Seamoth Dive Capability
TotallyLemon
Atlanta Georgia Join Date: 2015-05-22 Member: 204764Members
Atlanta Georgia Join Date: 2015-05-22 Member: 204764Members
Comments
There is actually a spot in the Jelly caves that is right around 200m. Of course, it would be cool if players could reserch modules for the Seamoth. The Exosuit is probably going to be useful for deep dives - I'm thinking 250m safe depth, and 500m crush initially... perhaps even deeper considering that most of the lava biomes are beyond 400m and down to 3000m.
So you'd still have to get to jelly-shroom, or close to it, to even pick up the lithium needed. otherwise you just have a glorified walking Seamoth with the same crush depth problem of titanium and quartz glass.
Internal volume is important. The real life DSV Alvin has a crush depth of 6500m - its pressure hull is made out of titanium and it has plexiglass view-ports.
I currently have a base at a depth of > 225M all set up waiting for the moon pool room so I can dock my seamoth there...
A 3 layer, 3 inch thick titanium sphere with each layer an inch thick and welded onto the previous layer and view ports that are anywhere from 3-9 inches thick....
so yea, theoretically we could make the mechanical Diver Dan out of Titanium and Quartz.... It'd just, at least, require double the raw resources of the Seamoth, especially if there is more surface area of glass than metal for the internal compartment.
Double the resources would be:
That seems like a bit much... how about this:
If the exosuit takes forever to walk, uses up the power cell to quickly (and at assumable depths we might not easily be able to replace it), or is just unable to quickly ascend to the cyclops floating overhead...there might be some problems. I'm hoping to be able to park the Cyclops over the operation area and just drop the Exosuit down, but I assume there will be times when I may have to do some walking.
So if that is the case, the Seamoth losing depth might be a problem. Hence the tweaking option I took. Especially since right now the vehicle in the Cyclops bay doubles as an escape vessel in case of emergency.
Well, walking is the most efficient method of locomotion known to humanity.
The current block-like place holder exosuit uses 1% energy when boosting and then slowly drains energy as it propels around. The walking uses very, very little energy (if I remember correctly). What I'm worried about is the energy expenditure for the drill.
I'd be okay with this...
I just hope they allow us to upgrade it...
That sounds great.
Fixed bug where you couldn't deplete the Cyclops to 0 power Disabled Seamoth crush damage for now (until we can put in upgrade modules at docking bay)
Source
Modifications are happening folks!
It is an exploration vehicle after all. A crush depth of 1000 metres should be achievable through applying a series of hull plating upgrades.
Subnautica needs at least one relatively fast 'hit & git' vehicle, if only to outrun Reapers and suchlike. Since it can become a Reaper's chew-toy with alarming ease, I'm rather surprised that its already modest capabilities needed to be toned down at all.
Devs, for the love of Poseidon... Please don't give the Exo-Suit a similar handicap. It's supposed to be capable of operating at abyssal pressures.
Doesn't have to be particularly fast or agile, but it also doesn't have to be a Reaper's version of Spam In A Can, either.
maybe a huger depth than that but i agree
but the annoying reapers and sea emperors make it a hard thing to do pyro
Also i got to dive around in my cyclops a little more since the moth can't go below 225 and i really got used to it. I think the reapers will have to deal with the big guns in the future.