List of Suggestions

ZajianZajian Florida Join Date: 2015-06-23 Member: 205699Members
Oxygen

I believe that the Cyclops, Seamoth, and Underwater bases should have a finite amount of oxygen. They feel a bit too overpowered at the moment. They should only be able to refresh the air supply from the surface. This would make the pipes necessary for underwater bases. You can refresh the air supply on the Cyclops and Seamoth from the Pipe+Base or by resurfacing. You could also add an oxygen extractor that takes in seawater and extracts the oxygen from it, temporarily prolonging the oxygen on the cyclops.

A Depleteable/Refillable Oxygen Tank – Just take the tanks we have now and make them a resource for the Seamoth/Cyclops

Power

I believe the power for the Cyclops and Seamoth should remain finite, and only be recharged from the existing method, accumulators (rechargeable batteries) from the base, or by docking directly with the base; thus recharging the accumulators onboard. Giving the Cyclops the ability to perpetually generate its own power renders bases moot, and I believe that it’s a mistake to do so.

Base Transportation

A Surface-to-Seafloor Elevator wouldn’t go amiss, and, personally, would make the game more appealing, and encourage one to build surface bases, build the terraformer, and would tie into my oxygen concept, as it could provide a source of oxygen from the surface. I also believe that it could be very pleasing, aesthetically speaking. Just imagine approaching your multilayered seabase in the night to resupply the cyclops, and seeing your glowing accomplishment render in the distance as a beacon of light from surface to seafloor.

Origin of the Elevator thread.
http://forums.unknownworlds.com/discussion/137858/aquatic-elevator?

Building

Vertical Corridor Ladder Segments.
Big Glass Observation Dome.

Camera

The ability to freely navigate the headcam from Player, Seamoth, and Cyclops by holding down a key. Everything behaves as normal, but if you hold down the “V” key the mouse now controls the camera.

Equipment

A Head Mounted Light - Duh

Lamps – Low light level but wider area covered. Finite power unless attached to a foundation or base segment.

Vehicles

Someone has already mentioned the Cyclops and Seamoth having a defense mechanism against the reapers in the form of a static shock upon death bear hug. I like this idea.

Ecology

I like this. @conscioussoul
http://forums.unknownworlds.com/discussion/137670/story-progression-ecology-and-more 
Also, maybe include ways to attract, deter, or distract the local fauna. Something like pulping the acid mushrooms making a smokescreen that deters the carnivores. The ability to make chum wouldn’t go amiss either. We could lure the predator to away from our path and travel along our way. This also ties in to the non-violence approach to the game, as it gives you more ways to avoid killing the local fauna.

Story/Plot

I like the idea of Backstory and Lore being in the game, but I don’t want to have any set objectives. I like the idea of trying to figure out what’s happening on my own. If you tell me to go to “Point A” and find out what happened there, I’ll be less inclined to do so, and I will enjoy it less. I want to be given a reason to it so, but not be told to do so.
The curiosity to explore the Aurora is already there, now include items and terminals that give you backstory. What you were doing around the area, what your mission was, who you are, information about the crew, and maybe the location of the blackbox so you can figure out why you went down, but no cutscenes. Just voice-over at the most.

These are just my personal opinions and suggestions. I am, in no way, trying to represent the community as a whole or any particular group. Feel free to agree or disagree, just tell me why so maybe I can learn a thing or two.
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