The Colossus, the Sargasso, and the Duck: Endgame vehicle ideas

The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
edited September 2015 in Ideas and Suggestions
So, I had a thought. After you get the SeaMoth and Cyclops, the Constructor kinda ceases to have a purpose. So, I had the idea to add more vehicles, of varying role. I came up with three, and friends of mine agreed they were good enough, so I thought I'd post them here. Keep in mind, some of these will implement features not yet added to the game, but planned, (such as DNA sampling), and others will even go into the realm of not even planned. Anyway, here are the vehicles:

Name: Duck
Role: Underwater Combat
Materials List:
• Enameled Glass x1
• Titanium Ingot x2
• Advanced Wiring Kit x2
• Power Cell x1
• Computer Chip x1
Designed for fighting underwater, the Duck is similar in size to the SeaMoth, though considerably faster and more expensive, as well as having a much shallower crush depth, and instead being armed. This armament consists of dual stasis rifles and a micro railgun (an item idea I came up with just for this) which does roughly five times the damage of a diamond knife. The shape would be similar to a fighter jet in modern warfare (probably the F-22 due to it being the best yet), rather than the double-winged sphere of the SeaMoth. More intended for short, defensive combat missions against some of the more dangerous enemies, informing Stalkers that they are not welcome anywhere near the player's base.

Name: Sargasso
Role: Scavenging
Materials List:
• Enameled Glass x3
• Plasteel Ingot x5
• Computer Chip x4
• Power Cell x6
• Advanced Wiring Kit x2
• Propulsion Cannon x1
The Sargasso is designed with one thing in mind: collecting materials. Built on a somewhat similar chassis to the Cyclops, this submarine sacrifices speed and Seamoth docking ability for a deeper max depth and an extendable arm (like the Canadarm used in space). This arm can reach into somewhat awkward spaces, releasing pulses of water pressure to break stones and using a vacuum tube to suck items right into a storage compartment. This would allow people to scavenge for many materials without ever leaving the safety of their submarine. The control panel for the arm would be separate from that for piloting the sub.

Name: Colossus
Role: Fully Customizable Mothership
Materials List:
• Reefback DNA x4
• Stalker DNA x8
• Reaper Leviathan DNA x1
• Plasteel Ingot x16
• Enameled Glass x8
• Advanced Wiring Kit x16
• Computer Chip x7
Intended as the ultimate endgame item, the Colossus' purpose is customization. From the command deck, the Commodore can change the ranks (aboard a particular ship) of everyone in the server (it's intended for if and when multiplayer is added). Different ranks have different privileges. The name and color can be changed similar to the Cyclops, as can the engine, with the propulsion being able to be upgraded from Reefback DNA all the way up to Dark Matter. Each of the 16 empty compartments down the length of the ship can be changed to one of several specialized areas. Due to its abilities, submerging would make it even more overpowered, too much so, so it would be a surface ship. There would be one Colossus fragment on the entire map, hidden somewhere in the Aurora. And, yes, I am aware that DNA can be an impractical material to build a ship, but if the fabricator can turn coral into bleach, why not? One would have to survive an encounter with the Reaper, while extracting its DNA, to build this monster. A full summary of the ideas I have for the custom compartments are as follows:

• Docking bay for 4 SeaMoths
o Materials List:
 Titanium Ingot x4
 Silicone x6
 Advanced Wiring Kit x4
 FILM System (crafted with 1 Reefback DNA and 4 normal Wiring Kits) x4
o Contents: 4 SeaMoth docking stations, 4 SeaMoth upgrade stations, 1 Bulkhead to access the rest of the ship
o Other Info: The "FILM System" item is an idea I had for a system that makes a semitransparent shield that allows most things through, but not seawater. This means that the bottom can be open to the sea at all times without flooding the chamber, similar to a Moon Pool, but with a shield instead of air pressure. Anyway, four SeaMoths could be docked and charged here.
• Docking bay for 1 Cyclops
o Materials List:
 Titanium Ingot x3
 Silicone x8
 Advanced Wiring Kit x2
 FILM System x8
o Contents: 1 Cyclops docking station, 1 Bulkhead to access the rest of the ship
o Other Info: 1 Cyclops can be docked and charged here (charging rates will differ depending on what tier of engine the Colossus is at), and this Cyclops can itself be loaded with a SeaMoth.
• Storage area
o Materials List:
 Titanium Ingot x 10
 Glass x 30
o Contents: 32 Lockers, 1 Bulkhead to access the rest of the ship
o Other Info: This area is exactly as it sounds. Its sole purpose is to act as a massive area for storage, allowing a ship filled with these rooms and nothing else to have 512 lockers of storage space.
• Crafting Area
o Materials List:
 Titanium Ingot x 10
 Glass x 10
 Advanced Wiring Kit x4
 Computer Chip x8
o Contents: 2 Fabricators, 1 Workbench, 1 Fragment Analyzer, 1 DNA Analyzer, more added as more crafting stations are added, 1 Bulkhead
o Other Info: This room is there for the purpose of allowing people to craft anything aboard the Colossus, consolidating its ability to act as a mobile base.
• Stasis Cannon Emplacement
o Materials List:
 Titanium Ingot x4
 Stasis Rifle x4
 Advanced Wiring Kit x8
 Computer Chip x2
 FILM System x1
o Contents: 1 Stasis Cannon, 1 Stasis Cannon Control Console, 1 Bulkhead
o Other Info: The Stasis Cannon would be a system to allow an empowered Stasis Rifle shot to be fired from aboard the ship. The duration would be multiplied by ten, and the radius doubled. However, this would have a long recharge time between shots. The console would allow people to aim and fire the cannon, naturally.
• Repulsion Cannon Emplacement
o Materials List:
 Titanium Ingot x4
 Repulsion Cannon x2
 Advanced Wiring Kit x4
 Computer Chip x2
 FILM System x1
o Contents: 1 Repulsion Cannon, 1 Repulsion Cannon Control Console, 1 Bulkhead
o Other Info: This would be there in case the people on board the ship wanted to cordially invite any nearby enemies to go die in a hole somewhere. Would act like the handheld repulsion cannon, but with four times the range, allowing a much safer shot.
• Antimatter Torpedo Bay
o Materials List:
 Titanium Ingot x8
 Advanced Wiring Kit x4
 Computer Chip x6
 FILM System x1
 Reaper Leviathan DNA x3
 Sea Emperor DNA x2
 Gold x 6
 Lithium x 6
o Contents: 1 Antimatter Torpedo Launcher, 1 Antimatter Torpedo Control Console, 1 Bulkhead
o Other Info: The ridiculous cost of this item comes from its abilities. Antimatter, as many know, is a strange substance that cancels out normal matter on a one-for-one basis, eliminating both from existence entirely. Nothing really shouts "I'm top of the food chain" like wiping your competitors from reality itself. This would have a prodigious reload time, but it would be the most damaging single item I've designed, capable of killing a Reefback in one shot.
• Railgun Emplacement
o Materials List:
 Titanium Ingot x8
 Advanced Wiring Kit x12
 FILM System x1
o Contents: 1 Railgun Cannon, 1 Railgun Control Console, 1 Bulkhead
o Other Info: For those who don't know, railguns operate by having a pair of metal rails electrically charged, creating a powerful electromagnetic field. This propels the object placed between the rails at outrageous speeds (the railgun the US Navy is testing IRL can fire a five-inch shell at from Mach 5 to Mach 10). The railgun in the game would be able to do fairly heavy damage, ending up acting as the "main gun" of the Colossus.
• Cruise Missile Silo
o Materials List:
 Titanium Ingot x 4
 Advanced Wiring Kit x 8
 Computer Chip x 8
o Contents: 1 Cruise Missile Launcher, 1 Cruise Missile Control Console, 1 Bulkhead
o Other Info: This would be among the most powerful weapons available to the ship, second only to the devastating Antimatter Torpedo. Coordinates would be entered into the console, up to 2000 meters in any direction. A cruise missile would then be launched to the location specified, destroying the terrain with a spherical blast around the missile with a radius of roughly 25 meters, as well as causing heavy damage to any vehicles or creatures in the AoE. Extensive reload, but a powerful weapon nonetheless.
• Docking bay for 4 Ducks
o Materials List:
 Titanium Ingot x4
 Silicone x6
 Advanced Wiring Kit x4
 FILM System x4
o Contents: 4 Duck docking systems, 1 Bulkhead
o Other Info: This would allow the Duck underwater fighters to be docked in the Colossus, with a loadout of 100% Duck docking bays allowing 64 craft to be carried. This would allow the Colossus to act as a form of "carrier" for smaller fighters, possibly as an escort to another Colossus filled with SeaMoths and Cyclopes.
• Dormitory
o Materials List:
 Titanium Ingot x4
 Silicone x16
 Enameled Glass x4
o Contents: 16 Beds (recharges HP over time), 4 Refrigerators (prevents food from going bad), 1 Bulkhead
o Other Info: This could act as a form of life support area, allowing food to be stored for as long as necessary as well as providing healing.
• Docking bay for 1 Sargasso
o Materials List:
 Titanium Ingot x3
 Silicone x8
 Advanced Wiring Kit x2
 FILM System x8
o Contents: 1 Sargasso docking system, 1 Bulkhead
o Other Info: Naturally, this zone would allow a Sargasso scavenger submarine to be docked on the Colossus. A potential logical use for this would be to have a loadout of 50% storage, 50% Sargasso docks, to allow the Colossus to be used as a form of resource collection ship.
• Tractor Beam Emplacement
o Materials List:
 Propulsion Cannon x6
 Titanium Ingot x6
 Advanced Wiring Kit x5
 FILM System x1
o Contents: 1 Tractor Beam Generator, 1 Tractor Beam Control Console, 1 Bulkhead
o Other Info: This would be a rather unusual system, allowing the Colossus to pull most entities (anything smaller than a Cyclops) towards itself. Why it's useful would depend on the situation. One could draw an unexpecting Peeper into the area, for example. Technically, this could end up being used most commonly as a high-tech fishing pole.

Sorry that this is so long and drawn-out, but I wanted to get these ideas out there (and I tend to be pretty verbose when explaining ideas anyway). Feedback would be appreciated, as I'm not sure how good of an idea this is. Yes, I'm aware that the player character isn't meant to be "top predator," but I personally think that they would want to change that, not only for their own sake, but for when another colonization vessel might be sent. This would make becoming the apex predator of the ocean a major game goal. In addition, while the Colossus would be mostly invincible, it could take damage from whatever the source of the "mysterious energy pulse" was, and maybe a future super-huge enemy. Anyway, I'd appreciate any comments or suggestions on these ideas.
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Comments

  • PajamaJamsPajamaJams Boulder, CO Join Date: 2015-08-14 Member: 207121Members
    I like the idea of the Colossus. But not the duck. Stasis rifle and knife only. You know why.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Instead of an entirely "new" vehicle that's just some stats switched around, how about instead of the Sargasso, you can customize the Cyclops for different tasks.

    I.e. Switch the Seamoth dock to an Exosuit Dock
    Or remove the lower bottom half of the ship and allow it to pick up huge Cargo Containers
    Replace docking capability with a Torpedo Turret
    Or instead of a turret have a built in Room to increase its "Mobile Home" capabilities.
    and you could easily just install a robot arm onto the front.

    Not sure about the Colossus either
    Mostly because the only kind-of confirmed multiplayer the devs have talked about is co-op. And 2 people won't be able to man a ship that massive.

    Maybe something like this would work better:
    latest?cb=20120422051927
    Could call it the Nautilus
    >Two large docking bays on the side, can each hold 1 Cyclops, or 2 Seamoths or Exosuits
    >Docking bays are sealed with an Airlock separate from the main hall, so players can travel through the ship, even during docking.
    >Observatories throughout
    >Multi-level Command deck
    >Spacious living quarters and multiple rooms for different applications
    >Powerful Fusion Reactor runs on Dueterium and Tritium (An isotope of Hydrogen).
    >360 degree Vortex Torpedo Turrets on the sides protect the ship from whatever foolhardy creature decides to mess with this beast.
    >Bow mounted Electrostatic Shockwave Cannon will make Reaper Leviathans run and hide
    >Transforms into a massive robot with turrets on its shoulders and a massive lightning gun on its arm

    It's a bit smaller than what you're describing, but can still do everything you're suggesting, without requiring a huge crew.
  • IvanKeskaIvanKeska US Join Date: 2015-08-16 Member: 207202Members
    I think the Colossus should be a ship you don't build but instead build the stuff that gets the parts, makes everything, and puts it all together. So you first would have to build say a salvager drone which would slowly but surely break down the Aurora, now you can build multiple of these guys to speed things up but they are expensive. The other thing you would need would be say a automated manufacturing array, that would take these materials and use them to builds the parts you need. And finally you would have your builder which would take these parts and start constructing this massive ship.

    The result would be you deconstructed the Aurora then used the materials to build a new ship for this world. I personally think a surface ship would be best for this, since well moving such a vessel underwater would be annoying as hell, from it banging into something every second and getting a leak. Also making a surface ship would allow for maybe few more land masses to exist which makes sense considering how tame the ocean and weather effects are. Plus a surface ship allows for more possibilities in terms of upgrades and attachments, as well as any story that could be added or created.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    @PajamaJams, Yes, I know why. The railgun would be fairly overpowered, but what exactly is the point of a fighter with a melee weapon? It would have five times the damage of a diamond knife, yes, but it would also have an extremely long reload time (and maybe use like 10% power per shot), so it's really only as a last resort. The main weapons would be the stasis rifles, just to inform creatures that they aren't wanted by dropping them out of time for a little bit.

    @04Leonhardt, I'm aware that the massive size of the ship would mean it would need a server of people rather than just a co-op. However, the main purpose of the ship isn't size, it's customization. The "Commodore," the one who builds it, would decide what facilities it has, rather that it just being preset. Even with all of the locations being manned at all times (which wouldn't be needed in any case), the full crew would be 17. The pilot, one person per compartment, and that's it. The reason to have multiple SeaMoths or Ducks in the ship isn't so you can have a swarm, it's so you can replace them if something happens (or just take up less space anyway). The tiers of engine would each increase the speed by equal amounts, with the minimum speed being about five meters per second (slower than walking), and the maximum being about fifteen meters per second (a tiny bit faster than a Cyclops). The tiers would be Reefback DNA, crash powder, solar propeller, Reaper DNA, Emperor DNA, fission reactor, classic fusion reactor, pure-fusion reactor, and a Dark Matter reactor (like that of the Aurora). I love the idea of observatories throughout the ship. The compartments in my mind's eye would have been separated by hallways. Maybe every other hallway has an observatory, and the rest have hatches. I love the idea for the customizeble Cyclops instead of the Sargasso, though. One of the thing I love most about, say, the Seabases in SN is the fact that you can customize them. I love the idea that I can change things to fit my needs. Maybe the Cyclops would have a "compartment" similar to the Colossus idea, but a fair bit smaller. It could have a SeaMoth, a crane arm to pick some things up, a turret of some kind to make it a mobile protection ship, a "dormitory" area (they should add beds), or something like a propulsion cannon to make it usable as a fishing vessel.

    @IvanKeska, Love that idea. Something of this size, you couldn't simply fit all of the materials in a backpack, so having drones to do it for you over time sounds amazing. Maybe they don't fully disassemble the Aurora (that would need a lot of programming, even more so than the idea itself), maybe they can like burrow under the seafloor and collect materials from there. You'd need to go to the Aurora to get the one fragment on the whole map that gives you the blueprints for these "Drones," and I'm thinking that some materials they can't collect themselves (like DNA), so you'd need to collect it, then catch up to one of them and place the item into their cargo hold. With one robot, the full construction would take 56 game days (two months), halved for each additional robot (28, 14, 7, 3.5, 1.75, et cetera). The "automated manufacturing array" idea sounds good too, needing a massive "fabricator" type object to actually make the parts from the materials. The object would be a structure for Seabases, taking up twice the space of the current Moon Pool structure. The fact that the thing is a surface ship, now you give me more justification than a false illusion of balance. Landmasses, possibly even entire islands in some cases (yes, I'm aware of Floater Isle, but more islands than just the one). That would be amazing.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    Mostly because the only kind-of confirmed multiplayer the devs have talked about is co-op. And 2 people won't be able to man a ship that massive.

    I just had a thought. Maybe that would be the challenge of the Colossus. You need to prioritize which stations need to be manned at which times.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    The_Shark wrote: »
    Mostly because the only kind-of confirmed multiplayer the devs have talked about is co-op. And 2 people won't be able to man a ship that massive.

    I just had a thought. Maybe that would be the challenge of the Colossus. You need to prioritize which stations need to be manned at which times.
    Then it would be completely unusable in a single player game, or at least annoyingly, unnecessarily, tedious to commandeer.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    Then it would be completely unusable in a single player game, or at least annoyingly, unnecessarily, tedious to commandeer.

    Not unusable, it would just escalate what I said about prioritizing. You're right though. The Colossus is fairly obviously intended to be used in multiplayer. If used in singleplayer, its only real function would be a mobile base. Slap on a pair of Cyclops bays, a couple SeaMoth and Duck bays, a crafting room, and fill the rest with storage and stuff, you're set.

  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    First I'd like to see a giant underwater station module called "submarine dock" which can hold different types of big submarines for docking and construction or even refitting/reconstruction purposes.

    The construction timeline could be:
    - build the submarine dock
    - upgrade the submarine dock with a construction module
    - build the cyclops
    - upgrade the cyclops
    - deconstruct the cyclops
    - build an advanced submarine type

    Second, advanced submarine features:
    - deeply armored
    - high powered engine
    - warp capabilities like the upcoming warpers
    - extended holding bays for fish
    - far range vision scanners for the very dark deep sea
    - ...

  • TheF0CTORTheF0CTOR A Galaxy Far Far Away Join Date: 2015-08-09 Member: 206945Members
    I really like the idea of a gigantic surface ship. It would obviously be slow as all hell, so an autopilot system that can navigate between beacons would be critical. A Cyclops dock wouldn't be anything like the Seamoth dock, though. The Cyclops would have to sit in a cavity so that it would fill with just enough water to keep it afloat, and clamps would keep it in place. There would also have to be a tube that would extend to the length, then to the height of bottom hatch, like so:

    http://imgur.com/hbLn7iY
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    TheF0CTOR wrote: »
    I really like the idea of a gigantic surface ship. It would obviously be slow as all hell, so an autopilot system that can navigate between beacons would be critical. A Cyclops dock wouldn't be anything like the Seamoth dock, though. The Cyclops would have to sit in a cavity so that it would fill with just enough water to keep it afloat, and clamps would keep it in place. There would also have to be a tube that would extend to the length, then to the height of bottom hatch, like so:

    http://imgur.com/hbLn7iY

    I have to say I like that idea.
  • sayerulzsayerulz oregon Join Date: 2015-04-15 Member: 203493Members
    You know, you forgot something about antimatter. It does not just make something vanish from the universe (conservation of energy forbids this). The matter and antimatter are both turned into energy, at the rate of mass times the speed of light squared. Which is to say, using antimatter like that is a VERY bad idea.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    edited August 2015
    sayerulz wrote: »
    You know, you forgot something about antimatter. It does not just make something vanish from the universe (conservation of energy forbids this). The matter and antimatter are both turned into energy, at the rate of mass times the speed of light squared. Which is to say, using antimatter like that is a VERY bad idea.

    Good point. So, physically, the target would simply be wiped out, but it would result in a blast that could level a city. Which is why... you use one tiny bit of antimatter in the torpedo, enough to convert about 1 kg of mass into energy, at which point the burst of energy released would tear the target apart anyway. Like, imagine if a Reaper had the tip of one of its claw things turn into ultra-high-explosive material, and go off.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    Alright, so I finished this sexy beast. Behold the Duck, underwater combatant. Max depth of 500 meters, but no upgrades to increase that. Max speed a bit over that of the PowerGlide. Extremely maneuverable, a turn radius of only about 25 meters if going at full speed. Each of the 11 "hardpoints" can be armed at a new "hangar" structure in a way similar to SeaMoth upgrades. Once assigned to a certain weapon type, that hardpoint will forever have that weapon (you don't need to reinstall to reload). All weapons would use a certain amount of a new "ordnance" item, with the amount needed depending on the weapon itself. Armament requires one Crash Meal and something else to craft. Ordnance could be loaded into the Duck via a compartment on the top. Armament available is as follows:
    • "Minnow" light torpedoes (100mm, damage sufficient to kill a Stalker with four shots. Reload time of one minute, shot moves at 50 meters per second, with a maximum range of 250 meters.)
    • "Barracuda" medium torpedoes (300mm, packs enough of a punch to just barely kill a Stalker. Reload time of two and a half minutes, projectile moves at 30 meters per second, and with a maximum range of 300 meters.)
    • "Rattlesnake" chaingun (12.7mm, does enough damage to just barely one-shot a Peeper. Reload time of one twenty-fifth of a second. Velocity of 250 meters per second, but with the pathetic range of 25 meters.)
    • "Anguilla" light cannon (25mm, damaging enough to thirty-shot a Stalker. Reload of five seconds. Shot moves at 200 meters per second, with a range of 75 meters.)
    • "Goliath" heavy torpedoes (800mm, does roughly five times the damage to kill a Stalker. Reload of ten minutes. Projectile moves only 25 meters per second, but with a range of 500 meters. Takes up two adjacent slots, making it a wing-only weapon.)
    • "Leviathan" antimatter torpedoes (50mm, able to two-shot a Reaper Leviathan. Reload of one hour. Torpedo moves at 300 meters per second, with a maximum range of 250 meters. Requires four adjacent slots, meaning one takes up an entire wing.)
  • Astropig_gamerAstropig_gamer USA Join Date: 2015-08-31 Member: 207625Members
    1 HOUR!?!?!?!?!?!?
    but really they said they didnt want weapons this games is not a game about navel warfare its about exploring and survival the devs will never add such Vehicles
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    edited September 2015
    I can already hear the cries of the Anti-Weapon crowd.

    But seriously dude this is too much.

    I'm fine with Torpedoes, but chain guns and cannons are going a bit too far.

    Cut it down to like, 2 kinds of explosive torpedoes

    The Barracuda and Goliath ones would be fine.

    Mix it up for other weapons. Like instead of a cannon, make it a Lightning Projector that can stun creatures, as well as give an emergency jolt to disabled vehicles.

    Flash and Shimmer Torpedoes that create distractions or attract creatures to that area.

    A Warp Cannon that can create a powerful wormhole that will suck in creatures and teleport them to the other side of the map.

    A Sonic Disruptor that can stun creatures in a wide radius around the vehicle but attracts larger creatures.

    Classic Sea Mines that explode when something touches them.

    A Net Cannon that ensnares creatures up to a certain size for relocation or DNA extraction. Some creatures would put up a fight and try to pull against you.

    Stuff like that.

  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Another thing is, this is Subnautica. Not Ace Combat.

    If you want a 1-person Combat Submarine, go with something like this:
    53v4ti.jpg
    5bd6co.jpg

    >Meatier, more powerful looking than the Seamoth
    >Bulky construction lends it a more armored appearance
    >Still fits within the general aesthetic of the game.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members

    I'm fine with Torpedoes, but chain guns and cannons are going a bit too far.

    Cut it down to like, 2 kinds of explosive torpedoes

    The Barracuda and Goliath ones would be fine.

    Mix it up for other weapons. Like instead of a cannon, make it a Lightning Projector that can stun creatures, as well as give an emergency jolt to disabled vehicles.

    Flash and Shimmer Torpedoes that create distractions or attract creatures to that area.

    A Warp Cannon that can create a powerful wormhole that will suck in creatures and teleport them to the other side of the map.

    A Sonic Disruptor that can stun creatures in a wide radius around the vehicle but attracts larger creatures.

    Classic Sea Mines that explode when something touches them.

    A Net Cannon that ensnares creatures up to a certain size for relocation or DNA extraction. Some creatures would put up a fight and try to pull against you.

    Stuff like that.

    I admit, I kinda overdid it with the chain guns and cannons. I just wrote down everything that came to mind, not really regarding anything.

    I like your weapon ideas, though.
    Another thing is, this is Subnautica. Not Ace Combat.

    If you want a 1-person Combat Submarine, go with something like this:

    >Meatier, more powerful looking than the Seamoth
    >Bulky construction lends it a more armored appearance
    >Still fits within the general aesthetic of the game.

    Issue with that is, my goal wasn't armor, it was speed and maneuverability. That thing looks like it can go about three miles an hour. Just smooth out the details on what I have now, it's more of a speed craft.
    but really they said they didnt want weapons this games is not a game about navel warfare its about exploring and survival the devs will never add such Vehicles

    Yes, they did say they didn't want weapons... About a forever ago. Based on the fact they're giving the seamoth torpedoes, that may well have changed. Besides, this is meant to be hard to get, and harder to use. It's for when you come home from a bad day and just want to smash something with a torpedo.
  • PajamaJamsPajamaJams Boulder, CO Join Date: 2015-08-14 Member: 207121Members
    @the_shark Seriously. Everyone is blurting out they want lethal weapons of mass destruction. I want a peaceful game where I can enjoy my life of gaming. Where I can have a underwater hotel tower-thing. I don't want to have a gun that I can use to just kill them innocently. The stasis rifle is good, because once shot at a hostile entity, it freezes, which allows you to run away before it can tear you into human steak. I think the weapons should stay the way they are. In self defense.

    But, of course you will say "Oh, we won't do that". I disagree. Maybe 70-80% of the Subnautica players would not use them as killing devices, but the rest of the players will. There are some people you just cannot stop. Therefore, the Duck is not a good idea.
  • jack_flamesjack_flames california usa Join Date: 2015-07-08 Member: 206055Members
    guys you know that weapons arent going to happen so insted a sound that makes the reapers hide
  • jack_flamesjack_flames california usa Join Date: 2015-07-08 Member: 206055Members
    also can we get the devs to respond plz
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    guys you know that weapons arent going to happen so insted a sound that makes the reapers hide

    As I already told somewhere else, we could use a sonar recorder that samples the sound of a sea emperor or dragon and than use a sound projection to scare a reaper to death. Or record the sound of his prey he likes to eat and lure the reaper into another region making him search for non existing prey.




    On the weapon issue:

    Torpedos will get into the game with the Seamoth Update, some kind of shock defense will probably come, so why shouldn't the cyclops be able to get some of these tools. The most important things about weapons is practicability anyway. The stasis gun for example is quite impractical, because it can't target and impact on moving fish, otherwise it would be a top weapon.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    I still think utility torpedoes would be rad.

    Use a Flash Torpedo to scare Bone Sharks and Crab Snakes and make them flee
    Chum Torpedoes to lure Reapers.
    Sparkle Torpedoes to distract Stalkers
    Shock Torpedoes to stun creatures and supply a jolt of power to bases or vehicles.

    Basically what I want is a SWAT grenade launcher with little propellers on the grenades.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    edited September 2015
    guys you know that weapons arent going to happen so insted a sound that makes the reapers hide

    Things change, Jack. Torpedoes have been confirmed for the SeaMoth update.
    I still think utility torpedoes would be rad.

    Use a Flash Torpedo to scare Bone Sharks and Crab Snakes and make them flee
    Chum Torpedoes to lure Reapers.
    Sparkle Torpedoes to distract Stalkers
    Shock Torpedoes to stun creatures and supply a jolt of power to bases or vehicles.

    Basically what I want is a SWAT grenade launcher with little propellers on the grenades.

    That... that would be badass.
  • tarektarek lebanon Join Date: 2015-04-10 Member: 203241Members
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    PajamaJams wrote: »
    @the_shark Seriously. Everyone is blurting out they want lethal weapons of mass destruction. I want a peaceful game where I can enjoy my life of gaming. Where I can have a underwater hotel tower-thing. I don't want to have a gun that I can use to just kill them innocently. The stasis rifle is good, because once shot at a hostile entity, it freezes, which allows you to run away before it can tear you into human steak. I think the weapons should stay the way they are. In self defense.

    If you don't want to kill things, then don't kill things. Problem solved. But don't take the option away from more military-minded people like myself, please.
  • sayerulzsayerulz oregon Join Date: 2015-04-15 Member: 203493Members
    The_Shark wrote: »
    sayerulz wrote: »
    You know, you forgot something about antimatter. It does not just make something vanish from the universe (conservation of energy forbids this). The matter and antimatter are both turned into energy, at the rate of mass times the speed of light squared. Which is to say, using antimatter like that is a VERY bad idea.

    Good point. So, physically, the target would simply be wiped out, but it would result in a blast that could level a city. Which is why... you use one tiny bit of antimatter in the torpedo, enough to convert about 1 kg of mass into energy, at which point the burst of energy released would tear the target apart anyway. Like, imagine if a Reaper had the tip of one of its claw things turn into ultra-high-explosive material, and go off.

    Jesus CHRIST man! A killogram of antimatter?! You are talking about multiple nukes right there.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    sayerulz wrote: »
    The_Shark wrote: »
    sayerulz wrote: »
    You know, you forgot something about antimatter. It does not just make something vanish from the universe (conservation of energy forbids this). The matter and antimatter are both turned into energy, at the rate of mass times the speed of light squared. Which is to say, using antimatter like that is a VERY bad idea.

    Good point. So, physically, the target would simply be wiped out, but it would result in a blast that could level a city. Which is why... you use one tiny bit of antimatter in the torpedo, enough to convert about 1 kg of mass into energy, at which point the burst of energy released would tear the target apart anyway. Like, imagine if a Reaper had the tip of one of its claw things turn into ultra-high-explosive material, and go off.

    Jesus CHRIST man! A killogram of antimatter?! You are talking about multiple nukes right there.

    Good point. I actually worked it out, a single gram would equate to a multi-kiloton blast. So... probably just a couple of molecules, enough to create a blast that would disintegrate the Reaper.
  • TotallyLemonTotallyLemon Atlanta Georgia Join Date: 2015-05-22 Member: 204764Members
    The_Shark wrote: »
    sayerulz wrote: »
    The_Shark wrote: »
    sayerulz wrote: »
    You know, you forgot something about antimatter. It does not just make something vanish from the universe (conservation of energy forbids this). The matter and antimatter are both turned into energy, at the rate of mass times the speed of light squared. Which is to say, using antimatter like that is a VERY bad idea.

    Good point. So, physically, the target would simply be wiped out, but it would result in a blast that could level a city. Which is why... you use one tiny bit of antimatter in the torpedo, enough to convert about 1 kg of mass into energy, at which point the burst of energy released would tear the target apart anyway. Like, imagine if a Reaper had the tip of one of its claw things turn into ultra-high-explosive material, and go off.

    Jesus CHRIST man! A killogram of antimatter?! You are talking about multiple nukes right there.

    Good point. I actually worked it out, a single gram would equate to a multi-kiloton blast. So... probably just a couple of molecules, enough to create a blast that would disintegrate the Reaper.

    Ummm, humanity already created a couple particles of antimatter - and it was none too impressive. How about something the size of a golf ball.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members

    Ummm, humanity already created a couple particles of antimatter - and it was none too impressive. How about something the size of a golf ball.

    He has a point there. IRL antimatter sells for several trillion per gram, but you'd think we would have heard about cities leveled and stuff if it actually was that dangerous.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    No, the seamoth update brought us useless torpedos and shock defense. Those things can't even kill a small peeper. Probably only limited use for the reaper, but at the expense of far more useful upgrade modules: Reinforcement, Sonar and Solar Recharge.

    So my favorate weapon is now an upgraded seamoth and ramming lesser predators to death with them, then fix it with the welder again. Which brings me to the idea of a midsized submarine battering ram:

    High powered engines, fully plated and bulky for the abyss and beyond, a powerful sonar to scan the area and an anti matter reactor to power the sub. Finally an emergency ejection pod. Any lesser predator that comes into the way will get knocked to oblivion. A sea emperor that grabs the vehicle will find his doom. I activate the reactor self destruct and use the emergency pod ejection. From far away I see the emperor getting blown to pieces, while I rise up to the water surface.

    Unfortunately here I face the other sea emperor waiting for me and really mad at the loss of his mate ...
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