Best Of
Re: 'BOREALIS RISING' - A Subnautica Story V2.0.
+++ INCOMING MESSAGE +++
"Message received and understood, Captain Selkirk. Halvorsen, over and out."
In regards to your earlier reply, no problem, just shocked after reading so long to actually reach the temporary end!
Pet peeve of mine by the way, over and out is horribly, horribly wrong.
A pet peeve of mine is being 'corrected' by someone who clearly does not understand what's going on.
Cease and desist, forthwith.
Captain Halvorsen has just received a large data-packet transmission. It will take him some time to process the information.
Halvorsen is most definitely signing off, and will re-initiate the conversation when he's good and ready.
Re: After 100 hours, here are some base flooding suggestions and other ideas Megathread
I like most of the ideas except the lifepod one. I doubt it would ever happen as in the rare event of something horrendous happening to a player's base. Well you'd be stuck without a fabricator and essentially locked out of the game so to speak
Re: 'BOREALIS RISING' - A Subnautica Story V2.0.
+++ INCOMING MESSAGE +++
"Message received and understood, Captain Selkirk. Halvorsen, over and out."
In regards to your earlier reply, no problem, just shocked after reading so long to actually reach the temporary end!
Pet peeve of mine by the way, over and out is horribly, horribly wrong.
A pet peeve of mine is being 'corrected' by someone who clearly does not understand what's going on.
Cease and desist, forthwith.
Captain Halvorsen has just received a large data-packet transmission. It will take him some time to process the information.
Halvorsen is most definitely signing off, and will re-initiate the conversation when he's good and ready.
Umm..

"Message received and understood, Captain Selkirk. Halvorsen, over and out."
Directly translated, that would message say, "Message received and understood, Captain Selkirk. Halvorsen, over to you {AKA, I'm expecting your response}, and terminating communications now."
Unless something has changed (which is possible, however unlikely) in the hundreds of years from now when this story takes place, the phrase over and out is about as appropriate for ending communications as a Michael Bay movie is for depicting realism: you'll only find it in Hollywood.
https://en.wikipedia.org/wiki/Over_and_Out --> https://en.wikipedia.org/wiki/Voice_procedure
https://en.wiktionary.org/wiki/over_and_out
http://www.urbandictionary.com/define.php?term=over and out
Re: 'BOREALIS RISING' - A Subnautica Story V2.0.
@0x6A7232 @Kellise . @Bugzapper 's at the end of his tether.
Just stop. Don't spoil it for the rest of us.
Just stop. Don't spoil it for the rest of us.
Re: When you go inside the Aurora in freecam mode
There are times when no matter how hard you try, comparing Reality to Game Design..., doesn't really work.


Re: New Power Option: Fusion Reactors (My Own 3D Model)
I know this is an older thread but I think for the following reason that it's revive is ok:
I think, by the time we get our "Cyclops dock'n'reload"-thingy we should have a way better reactor (as our highest/best tier option) and or other means to "generate and store" or "store only" energy in our base. Because let's face it, most bases won't have the 1.200 Power the Cyclops can hold and depending on it's recharge speed it could suck most bases dry which would be bad for several reasons.
So either way we would need a high output reactor that could sustain a decent sized base plus a recharging Cyclops or we need a kind of buffer that can store power for when it is needed. That way we could fill the buffer over time and recharge the Cyclops out of the buffer load.
And before you say "But you never would dock the Cyclops that close before it is empty." The 1.200 Power is just with 6 "normal" Powercells. Imagine the worst case scenario when you use 6 Ion-Powercells. That would be up to 6.000 energy if you would try to recharge close to being emtpy. So we would need Power for a "almost empty" recharge in the range of 1.150 - 5.950 energy.
Who builds so many Reactors to store such a huge amount of power? (to store just 1.000 energy you would already need 2 nuclear reactors).
Sure they could tone the reload rate down to 30 energy/min (same as 1 filtration machine) but who would want to spend that much time waiting for a recharge? (40minutes for a 1.200 power recharge and a 3hour and 20minutes reload for an all Ion-Cell Cyclops)
And if they decide to let it recharge quicker, how to we supply that high power demand in a short time?
I would love the Fusion Reactor (or last tier reactor if we get one and the devs decide against fusion) to have an output of 2-5 Energy/second (Nuclear, our current best, generates 1 energy/second) to support a decent sized base with one or two water filtration machines AND allow a Cyclops to recharge at a decent rate without having to wait 40minutes or way more real time depending on the power cells setup, for one recharge.
What do you think?
Should we get a better Reactor (maybe the one the OP suggested) to be able to decently quick recharge our Cyclops?
Does recharging the Cyclops with "fueled"-reactors (Bio/Nuclear) even make sense?
You would need one reactor rod for a 1.200 energy reload and 5 rods for a complete recharge of one all Ion-Cells Cyclops. That is why I think we need a new reactor that is self sustaining. Either by the logic-model this thread already discussed or via another option like Anti-Matter/Dark-Matter or other Sci-Fi/Space magic sources for huge energy demands.
I think, by the time we get our "Cyclops dock'n'reload"-thingy we should have a way better reactor (as our highest/best tier option) and or other means to "generate and store" or "store only" energy in our base. Because let's face it, most bases won't have the 1.200 Power the Cyclops can hold and depending on it's recharge speed it could suck most bases dry which would be bad for several reasons.
So either way we would need a high output reactor that could sustain a decent sized base plus a recharging Cyclops or we need a kind of buffer that can store power for when it is needed. That way we could fill the buffer over time and recharge the Cyclops out of the buffer load.
And before you say "But you never would dock the Cyclops that close before it is empty." The 1.200 Power is just with 6 "normal" Powercells. Imagine the worst case scenario when you use 6 Ion-Powercells. That would be up to 6.000 energy if you would try to recharge close to being emtpy. So we would need Power for a "almost empty" recharge in the range of 1.150 - 5.950 energy.
Who builds so many Reactors to store such a huge amount of power? (to store just 1.000 energy you would already need 2 nuclear reactors).
Sure they could tone the reload rate down to 30 energy/min (same as 1 filtration machine) but who would want to spend that much time waiting for a recharge? (40minutes for a 1.200 power recharge and a 3hour and 20minutes reload for an all Ion-Cell Cyclops)
And if they decide to let it recharge quicker, how to we supply that high power demand in a short time?
I would love the Fusion Reactor (or last tier reactor if we get one and the devs decide against fusion) to have an output of 2-5 Energy/second (Nuclear, our current best, generates 1 energy/second) to support a decent sized base with one or two water filtration machines AND allow a Cyclops to recharge at a decent rate without having to wait 40minutes or way more real time depending on the power cells setup, for one recharge.
What do you think?
Should we get a better Reactor (maybe the one the OP suggested) to be able to decently quick recharge our Cyclops?
Does recharging the Cyclops with "fueled"-reactors (Bio/Nuclear) even make sense?
You would need one reactor rod for a 1.200 energy reload and 5 rods for a complete recharge of one all Ion-Cells Cyclops. That is why I think we need a new reactor that is self sustaining. Either by the logic-model this thread already discussed or via another option like Anti-Matter/Dark-Matter or other Sci-Fi/Space magic sources for huge energy demands.
Re: So... How does our character look?
Im ashamed to say thats actually the 1st time i see that video 

Re: Most useless life form on the planet
So um... Those Crashfish... Tell me, how useful are kamikaze creatures, costing energy and resources as a quite ineffective defense system for a... Rock based egg creature?
They at least provide you with Crashfish powder, which you absolutely must have to build a critical tool. They are also mildly entertaining, when you hear one launch, but didn't see it beforehand (cue immediate wild acceleration and evasives in the Sea Moth, amid much cursing).
I'm telling you all, philosophical discussion aside, I still feel that the shuttlebug is still the most useless life form in the game. The other 'purely decorative' lifeforms (plants and grubs, etc) at least don't swim around blocking your view/aim/movement, or damaging your sub when they wander into its path.
Re: Why the Cyclops is still far from being usable [update: the Cyclops got tougher now]
I use it as a transport/refueling/food/water station. More or less a mobile pit stop. I don't take it down anywhere I know something might attack it, unless I've got either a decoy or something to defend with if the enemies are small enough
This!
I don't take the Cyclops into an unexplored environment either. It's way too big for many of the caves, usually you can get it in there by careful maneuvering. But you need to get out all the time to fix the holes you bump into it. It's simply not designed for that... And should not be.
The prawn is for that. It's super tough, easy to maneuver once you've added the jumpjet and grapple arm. It uses only a fraction of the power of the cyclops and it goes at least as deep. That dragon was chasing me once, other than needing a new pair of pants I got out without damage.
If the cyclops was able to do all the tasks the Prawn and Moth can do then why would you bother to even use the prawn or moth? At first I didn't like the prawn it was so slow and cumbersome. But now it's my favourite vehicle for scary places.
I like the the design decisions made. Vehicles should not make each other obsolete!
Re: Most useless life form on the planet
So um... Those Crashfish... Tell me, how useful are kamikaze creatures, costing energy and resources as a quite ineffective defense system for a... Rock based egg creature?
In terms of evolution, how the heck did these developIt seem a rather wasteful use of resources, talk about useful \o/
My theory is that it's not a defense system at all, but rather an attempt to propogate. The explosion kills a creature, then the crash plant spores or whatever have a nice corpse to grow on. The same explanation has been applied to minecraft's creepers.