Best Of
Re: Health bars on enemies
Agreed, this is a plus. It really helps players to understand the mechanics of the game, instead of relying on hidden values.
Does it change the gameplay? Yes. But i dont think thats a bad thing.
As remi also mentioned, balance seems not affected by it (but a more detailed analysis would be necessary), so personally i'm quite happy with the change.
That's the thing. You are making the game shallower. Balance is not the only thing at stake here.
I expressed it earlier, but while you guys think this is more "fun", I just think its "cheap". And disabling it will just put me at a disadvantage, which is silly.
Rebuild abandoned bases
Those little bases perched atop the mountains on the island and the bases down below look awesome. I'd LOVE to be able to reconstruct them with a bit of titanium to patch it up.
Re: Health bars on enemies
Sigh. After some thought, it feels like the devs are assuming all engagements are at a known full HP and also 1v1.
You shouldn't know their HP beforehand, including armour/biomass/carapace level/damage from previous engagements nor the damage your teammates dealt nor the ability to calculate all the above instantly. The extra tracking boost is just salt on the wound at this point.
You shouldn't know their HP beforehand, including armour/biomass/carapace level/damage from previous engagements nor the damage your teammates dealt nor the ability to calculate all the above instantly. The extra tracking boost is just salt on the wound at this point.
Switchable Utility Bay: S.U.B. System for the Cyclops
So, we all know that the Cyclops, while being a milestone in progression, is not actually very useful. It uses too much power, is slow, and is essentially an underwater blimp. The only two upsides are being able to construct modules inside, and the vehicle docking bay. Therefore, I present the Switchable Utility Bay system, a Cyclops improvement suggestion.
This system would consist of two parts. Primary Modules are large structures that fill the docking bay of the Cyclops. This would mean that you could no longer dock a vehicle, but it is a trade off for the increased functionality. Parallel Modules on the other hand, would either be independent of, or act as improvements to Primary Modules. Primary and Parallel Modules would be constructed with the builder, and would the ghost would automatically snap into place. They could be deconstructed at any time, and only one Primary Module could be installed at any one time.
Here is a list of Modules included with the suggestion:
Mobile Drilling Platform
Materials:4x Diamond, 6x Plasteel Ingot, 2x Advanced Wiring Kit, 2x Lubricant, 2x Copper Wire, 4x Powercell, 2x Silicone Rubber
Description: A large drill designed for lategame use, to ease resource grind. When acivated (via panel in aft chamber), bay doors open and large drill extends in to terrain. Effect purely visual, while in ground drill hole obscured by smoke and dust, so no actual terraforming needed. While active, drill will consume constant energy (approx. 2 per second), and passively produce items. Items vary based on depth and biome, but all metals and minerals can be mined. Items are transfered to a 400 slot storage (20x20) accessible via top hatch.
Turbine Generator
Materials: 6x Titanium, 1x Advanced Wiring Kit, 2x Copper Wire, 1x Powercell, 2x Magnetite
Description: Generates power using underwater currents. More power generated in transition areas between warm and cold water. Hardened against thermal vent blasts, extreme energy can be generated by positioning sub above such vents. Can also reclaim some energy used by Cyclops movement. Large rotating turbine visible from exterior. In addition, 300 additional energy storage is included.
Specimen Holding Tank
Materials: 1x Gravsphere, 1x Scanner, 4x Titanium, 1x Silicone Rubber, Large Aquarium Blueprint
Description: Fills bay with water. While driving, G key can be pressed to activate. Opens bay doors and emits powerful Gravsphere-like effect, can capture nearest large creature (e.g. Gasopod, etc.). Automatically scans creature, and takes sample for analysis (for future transfuser/Specimen Analyzer use. G key also releases creature. Can be entered via top hatch, and can hold multiple smaller fish.
Cargo Bay
Materials: 2x Titanium Bar, 1x Computer Chip, 2x Silicone Rubber
Description: A large (1600 slot) storage for ferrying items, with four pages of (20x20) grids. Interface accessible through top hatch and cargo bay exterior doors.
Advanced Docking Bay
Materials: 1x Welder, 2x Titanium, 1x Advanced Wiring Kit, 2x Pipe
Description: Keeps basic bay functionality. In addition, vehicle is auto repaired upon being docked. Seamoth storage compartments can be accessed from the four overhead compartments already in the aft chamber. Torpedo compartments also accessible.
Parallel Modules:
Vehicle Console
Materials: 2x Titanium, 1x Glass, 2x Computer Chip, Moonpool Upgrade Console Blueprint. Optional: 1x Mobile Vehicle Constructor
Description: Used with standard vehicle dock. Constructed in room behind bridge. Can install/create upgrades for vehicles. Optional ability to construct vehicles directly inside Cyclops Bay.
Capacitor Bank
Materials: 6x Powercell, 2x Copper Wire, 1x Wiring Kit, 1x Computer Chip
Description: Basic Module, designed to expand Cyclops energy capabilities. Would increase power capacity by 1200 units. Built in aft compartment, attached directly to engine room wall. Up to two can be built, or mixed with Stasis Field Generator.
Stasis Field Generator
Materials: 1x Stasis Rifle, 2x Powercell, 1x Advanced Wiring Kit, 2x Copper Wire
Description: Uses 600 Energy to emit a 30 meter wide stasis bubble around Cyclops when G key is pressed while driving. Cyclops can still move through bubble. Stasis field stays active for 120 seconds, giving time to escape danger. Built in aft compartment, attached directly to engine room wall. Compatible with Capacitor Bank.
Reconnaissance Module
Materials: 3x Titanium, 1x Advanced Wiring Kit, 1x Computer Chip, 1x Camera Drone, Scanner Room Blueprint
Description: Equips Cyclops with a single camera drone, with controls present in compartment immediately behind bridge, along with map with 60 meter range. Limited resource scanning, shows materials grouped together (e.g. Salt, Lithium, and Quartz would all show as crystalline deposit.) RMB while driving sub shows terrain within 40 meter radius of Cyclops on HUD. Also shows resources scanned by sub if Scanner Room HUD chip is being used.
More modules and concept art in the future.
Credits:
TenebrousNova–Reconn Module Idea and Improvement.
Sidechicken–Cargo Bay major improvements, Advanced Docking Bay Idea.
This system would consist of two parts. Primary Modules are large structures that fill the docking bay of the Cyclops. This would mean that you could no longer dock a vehicle, but it is a trade off for the increased functionality. Parallel Modules on the other hand, would either be independent of, or act as improvements to Primary Modules. Primary and Parallel Modules would be constructed with the builder, and would the ghost would automatically snap into place. They could be deconstructed at any time, and only one Primary Module could be installed at any one time.
Here is a list of Modules included with the suggestion:
Mobile Drilling Platform
Materials:4x Diamond, 6x Plasteel Ingot, 2x Advanced Wiring Kit, 2x Lubricant, 2x Copper Wire, 4x Powercell, 2x Silicone Rubber
Description: A large drill designed for lategame use, to ease resource grind. When acivated (via panel in aft chamber), bay doors open and large drill extends in to terrain. Effect purely visual, while in ground drill hole obscured by smoke and dust, so no actual terraforming needed. While active, drill will consume constant energy (approx. 2 per second), and passively produce items. Items vary based on depth and biome, but all metals and minerals can be mined. Items are transfered to a 400 slot storage (20x20) accessible via top hatch.
Turbine Generator
Materials: 6x Titanium, 1x Advanced Wiring Kit, 2x Copper Wire, 1x Powercell, 2x Magnetite
Description: Generates power using underwater currents. More power generated in transition areas between warm and cold water. Hardened against thermal vent blasts, extreme energy can be generated by positioning sub above such vents. Can also reclaim some energy used by Cyclops movement. Large rotating turbine visible from exterior. In addition, 300 additional energy storage is included.
Specimen Holding Tank
Materials: 1x Gravsphere, 1x Scanner, 4x Titanium, 1x Silicone Rubber, Large Aquarium Blueprint
Description: Fills bay with water. While driving, G key can be pressed to activate. Opens bay doors and emits powerful Gravsphere-like effect, can capture nearest large creature (e.g. Gasopod, etc.). Automatically scans creature, and takes sample for analysis (for future transfuser/Specimen Analyzer use. G key also releases creature. Can be entered via top hatch, and can hold multiple smaller fish.
Cargo Bay
Materials: 2x Titanium Bar, 1x Computer Chip, 2x Silicone Rubber
Description: A large (1600 slot) storage for ferrying items, with four pages of (20x20) grids. Interface accessible through top hatch and cargo bay exterior doors.
Advanced Docking Bay
Materials: 1x Welder, 2x Titanium, 1x Advanced Wiring Kit, 2x Pipe
Description: Keeps basic bay functionality. In addition, vehicle is auto repaired upon being docked. Seamoth storage compartments can be accessed from the four overhead compartments already in the aft chamber. Torpedo compartments also accessible.
Parallel Modules:
Vehicle Console
Materials: 2x Titanium, 1x Glass, 2x Computer Chip, Moonpool Upgrade Console Blueprint. Optional: 1x Mobile Vehicle Constructor
Description: Used with standard vehicle dock. Constructed in room behind bridge. Can install/create upgrades for vehicles. Optional ability to construct vehicles directly inside Cyclops Bay.
Capacitor Bank
Materials: 6x Powercell, 2x Copper Wire, 1x Wiring Kit, 1x Computer Chip
Description: Basic Module, designed to expand Cyclops energy capabilities. Would increase power capacity by 1200 units. Built in aft compartment, attached directly to engine room wall. Up to two can be built, or mixed with Stasis Field Generator.
Stasis Field Generator
Materials: 1x Stasis Rifle, 2x Powercell, 1x Advanced Wiring Kit, 2x Copper Wire
Description: Uses 600 Energy to emit a 30 meter wide stasis bubble around Cyclops when G key is pressed while driving. Cyclops can still move through bubble. Stasis field stays active for 120 seconds, giving time to escape danger. Built in aft compartment, attached directly to engine room wall. Compatible with Capacitor Bank.
Reconnaissance Module
Materials: 3x Titanium, 1x Advanced Wiring Kit, 1x Computer Chip, 1x Camera Drone, Scanner Room Blueprint
Description: Equips Cyclops with a single camera drone, with controls present in compartment immediately behind bridge, along with map with 60 meter range. Limited resource scanning, shows materials grouped together (e.g. Salt, Lithium, and Quartz would all show as crystalline deposit.) RMB while driving sub shows terrain within 40 meter radius of Cyclops on HUD. Also shows resources scanned by sub if Scanner Room HUD chip is being used.
More modules and concept art in the future.
Credits:
TenebrousNova–Reconn Module Idea and Improvement.
Sidechicken–Cargo Bay major improvements, Advanced Docking Bay Idea.
Re: The big discussion thread on the recent and coming balance changes.
I like that aliens have a turtle buster that ends games. I like that contaminate is strong. I do not like that it has no counter what so ever. I would like to see contaminate have a soft counter. I would delay the bile bomb damage by 1.5 seconds from when the mushroom is placed, and if they mushroom is on fire or killed in that 1.5 seconds it does not do bile bomb damage. This would make contaminate a huge problem for marines, but it would still have a soft counter. Contaminate would still be strong enough to end games on its own, it just might take a little longer while marines play wack a mushroom.
Re: Health bars on enemies
Shooting/tracking skulks close range is now ridiculously easy, so I guess that objective is successful. However this buffs experienced players like myself even more so. Why isn't this feature restricted to Rookie-Only servers? Wouldn't that be way more logical?
Re: EGGS ARE DELICIOUS
Make sure you ID them first ... a Rabbit Ray Omelet could be killer.
Re: By the Power of Rotting Food-Matter!
Looks nice. I'm glad it's small enough you can still walk through the room. The large aquarium is somewhat annoying at times.
Re: Honestly..
I understand the feeling. Subnautica is a great game and we keep wanting more but software development takes time and is by no means a simple process. I know that cause I'm a programmer myself and it is very difficult to predict when a program will be ready; the result often being numerous delays and not fully completed updates.
That said, the following was added to the stable release:
- Cyclops sensors, lockers & camera
- Crabsquid
- Blood kelp 2 biome
- Fish spawning mechanic
- Partially completed Scanner room
- New look for reactors and storage containers
- New oxygen slot mechanic
- more?
It might not sound like a lot for a lot of people but in reality these implementations take a long time. To make them look as good and work as fluidly as they do takes an incredible amount of meticulous work.
That said, the following was added to the stable release:
- Cyclops sensors, lockers & camera
- Crabsquid
- Blood kelp 2 biome
- Fish spawning mechanic
- Partially completed Scanner room
- New look for reactors and storage containers
- New oxygen slot mechanic
- more?
It might not sound like a lot for a lot of people but in reality these implementations take a long time. To make them look as good and work as fluidly as they do takes an incredible amount of meticulous work.
Honestly..
It might of been better off postponing this update so as to allow inclusion of the planned mechanics/entities such as Sea Treaders, Cutefish, Spine Eels, Warpers, and rechargable batteries into the base game. Yes, in its current form the update is quite nice but doesn't feel fitting of having the title of a "Big Update" like the other monthly updates did. It sort of feels empty in a way. The Cyclops upgrades, Scanner Room, respawnable creatures, new area, and the Crabsquid is pretty bloody impressive but doesn't give this update the padding like the previous ones. Please do note that this isn't an attack on the developers at all and is just my initial opinion on the update; my view may actually change the further I get into the new save I have started.
To any developers who might take the time to give this post a little sticky-beak: I implore you to keep up the work despite my opinion.
To any developers who might take the time to give this post a little sticky-beak: I implore you to keep up the work despite my opinion.