyclops, Prawn in Moonpool...

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Please tell me this won't stay this way?

Its a huge pita not being able to access either seamoth or prawn storage in the Cyclops as well as the prawn in the moonpool...

What gives??
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