Best Of
Re: Below Zero creature interactions thread
Is pinnicarid taming with fish temporary, like it is with stalkers? Also, I witnessed a rock puncher inflict a mighty wallop upon a boneshark that strayed too close.
Re: Below Zero creature interactions thread
Sharks and crashfish seem to have a natural interaction going on in the twisty bridges. Mostly because as far as I can tell, the sharks are... not too bright, the poor lads. Ah well. At least they can survive plenty of crashfish explosions...
Re: Subnautica Below Zero Ideas
For SN and SNBZ:
New spieces:
Snail - it has a unique feature: it can buid its own shell. The shell building takes 3 days. Afer the fourth day the snail jettison it's shell, and start building a new one. From the empty shell the player can harvest minerals. If the empty shell leave just there, it disolve in three days. (this way we can avoid the overgrowing of the empty shells)
First idea:
Different snail type for different depths. Different Snailshell can contain different material, depend of the depths where the snail found:
Shallow snail: they shell can give what a player can find in the Limestone Outcrop.
Reef snail: they shell can give what a player can find in the Sandstone Outcrop
Cave snail: they shell can give what a player can find in the Shale Outcrop
Lava Snail: they shell can give nickel, crystalline sulfur
This way the player can "cultivate" them in Alien Containments, for gain access different minerals, so they don't have to travel all the time to get some Lithium, or Nickel from far away.
Second idea:
One type of snail, but the player have to build different ecosystem in the different Alien Containment units to get different result.
And this lead to a new minigame:
In the Alien Containment units player be able to build different ecosystem. For example the snail.
If the player build an ecosystem what looks like the shallows, the snailshell can give what a player can find in the Limestone Outcrop.
If the player build an ecosystem what looks like Reefs, the snailshell can give what a player can find in Sandstone Outcrop.
If the player build an ecosystem what looks like Jellyshroom Cave, the snailshell can give what a player can find in Shale Outcrop.
If the player build an ecosystem what looks like Lost River or Lava zone, the snailshell can give what a player can find in those regions.
And how can build something like it?
Using the Flora from those ecosystems, to mimic them.
And need a new light system, what the player can control and has effect only in the Alien Containment unit.
Ofcourse we need also different pressure controll and temprature controll also.
Maybe a different controll panel to every Alien Containment unit where the player can change the environment in the Alien Containment units.
- light (need a new gadget what can measure the light - new item, or just the scanner can do it, new scan mode: scan environment)
- pressure (can be setup by using the depth meter - can read the value from the UI)
- temperature (can be using the vechicles/suit build in thermometer)
And ofcourse need to plant some flora in there to replicate the environment for our experiment.
This way the player can do some experiments, or just using already known knowledge to how to breed those aliens. Or maybe some of the speices react different way on different environment, and evolve/mutate into a new one.
And this is what I really missed from the original SN, the scientific aspect, the experimenting. But I get it, the hero in SN wasn't a scientist, and he
has other pressing matters to do, like survive...but here in SNBZ, our hero is a dedicated scientist, so let her experiment a little.
Imagine:
- Jellyray change color in different depth and environment. Its basic blue turn to yellow in shallower, brighter environment, or turn red in deeper, darker environment.
- Boomerang can mutate into Magmarang
- Eyeye can evolve into Redeyeye
- Rabbitray in colder environment evolve into an Arctic Ray
- Peeper in colder environment evolve into an Arctic Peeper
New spieces:
Snail - it has a unique feature: it can buid its own shell. The shell building takes 3 days. Afer the fourth day the snail jettison it's shell, and start building a new one. From the empty shell the player can harvest minerals. If the empty shell leave just there, it disolve in three days. (this way we can avoid the overgrowing of the empty shells)
First idea:
Different snail type for different depths. Different Snailshell can contain different material, depend of the depths where the snail found:
Shallow snail: they shell can give what a player can find in the Limestone Outcrop.
Reef snail: they shell can give what a player can find in the Sandstone Outcrop
Cave snail: they shell can give what a player can find in the Shale Outcrop
Lava Snail: they shell can give nickel, crystalline sulfur
This way the player can "cultivate" them in Alien Containments, for gain access different minerals, so they don't have to travel all the time to get some Lithium, or Nickel from far away.
Second idea:
One type of snail, but the player have to build different ecosystem in the different Alien Containment units to get different result.
And this lead to a new minigame:
In the Alien Containment units player be able to build different ecosystem. For example the snail.
If the player build an ecosystem what looks like the shallows, the snailshell can give what a player can find in the Limestone Outcrop.
If the player build an ecosystem what looks like Reefs, the snailshell can give what a player can find in Sandstone Outcrop.
If the player build an ecosystem what looks like Jellyshroom Cave, the snailshell can give what a player can find in Shale Outcrop.
If the player build an ecosystem what looks like Lost River or Lava zone, the snailshell can give what a player can find in those regions.
And how can build something like it?
Using the Flora from those ecosystems, to mimic them.
And need a new light system, what the player can control and has effect only in the Alien Containment unit.
Ofcourse we need also different pressure controll and temprature controll also.
Maybe a different controll panel to every Alien Containment unit where the player can change the environment in the Alien Containment units.
- light (need a new gadget what can measure the light - new item, or just the scanner can do it, new scan mode: scan environment)
- pressure (can be setup by using the depth meter - can read the value from the UI)
- temperature (can be using the vechicles/suit build in thermometer)
And ofcourse need to plant some flora in there to replicate the environment for our experiment.
This way the player can do some experiments, or just using already known knowledge to how to breed those aliens. Or maybe some of the speices react different way on different environment, and evolve/mutate into a new one.
And this is what I really missed from the original SN, the scientific aspect, the experimenting. But I get it, the hero in SN wasn't a scientist, and he
has other pressing matters to do, like survive...but here in SNBZ, our hero is a dedicated scientist, so let her experiment a little.
Imagine:
- Jellyray change color in different depth and environment. Its basic blue turn to yellow in shallower, brighter environment, or turn red in deeper, darker environment.
- Boomerang can mutate into Magmarang
- Eyeye can evolve into Redeyeye
- Rabbitray in colder environment evolve into an Arctic Ray
- Peeper in colder environment evolve into an Arctic Peeper
Re: Subnautica Below Zero Ideas
Dynamic Ice Shelf
1. The constant storming and temperatures below zero change the way ice forms on top of the water.
2. Chunks of ice move about (due to wave action of the sea) and go towards the deeper areas and eventually melt away.
1. The constant storming and temperatures below zero change the way ice forms on top of the water.
2. Chunks of ice move about (due to wave action of the sea) and go towards the deeper areas and eventually melt away.
Re: Below Zero: Changes and checkins page?
Ah! Never used that page, probably why I got confused. My bad.
Re: Abandoned Trello boards and Subnautica Mods: A couple questions
Some excellent questions. I for one, hope they don't forget about the original game.
Re: Funny Subnautica pictures and memes
Darwin-Evolution wrote: »
EDIT: 1000 posts! Woop woop!
Lol that is great. 1000 posts is hard to achieve, congrats!
Re: Subnautica: Below Zero Early Access - Subnautica
Okay people.....for the love of god stop making it sound like this game hasn't delivered on a promise that it hasn't even made.
The game isn't finished, yes the blueprints not being there from the previous game is surprising but you could always just ask when they were going to be added instead of acting like you work for unknown worlds as a game programmer and designer and literally KNOW that there is no reason for this to not be included.
The game has a great premise. I love the scientist looking for new and exciting knowledge outside of the current understanding trope and have enjoyed what I have experienced so far. I have played everything at my disposal right now and just want to give you guys a shout out for not having near as much optimization issues with this release. It runs much smoother than the original early access. Kudos.
If you are like me and there are no more objectives popping up for you to work towards then try to understand that it will most likely be included in an upcoming update. Whether it is in the next one or not, have patience.
We are showing them the blemishes that they did not find themselves so that they can polish it, something most game developers have been lacking in recent years.
If you bought this game with the words "Early Access" on it and expect a full game then that is nobody else's fault but your own. Don't take your misguided frustration out on the game developers who actually care what their players think of the game, they are few and far between and should be protected at all costs.
sincerely
A Subnautica Fanboy (A.K.A. happysycko)
The game isn't finished, yes the blueprints not being there from the previous game is surprising but you could always just ask when they were going to be added instead of acting like you work for unknown worlds as a game programmer and designer and literally KNOW that there is no reason for this to not be included.
The game has a great premise. I love the scientist looking for new and exciting knowledge outside of the current understanding trope and have enjoyed what I have experienced so far. I have played everything at my disposal right now and just want to give you guys a shout out for not having near as much optimization issues with this release. It runs much smoother than the original early access. Kudos.
If you are like me and there are no more objectives popping up for you to work towards then try to understand that it will most likely be included in an upcoming update. Whether it is in the next one or not, have patience.
We are showing them the blemishes that they did not find themselves so that they can polish it, something most game developers have been lacking in recent years.
If you bought this game with the words "Early Access" on it and expect a full game then that is nobody else's fault but your own. Don't take your misguided frustration out on the game developers who actually care what their players think of the game, they are few and far between and should be protected at all costs.
sincerely
A Subnautica Fanboy (A.K.A. happysycko)
Re: Subnautica Below Zero Ideas
Add a good tune for Below Zero, perhaps for when you are in the depths?
The buttons in the menu are so similar too, would have been nice to put a more unique below zero feel.
Turn off clouds by default, or when I log back in, its recalled that I disabled clouds.
Add (temp or might make main) tool tips in the menu, especially if the hint can dictate a smoother beta experience.
Add more interaction with the environment during the introduction, maybe pick the blade up off a bench; I need something in my hands.
When you destroy the snowman, you can take gear from it.
Add earthquakes/shakes
Related: At intro when you walk between the rock walls, intro the shakes and from the ridge’s rubble should fall to immerse you.
Loved the glimpse of the alien at the start, then the chaos and being thrown into the depths.
Loved that the supply drops occur; though, they could contain more rare items to help you. I would have loved lithium close to the end of the demo.
The things that I wanted earlier in the game where: habitat builder, battery charger, aquariums and a seamoth.
Things I just wanted: the environment and fall damage to hurt me more, to find lithium, better frames and to build multiple bases.
I did warm up to the character, however I would had loved her to be intelligent, maybe a bit of a smart-arse; rebellious even, bring her own bad luck.
For Al-an, he was adorable, but I can't help but wonder if he could be more of a suited partner for the above character description.
I loved the biomes that have been created so far (the bigger the better). Whales, penguins and the fish that looks like a Warper portal from a distance.
Add new below zero enemy at 100-200m with significant aggression/damage.
The buttons in the menu are so similar too, would have been nice to put a more unique below zero feel.
Turn off clouds by default, or when I log back in, its recalled that I disabled clouds.
Add (temp or might make main) tool tips in the menu, especially if the hint can dictate a smoother beta experience.
Add more interaction with the environment during the introduction, maybe pick the blade up off a bench; I need something in my hands.
When you destroy the snowman, you can take gear from it.
Add earthquakes/shakes
Related: At intro when you walk between the rock walls, intro the shakes and from the ridge’s rubble should fall to immerse you.
Loved the glimpse of the alien at the start, then the chaos and being thrown into the depths.
Loved that the supply drops occur; though, they could contain more rare items to help you. I would have loved lithium close to the end of the demo.
The things that I wanted earlier in the game where: habitat builder, battery charger, aquariums and a seamoth.
Things I just wanted: the environment and fall damage to hurt me more, to find lithium, better frames and to build multiple bases.
I did warm up to the character, however I would had loved her to be intelligent, maybe a bit of a smart-arse; rebellious even, bring her own bad luck.
For Al-an, he was adorable, but I can't help but wonder if he could be more of a suited partner for the above character description.
I loved the biomes that have been created so far (the bigger the better). Whales, penguins and the fish that looks like a Warper portal from a distance.
Add new below zero enemy at 100-200m with significant aggression/damage.