Best Of
Re: Hi everyone !!!
Re: Subnautica Below Zero Ideas
It's also mentioned around but a map would likewise be useful. This, again, would have to be gated somehow but as it stands if a player takes a break from the game its really difficult to get back up to speed.
I saw a mention of a scanner room hub that would be amazing to see. A large room that joins all existing scanner room projections onto one large map. It's self gating as you need the scanner rooms in place and powered to use it, and would be visually impressive (a full range scanner room is an amazing sight by itself, nevermind a map of many combined)
I saw a mention of a scanner room hub that would be amazing to see. A large room that joins all existing scanner room projections onto one large map. It's self gating as you need the scanner rooms in place and powered to use it, and would be visually impressive (a full range scanner room is an amazing sight by itself, nevermind a map of many combined)
Re: Subnautica Below Zero Ideas
TL:DR- The ability to build a large modular alien enclosure.
The purpose of this enclosure is for Sam to be able to study aliens in an convenient. containment system.
I would like the ability to use the habitat builder to build a large modular enclosure for aliens. Some ideas about the types of rooms:
"Hatchery"- this will be a room where you can incubate and hatch eggs of all shapes and sizes (including leviathans provided you have a leviathan habitat module)
"Upgrade Room" - a room where you can apply upgrades such as a biome changer which modifies the biome inside the selected Enclosure room.
"Nuclear Fission Reactor Room"- requires uraninite cells, generates barely enough power to power a Leviathan enclosure room.
"Nuclear Fusion Reactor Room"- requires no fuel and will generate 4x what the nuclear fission reactor generates.
"Small Enclosure Room"- no smaller than the current alien habitat only compatible with small Fauna and Flora.
"Medium Enclosure Room"- about the size of 8-16 multi-purpose rooms compatible with medium and small Flora and Fauna.
"Large Enclosure Room"- is very large will be the 3/4 the size of the Sea Emporer's room but half the height, compatible with small, medium, and large aliens.
"Leviathan Enclosre Room"- Warning: if Enclosure loses power Leviathan(s) will escape. 1.5x Sea Emporer's room and 3/4 the height. Compatible with 2 Leviathans if you try to hatch a 3rd they will murder it, it is also compatible with small, medium and large alien species. The Leviathans are contained by gravity generators lining the walls of the enclosure causing them to be pushed away from the wall if they try to escape. Suggested upgrade- active noise canceling (other leviathans will attack the enclosure if they hear the calls of the enclosed leviathans) which will muffle the sounds of the leviathans to the outside world.
The purpose of this enclosure is for Sam to be able to study aliens in an convenient. containment system.
I would like the ability to use the habitat builder to build a large modular enclosure for aliens. Some ideas about the types of rooms:
"Hatchery"- this will be a room where you can incubate and hatch eggs of all shapes and sizes (including leviathans provided you have a leviathan habitat module)
"Upgrade Room" - a room where you can apply upgrades such as a biome changer which modifies the biome inside the selected Enclosure room.
"Nuclear Fission Reactor Room"- requires uraninite cells, generates barely enough power to power a Leviathan enclosure room.
"Nuclear Fusion Reactor Room"- requires no fuel and will generate 4x what the nuclear fission reactor generates.
"Small Enclosure Room"- no smaller than the current alien habitat only compatible with small Fauna and Flora.
"Medium Enclosure Room"- about the size of 8-16 multi-purpose rooms compatible with medium and small Flora and Fauna.
"Large Enclosure Room"- is very large will be the 3/4 the size of the Sea Emporer's room but half the height, compatible with small, medium, and large aliens.
"Leviathan Enclosre Room"- Warning: if Enclosure loses power Leviathan(s) will escape. 1.5x Sea Emporer's room and 3/4 the height. Compatible with 2 Leviathans if you try to hatch a 3rd they will murder it, it is also compatible with small, medium and large alien species. The Leviathans are contained by gravity generators lining the walls of the enclosure causing them to be pushed away from the wall if they try to escape. Suggested upgrade- active noise canceling (other leviathans will attack the enclosure if they hear the calls of the enclosed leviathans) which will muffle the sounds of the leviathans to the outside world.
Re: New Weapon Ideas?
04Leonhardt wrote: »I have resigned myself to accepting that no weapons ever ever.
This doesn't mean I can't think up ideas. In the spirit that the devs don't want us going around Duke Nukem-ing everything, most of them are defensive based.
1. Flora
>Domesticated Tiger Plant
I see a lot of potential in the Tiger Plant as a defensive emplacement. Only problem is, when you grow one from a wild Tiger Plant seed, it is hostile to you as well. Which is why I suggest that growing a Tiger Plant using Sea Treader Dung would make it more docile, lowering its firing rate, but keeping it from attacking the player, allowing it to be used as a very basic biological turret. High rate of fire, low damage, low accuracy
>Spine Tentacle
A concept for the Lost River biome, a large, tentacle-like carnivorous plant that swings and stabs the end of its sharp stem at anything that gets near. In the same manner as the Domesticated Tiger Plant, growing it in a bed with Sea Treader Dung would make it docile, but lower its attack capability. Melee attack, average attack speed.
>Spore Launcher
Another concept I had for the Lost River or Ghost Forest, the Spore Launcher would be a mutant Acid Mushroom, which has evolved a mechanism to launch its highly acidic spores in order to reproduce, defend itself, and fertilize itself by killing creatures and letting their bodies decompose into the soil. Would come in Acid Shroom and Deep Shroom flavors. Long range, slow rate of fire, lingering acid damage.
>Needle Thicket
A hardy, solid rose bush like plant made of many, many spiky branches grown into a thick, tall thicket. Creatures (And players) are injured on contact with the Needle Thicket, making it an effective barricade. Makes a sturdy wall when grown next to one another.
2. Turrets
>Torpedo Turret
A Torpedo system mounted to a robotic turret. Comes pre-loaded with 2x Vortex Torpedoes, but can be loaded with any type of torpedo. Uses Scanner data to target creatures, allowing you to select specific targets you wish to defend against. Runs off of Base power. Has 4 barrels for 4 total torpedoes.
>Gravity Turret
Basically a Current Generator/Repulsion Gun mounted to a robotic turret. Will activate automatically whenever a large enough creature draws near, then use part of your base's power to gently shoo them away with a strong, gravity powered current blast. Like the Torpedo Turret, uses Scanner data to defend against specific threats.
>Propulsion Turret
A Propulsion Cannon mounted to a robotic turret. Can use any item as ammo. Ammo is loaded into a storage compartment inside the seabase it is attached to. Can fire any item, including other creatures. So you can make it a gun that shoots Peepers at other Peepers. Runs off of Base Power. Uses Scanner Data to target specific creatures.
>Stasis Turret
A more powerful Stasis rifle mounted to a robotic turret. Instead of a slow moving ball, it fires an instantaneous laser which explodes into a stasis containment field on impact, instantly immobilizing the target. Runs off of base power. Uses Scanner Data to target creatures.
3. Mines
>"Blinker" Strobe Flash Mine
A floating mine made up of little more than a beacon with several flashlights attached. Will flash aggressively when a creature approaches, startling those sensitive to light, like Peepers, or Bone Sharks. Runs off of a Power Cell. Requires Peeper and Mesmer Data
>"Beeper" Sonic Mine
A floating sonic mine that regularly emits a subsonic pulse to keep creatures at bay. Emits a low, deep "Boom" and creates a visual pulsating effect in the water around it. Runs off of a Power Cell, located on its underside. Requires Reefback and Bone Shark Data
>"Mjolnir" Shock Mine
A floating electric mine that releases a powerful energy burst whenever a creature comes near. Powerful, but has a long recharge time and a limited number of charges, making it more useful as a last line of defense. Runs off of a Power Cell. Requires Ampeel and Sand Shark Data
>"Stinker" Gas Mine
Using a mechanism similar to the one on a Gasopod's buttocks, generates and releases several poisonous Gas Pods that burst after a short time, creating a dense poison cloud. Runs off a Power Cell. Requires Gasopod and Stalker Data
>"Faker" Predatory Impersonation Mine
A sneaky little device that can scare off almost any creature without fail by mimicking the loud roar of a Reaper Leviathan. Requires a special Data Download "Monster" from one of the crashed lifepods as well as the Beeper Mine blueprint. WARNING: Might attract other Reaper Leviathans or even LARGER predators.
4. Torpedoes
>Volt Torpedo
A torpedo equipped with a battery to release a low power electric pulse to stun creatures, or to motivate them to leave the area when caught in its blast radius.
>Dazzle Torpedo
A Torpedo loaded with Titanium, Magnesium, and Crash Powder to create a dazzling white sparkle effect, luring creatures that are attracted to shiny things (Stalkers, Bone Sharks, Crab Squids) Creatures lured to the effect may fight over the rights to the dazzling shiny thing.
>Drill Torpedo
A reinforced Torpedo with a powerful drill head to bore into rock and break down resources from a distance, allowing a Seamoth to perform mining operations on large resource nodes. Does not explode, but instead pushes against its target as it digs in.
>Chum Torpedo
A torpedo loaded with minced fish meat (Namely a handful of Peepers) that explodes into a cloud of chunky red salsa, attracting predators from long range. Predators may fight each other over the meal.
5. SeaBase Modules
>Security Room
A reinforced structure with an integrated database of all Scanner data, as well as an interface for remote controlling Turrets installed on the base, similar to the Scanning room and its Camera Drones. Interface can be used to set Turret parameters on an individual basis. When controlling a Turret, use the Mouse to aim, and the mouse wheel to switch turrets on the fly.
>Tool Rack
A simple, wall mounted tool rack for displaying your trusty equipment. Not really specifically for security purposes, but can hold almost any tool, including security implements like Stasis Rifles and Propulsion Guns, out in the open for quick retrieval when a threat approaches.
>Scanner Room "Threat Detection Module"
An upgrade for the Scanner Room that allows it to detect and highlight hostile creatures the same way it does resources.
6. Player Equipment
>Portable Torpedo Launcher
A large, single tube man-portable Torpedo Launcher that can fire any type of Torpedo. Hit R while holding the Launcher to open the its interface and reload or swap out its current torpedo. Player stops moving for a second in order to fire the Launcher. Slows player Swim speed and causes them to sink when it is held out.
>Boneshark Gauntlet
Made from the harvested hide of a Bone Shark. This tough arm wrapping acts as a Bite Sleeve, mitigating damage from shark attacks, allowing you to escape or retaliate. Would replace the Gloves slot, so it can not be worn in radioactive areas. Would only protect against shark attacks coming from the front, and would play an animation where the shark bites down on the arm, and then backs off or gets punched in the nose. The Bone Shark Gauntlet is unlocked after scanning a Bone Shark in the wild, and hatching a baby in an Alien Containment unit. You can then gather Bone Shark Plates from hitting a dead Bone shark with a knife. Crafting recipe requires 3 Bone Shark Plates, 2 Fiber mesh, and 1 Bleach.
>Sandshark Armor
The light, flexible plates harvested from a Sandshark make a remarkable armored diving suit that offers greater protection at no cost to agility. Offers 75% greater damage resistance to creature attacks, but no bonus to things like volcanic vent damage, Ampeel attacks, or Gasopod poison. Unlocked after scanning a Sandshark in the wild, and hatching a baby Sandshark in an Alien Containment unit. Gather Sandshark plates the same way you would Bone shark plates. Crafting requires 3 Sandshark plates, 2 Fiber Mesh, 2 Silicone Rubber, 1 Bleach, and 1 Titanium.
Cool ideas but how's about like a bone shark that you can ride, that would be so cool
Re: New Weapon Ideas?
A_FREAKING_DUCK wrote: »Actually, the piece of weaponry I lack the most is a repulsive of some kind. It's not a gun, it's pretty non-lethal, but it would be very convenient to have something tomake the smaller predators stay away from my base. Optionnaly, from my seamoth/Cyclops, because having to ram into a shark to motivate him to get away can get old, and avoid killing all those pretty and nice fishies by accident.
Yeah, I can agree with that addition. I'd personally like to see for the concept of the current generator to be turned into a handheld gun for early gameplay and into a base addition for later gameplay.
Re: New Weapon Ideas?
I had an idea for like a prawn suit like heatblade (or heatblade sword) arm
Re: New Weapon Ideas?
I have resigned myself to accepting that no weapons ever ever.
This doesn't mean I can't think up ideas. In the spirit that the devs don't want us going around Duke Nukem-ing everything, most of them are defensive based.
1. Flora
>Domesticated Tiger Plant
I see a lot of potential in the Tiger Plant as a defensive emplacement. Only problem is, when you grow one from a wild Tiger Plant seed, it is hostile to you as well. Which is why I suggest that growing a Tiger Plant using Sea Treader Dung would make it more docile, lowering its firing rate, but keeping it from attacking the player, allowing it to be used as a very basic biological turret. High rate of fire, low damage, low accuracy
>Spine Tentacle
A concept for the Lost River biome, a large, tentacle-like carnivorous plant that swings and stabs the end of its sharp stem at anything that gets near. In the same manner as the Domesticated Tiger Plant, growing it in a bed with Sea Treader Dung would make it docile, but lower its attack capability. Melee attack, average attack speed.
>Spore Launcher
Another concept I had for the Lost River or Ghost Forest, the Spore Launcher would be a mutant Acid Mushroom, which has evolved a mechanism to launch its highly acidic spores in order to reproduce, defend itself, and fertilize itself by killing creatures and letting their bodies decompose into the soil. Would come in Acid Shroom and Deep Shroom flavors. Long range, slow rate of fire, lingering acid damage.
>Needle Thicket
A hardy, solid rose bush like plant made of many, many spiky branches grown into a thick, tall thicket. Creatures (And players) are injured on contact with the Needle Thicket, making it an effective barricade. Makes a sturdy wall when grown next to one another.
2. Turrets
>Torpedo Turret
A Torpedo system mounted to a robotic turret. Comes pre-loaded with 2x Vortex Torpedoes, but can be loaded with any type of torpedo. Uses Scanner data to target creatures, allowing you to select specific targets you wish to defend against. Runs off of Base power. Has 4 barrels for 4 total torpedoes.
>Gravity Turret
Basically a Current Generator/Repulsion Gun mounted to a robotic turret. Will activate automatically whenever a large enough creature draws near, then use part of your base's power to gently shoo them away with a strong, gravity powered current blast. Like the Torpedo Turret, uses Scanner data to defend against specific threats.
>Propulsion Turret
A Propulsion Cannon mounted to a robotic turret. Can use any item as ammo. Ammo is loaded into a storage compartment inside the seabase it is attached to. Can fire any item, including other creatures. So you can make it a gun that shoots Peepers at other Peepers. Runs off of Base Power. Uses Scanner Data to target specific creatures.
>Stasis Turret
A more powerful Stasis rifle mounted to a robotic turret. Instead of a slow moving ball, it fires an instantaneous laser which explodes into a stasis containment field on impact, instantly immobilizing the target. Runs off of base power. Uses Scanner Data to target creatures.
3. Mines
>"Blinker" Strobe Flash Mine
A floating mine made up of little more than a beacon with several flashlights attached. Will flash aggressively when a creature approaches, startling those sensitive to light, like Peepers, or Bone Sharks. Runs off of a Power Cell. Requires Peeper and Mesmer Data
>"Beeper" Sonic Mine
A floating sonic mine that regularly emits a subsonic pulse to keep creatures at bay. Emits a low, deep "Boom" and creates a visual pulsating effect in the water around it. Runs off of a Power Cell, located on its underside. Requires Reefback and Bone Shark Data
>"Mjolnir" Shock Mine
A floating electric mine that releases a powerful energy burst whenever a creature comes near. Powerful, but has a long recharge time and a limited number of charges, making it more useful as a last line of defense. Runs off of a Power Cell. Requires Ampeel and Sand Shark Data
>"Stinker" Gas Mine
Using a mechanism similar to the one on a Gasopod's buttocks, generates and releases several poisonous Gas Pods that burst after a short time, creating a dense poison cloud. Runs off a Power Cell. Requires Gasopod and Stalker Data
>"Faker" Predatory Impersonation Mine
A sneaky little device that can scare off almost any creature without fail by mimicking the loud roar of a Reaper Leviathan. Requires a special Data Download "Monster" from one of the crashed lifepods as well as the Beeper Mine blueprint. WARNING: Might attract other Reaper Leviathans or even LARGER predators.
4. Torpedoes
>Volt Torpedo
A torpedo equipped with a battery to release a low power electric pulse to stun creatures, or to motivate them to leave the area when caught in its blast radius.
>Dazzle Torpedo
A Torpedo loaded with Titanium, Magnesium, and Crash Powder to create a dazzling white sparkle effect, luring creatures that are attracted to shiny things (Stalkers, Bone Sharks, Crab Squids) Creatures lured to the effect may fight over the rights to the dazzling shiny thing.
>Drill Torpedo
A reinforced Torpedo with a powerful drill head to bore into rock and break down resources from a distance, allowing a Seamoth to perform mining operations on large resource nodes. Does not explode, but instead pushes against its target as it digs in.
>Chum Torpedo
A torpedo loaded with minced fish meat (Namely a handful of Peepers) that explodes into a cloud of chunky red salsa, attracting predators from long range. Predators may fight each other over the meal.
5. SeaBase Modules
>Security Room
A reinforced structure with an integrated database of all Scanner data, as well as an interface for remote controlling Turrets installed on the base, similar to the Scanning room and its Camera Drones. Interface can be used to set Turret parameters on an individual basis. When controlling a Turret, use the Mouse to aim, and the mouse wheel to switch turrets on the fly.
>Tool Rack
A simple, wall mounted tool rack for displaying your trusty equipment. Not really specifically for security purposes, but can hold almost any tool, including security implements like Stasis Rifles and Propulsion Guns, out in the open for quick retrieval when a threat approaches.
>Scanner Room "Threat Detection Module"
An upgrade for the Scanner Room that allows it to detect and highlight hostile creatures the same way it does resources.
6. Player Equipment
>Portable Torpedo Launcher
A large, single tube man-portable Torpedo Launcher that can fire any type of Torpedo. Hit R while holding the Launcher to open the its interface and reload or swap out its current torpedo. Player stops moving for a second in order to fire the Launcher. Slows player Swim speed and causes them to sink when it is held out.
>Boneshark Gauntlet
Made from the harvested hide of a Bone Shark. This tough arm wrapping acts as a Bite Sleeve, mitigating damage from shark attacks, allowing you to escape or retaliate. Would replace the Gloves slot, so it can not be worn in radioactive areas. Would only protect against shark attacks coming from the front, and would play an animation where the shark bites down on the arm, and then backs off or gets punched in the nose. The Bone Shark Gauntlet is unlocked after scanning a Bone Shark in the wild, and hatching a baby in an Alien Containment unit. You can then gather Bone Shark Plates from hitting a dead Bone shark with a knife. Crafting recipe requires 3 Bone Shark Plates, 2 Fiber mesh, and 1 Bleach.
>Sandshark Armor
The light, flexible plates harvested from a Sandshark make a remarkable armored diving suit that offers greater protection at no cost to agility. Offers 75% greater damage resistance to creature attacks, but no bonus to things like volcanic vent damage, Ampeel attacks, or Gasopod poison. Unlocked after scanning a Sandshark in the wild, and hatching a baby Sandshark in an Alien Containment unit. Gather Sandshark plates the same way you would Bone shark plates. Crafting requires 3 Sandshark plates, 2 Fiber Mesh, 2 Silicone Rubber, 1 Bleach, and 1 Titanium.
This doesn't mean I can't think up ideas. In the spirit that the devs don't want us going around Duke Nukem-ing everything, most of them are defensive based.
1. Flora
>Domesticated Tiger Plant
I see a lot of potential in the Tiger Plant as a defensive emplacement. Only problem is, when you grow one from a wild Tiger Plant seed, it is hostile to you as well. Which is why I suggest that growing a Tiger Plant using Sea Treader Dung would make it more docile, lowering its firing rate, but keeping it from attacking the player, allowing it to be used as a very basic biological turret. High rate of fire, low damage, low accuracy
>Spine Tentacle
A concept for the Lost River biome, a large, tentacle-like carnivorous plant that swings and stabs the end of its sharp stem at anything that gets near. In the same manner as the Domesticated Tiger Plant, growing it in a bed with Sea Treader Dung would make it docile, but lower its attack capability. Melee attack, average attack speed.
>Spore Launcher
Another concept I had for the Lost River or Ghost Forest, the Spore Launcher would be a mutant Acid Mushroom, which has evolved a mechanism to launch its highly acidic spores in order to reproduce, defend itself, and fertilize itself by killing creatures and letting their bodies decompose into the soil. Would come in Acid Shroom and Deep Shroom flavors. Long range, slow rate of fire, lingering acid damage.
>Needle Thicket
A hardy, solid rose bush like plant made of many, many spiky branches grown into a thick, tall thicket. Creatures (And players) are injured on contact with the Needle Thicket, making it an effective barricade. Makes a sturdy wall when grown next to one another.
2. Turrets
>Torpedo Turret
A Torpedo system mounted to a robotic turret. Comes pre-loaded with 2x Vortex Torpedoes, but can be loaded with any type of torpedo. Uses Scanner data to target creatures, allowing you to select specific targets you wish to defend against. Runs off of Base power. Has 4 barrels for 4 total torpedoes.
>Gravity Turret
Basically a Current Generator/Repulsion Gun mounted to a robotic turret. Will activate automatically whenever a large enough creature draws near, then use part of your base's power to gently shoo them away with a strong, gravity powered current blast. Like the Torpedo Turret, uses Scanner data to defend against specific threats.
>Propulsion Turret
A Propulsion Cannon mounted to a robotic turret. Can use any item as ammo. Ammo is loaded into a storage compartment inside the seabase it is attached to. Can fire any item, including other creatures. So you can make it a gun that shoots Peepers at other Peepers. Runs off of Base Power. Uses Scanner Data to target specific creatures.
>Stasis Turret
A more powerful Stasis rifle mounted to a robotic turret. Instead of a slow moving ball, it fires an instantaneous laser which explodes into a stasis containment field on impact, instantly immobilizing the target. Runs off of base power. Uses Scanner Data to target creatures.
3. Mines
>"Blinker" Strobe Flash Mine
A floating mine made up of little more than a beacon with several flashlights attached. Will flash aggressively when a creature approaches, startling those sensitive to light, like Peepers, or Bone Sharks. Runs off of a Power Cell. Requires Peeper and Mesmer Data
>"Beeper" Sonic Mine
A floating sonic mine that regularly emits a subsonic pulse to keep creatures at bay. Emits a low, deep "Boom" and creates a visual pulsating effect in the water around it. Runs off of a Power Cell, located on its underside. Requires Reefback and Bone Shark Data
>"Mjolnir" Shock Mine
A floating electric mine that releases a powerful energy burst whenever a creature comes near. Powerful, but has a long recharge time and a limited number of charges, making it more useful as a last line of defense. Runs off of a Power Cell. Requires Ampeel and Sand Shark Data
>"Stinker" Gas Mine
Using a mechanism similar to the one on a Gasopod's buttocks, generates and releases several poisonous Gas Pods that burst after a short time, creating a dense poison cloud. Runs off a Power Cell. Requires Gasopod and Stalker Data
>"Faker" Predatory Impersonation Mine
A sneaky little device that can scare off almost any creature without fail by mimicking the loud roar of a Reaper Leviathan. Requires a special Data Download "Monster" from one of the crashed lifepods as well as the Beeper Mine blueprint. WARNING: Might attract other Reaper Leviathans or even LARGER predators.
4. Torpedoes
>Volt Torpedo
A torpedo equipped with a battery to release a low power electric pulse to stun creatures, or to motivate them to leave the area when caught in its blast radius.
>Dazzle Torpedo
A Torpedo loaded with Titanium, Magnesium, and Crash Powder to create a dazzling white sparkle effect, luring creatures that are attracted to shiny things (Stalkers, Bone Sharks, Crab Squids) Creatures lured to the effect may fight over the rights to the dazzling shiny thing.
>Drill Torpedo
A reinforced Torpedo with a powerful drill head to bore into rock and break down resources from a distance, allowing a Seamoth to perform mining operations on large resource nodes. Does not explode, but instead pushes against its target as it digs in.
>Chum Torpedo
A torpedo loaded with minced fish meat (Namely a handful of Peepers) that explodes into a cloud of chunky red salsa, attracting predators from long range. Predators may fight each other over the meal.
5. SeaBase Modules
>Security Room
A reinforced structure with an integrated database of all Scanner data, as well as an interface for remote controlling Turrets installed on the base, similar to the Scanning room and its Camera Drones. Interface can be used to set Turret parameters on an individual basis. When controlling a Turret, use the Mouse to aim, and the mouse wheel to switch turrets on the fly.
>Tool Rack
A simple, wall mounted tool rack for displaying your trusty equipment. Not really specifically for security purposes, but can hold almost any tool, including security implements like Stasis Rifles and Propulsion Guns, out in the open for quick retrieval when a threat approaches.
>Scanner Room "Threat Detection Module"
An upgrade for the Scanner Room that allows it to detect and highlight hostile creatures the same way it does resources.
6. Player Equipment
>Portable Torpedo Launcher
A large, single tube man-portable Torpedo Launcher that can fire any type of Torpedo. Hit R while holding the Launcher to open the its interface and reload or swap out its current torpedo. Player stops moving for a second in order to fire the Launcher. Slows player Swim speed and causes them to sink when it is held out.
>Boneshark Gauntlet
Made from the harvested hide of a Bone Shark. This tough arm wrapping acts as a Bite Sleeve, mitigating damage from shark attacks, allowing you to escape or retaliate. Would replace the Gloves slot, so it can not be worn in radioactive areas. Would only protect against shark attacks coming from the front, and would play an animation where the shark bites down on the arm, and then backs off or gets punched in the nose. The Bone Shark Gauntlet is unlocked after scanning a Bone Shark in the wild, and hatching a baby in an Alien Containment unit. You can then gather Bone Shark Plates from hitting a dead Bone shark with a knife. Crafting recipe requires 3 Bone Shark Plates, 2 Fiber mesh, and 1 Bleach.
>Sandshark Armor
The light, flexible plates harvested from a Sandshark make a remarkable armored diving suit that offers greater protection at no cost to agility. Offers 75% greater damage resistance to creature attacks, but no bonus to things like volcanic vent damage, Ampeel attacks, or Gasopod poison. Unlocked after scanning a Sandshark in the wild, and hatching a baby Sandshark in an Alien Containment unit. Gather Sandshark plates the same way you would Bone shark plates. Crafting requires 3 Sandshark plates, 2 Fiber Mesh, 2 Silicone Rubber, 1 Bleach, and 1 Titanium.
Re: New Weapon Ideas?
TigerTankSniper wrote: »How about a hand held torpedo launcher (it would use the seamoth torpedoes) that kind of a weapon and it would be useful against reapers and other large animals and you wouldn't need to destroy your seamoth.
Anyone like the idea?
Probably should be a shoulder-mounted two-hand operated deal if they did this. Like so:

Re: New Weapon Ideas?
How about a hand held torpedo launcher (it would use the seamoth torpedoes) that kind of a weapon and it would be useful against reapers and other large animals and you wouldn't need to destroy your seamoth.
Anyone like the idea?
Anyone like the idea?