Vampyroteuthis' Big Suggestions and Bug Thread - Part 2: Niggles and Suggestions
Vampyroteuthis
Austria Join Date: 2015-06-25 Member: 205777Members
Dear Unknown Worlds Team;
First things first; I'm very, very glad that I've picked up Subnautica. It speaks to the Science Fiction love as well as the (sadly long dormant) diver in me, a game that has exploration, survival and (to a degree) world-building. It is fun, it is mysterious and eerie - it is fantastic. I look forward to future contents and would like to contribute to the development of this game. What follows is a collection of things that I notice while playing the game, from bugs to niggles to suggestions. It's a big list that is worth the read, specifically aimed at the developers, but I'm open to critique or explaining details to anybody.
Edit: I had to break this into multiple parts as the Forum won't allow for longer posts.
They are in order:
The First One (Bugs/Niggles part1): http://forums.unknownworlds.com/discussion/138022/vampyroteuthis-big-suggestions-and-bug-thread-part-i-bugs-niggles?new=1
The Second (This) (Niggles part2/Suggestions part 1)
The Third (Suggestions part 2): http://forums.unknownworlds.com/discussion/138024/vampyroteuthis-big-suggestions-and-bug-thread-part-3-suggestions-part-2?new=1
====
previously:
http://forums.unknownworlds.com/discussion/138022/vampyroteuthis-big-suggestions-and-bug-thread-part-i-bugs-niggles?new=1
========
B ) Improvements/Small Niggles: (cont.)
23) Autoalign Corridors: Corridors (especially the straight one) will continuously 'spawn' for placing, locked into the one basic direction. When looking at a connection point they will snap to it, but only so you can place them next to each other. For continuous building, snapping hatches together (!!!but retain the possibility for the player to turn them!!!) would make for quicker and easier building.
24) Put Solar Panels on top of Corridors: Being able to put solar panels only on the corners of platforms or into some random patch of sand seems un-intuitive; Being able to put them on the roof of rooms and corridors would seem very sensible.
25) Keep looking into same direction when exiting Seamoth: The first couple seconds out of the Seamoth are always extremely confusing, since you get dumped in some random direction and have to find your bearings and the item your Moths' Headlights are shining on first.
26) When putting in new rooms make sure they can be connected into an existing Base: I've read that more rooms for bases are being planed - I'm all for that. Please make sure they can be put into an existing base easily (disassemble the cross-section, put in the new room, build it, done.) a feature that usually works at the moment but can sometimes turn out strange.
27) Set Terraforming tool size: Maybe via Mousewheel. A ghostly sphere of how big the sphere is going to be, without actually clicking would also help.
28) Free floating Platforms: Platforms put under an existing (high up) corridor will not put struts down into the ground, looking quite strange.
29) Bases (or Parts) built above water will still flood on hullbreach: Hullbreaches should probably flood a station only up to the level on which they occurred, and never when part of it is above sea-level.
30) Windows turning yellow: This seems like a shader or shader/lightning interaction problem. when moving closer to a window (especially side-windows, but to a degree the half-sphere windows as well) they'll turn more and more opaque, yellow and hide anything outside - which is especially grating since most windows are installed pretty low, making looking out of them difficult in the first place since the diver can't crouch.
31) Stacking 2 Ladders makes it difficult to use them: When placing two ladders above each other it'd make sense to go down while looking on the lower half of your current level, going up while looking up. putting a ladder over multiple levels quickly devolves into a game of 'find the spot that lets me go down, not up'.
32) Terraforming/building on top of Flora/Fauna doesn't remove them: When putting a building or a blob of terraformed mass somewhere it'd make sense for things in its way to be despawned. But putting a terraform blob on animals will still have them in the blob and putting acid mushrooms inside a corridor makes it possible to harvest them from the inside.
33) Temperature should spike next to/in fires: The thermometer has limited use at the moment, but running around fire on the Aurora saying 10°C is very weird.
34) Match colour of Seamoths to Cyclopses: A colour picker for the Seamoth would be nice. Maybe accessable by pressing Tab when sitting inside the Seamoth. Other options could be displayed there as well (such as the remote, see C-e-3)
35) Aurora keeps burning forever, molten parts glow underwater: The Aurora doesn't ever seem to stop burning, not even after having repaired the generators... metal should only burn for so long, maybe 8-10 days after the generator has been repaired. There is also sections of it under water that keep glowing from heat forever - especially when diving out the backside of the generator room. The metal under water should cool down within a day or two and by then few if any players will have made it all the way there. Even the metal on the surface should stop glowing after a while. This might cue the next part of the story coming in, see C-g-1.
36) Ability to build up/down from inside the Base: While standing inside a corridor, placing another corridor in front is possible - Awesomely done! Placing another one upwards or downwards would be nice as well, maybe even its own connection element.
===========
C) Suggestions:
----
a) General:
1) Sprint/push swimming for increased sweat/thirst and slightly increased hunger: A sprint option/push swimming would possibly allow you to get away from Crashes/aggressive Fauna and get across land faster - at the cost of higher Thirst/Hunger loss.
2) Duck on land: When walking along land or being on a base a duck/crouch function (the same as descending in the sea) would do wonders. Especially with all the windows in the corridors being so low.
3) Rideable Space-Whales? Being able to befriend/tame a Reefback (or a Jellyray, Gasopod or even Sea Emperor) and crafting a special saddle (more expensive for bigger Fauna) would be a late-game goal that could need a lot of time to train an animal (and create a farm/paddock/giant glass sphere/energy fence ranch for it). It would be very awesome.
---
b) Diver:
1) Diving Suits: Here are a couple of ideas for craftable Diving Suits:
I )Light Armoured Suit: Diving suit that help you survive Fauna attacks (Stalkers, Sandsharks, Bone Sharks, Reaper Leviathans, Bleeders): -5% damage (slashing), -2% swimming speed, costs 2 Silicone, 4 Titanium to craft
II )Medium Armoured Suit: -15% damage (slashing), -10% swimming speed, costs 2 Silicone, 3 Titanium Ingots to craft
III) Heavy Armoured Suit: -30% damage (slashing), -12% swimming speed, costs 4 Silicone, 3 Plasteel Ingots to craft (Plasteel doesn't drain as much swimming speed)
IV) Jelly Suit: -50% damage from acidic sources (Gasopod, Hanging Stingers), -5% swimming speed, costs 2 Silicone, 6 Jellygel (crafted from Jelly Plants (2) and Bleach (1) each)
V) Anti-Acid Suit: -100% damage (acid), -12% swimming speed, costs 2 Silicone, 4 Ceramics (4 Quartz, 2 titanium, 1 Magnesium each)
VI) Bombsuit: -100% damage from explosive sources (Crashes, submarine explosions), -25% damage from radiation, allows to dive to 235m before being crushed (needs proper gas-tank to go that deep). Costs 6 Silicone, 3 Koosh Junk, 2 Titanium, 1 Lead.
VII) Actuated Suit: A slim exo-skeleton, this suit will allow lategame-divers to create a means of easier swimming and surviving in deeper waters: allows to dive to 320 metres before being crushed, increases swim-speed by 20%. Costs 6 Advanced Wiring kits, 2 Silicone, 6 Titanium, 4 Ceramics.
2)Helmets:
I) Aquadynamics Helmet: Long 'beak' shape, increases swimming speed by 20%. Costs 1 Silicone, 2 Titanium Ingots, 6 Stalker's Teeth to craft.
II) Armoured Helmet: -5% damage (slashing), costs 3 Titanium, 1 Quartz
III) Heavy Armoured Helmet: -10% (slashing), -5% swimming speed, costs 2 Titanium Ingot, 1 Silicone, 1 Quartz
IV) Flow Helmet: Similar to charge Fins, increases energy charging to tool in hand. Costs 1 Quartz, 2 Titanium, 1 Wiring Kit.
3) Tanks:
I) Additional slot on Paperdoll UI for one Tank: Additional tanks can still be put in the inventory and accessed there, but the paperdoll tank represents the one strapped to the Divers' back. Doesn't count towards the Inventory maximum. (http://i.imgur.com/A10930x.jpg - Mock-up with additional tank-slot, knife-slot, helmet-lamp slot)
II) Dual Manifold Tank: Any two existing Tanks can be attached together (by using 2 silicone and 1 titanium), creating an advanced version - 3x2 slots, but double the capacity of a single tank and with the same drag as one Tank.
4) Misc:
I) Helmetlight: A slot above the Helmet on the Paperdoll UI has room for one helmetlight, providing hands-free illumination on buttonpress, can be recharged by batteries or via charge-fins. Crafted from 1 Quartz, 1 Silicone, 1 Battery, 1 Computer Chip. (http://i.imgur.com/A10930x.jpg - Mock-up with additional tank-slot, knife-slot, helmet-lamp slot)
II) Knifeslot: A slot next to the leg on the Paperdoll UI, slotting a single Knife that isn't counted towards the Inventory maximum and can be assigned to the Quickbuttons. (http://i.imgur.com/A10930x.jpg - Mock-up with additional tank-slot, knife-slot, helmet-lamp slot)
III) Net to carry additional items: Takes up 2x2 Spaces in inventory (attachment), is dragged by a strand after the diver (dangling under him) and can be accessed as a second inventory, holding 48 slots. Crafted from 18 Creepvine Piece, 2 titanium.
IV) Harpoon: Used to spear small fish for eating. Does 8 damage on anything else. Takes up 3x1 slots, features an 18-rotating cylinder with one spear each. Costs 1 Wiring Kit, 1 Silicone, 3 Titanium to build. The spears take up a 3x1 slot and stack up to 999, the harpoon reloads them on pressing 'R'. Each spear costs 1 Titanium and 1 Creepvine to craft, fish hit with the spear are reeled in (about 2 seconds at any range, about 25 metres max) and added to the inventory (as well as the spear). Missed spears are lost.
V) Speedometer: Can occupy either instrument slot and displays the speed of the diver in knots or m/s (change unit in options menu) on the HUD (top, next to compass). 1 Computer Chip to craft.
---
c) Items
1) Diamond uses: The Diamond at the moment only has one use: A sharper knife. It could be used in crafting Diamondine Plasteel, used for the Titan (C-f-2) and similar high-consuming gear. A diamond-shard cannon might give that Reaper Leviathan something to think about, an advanced glass could be used for even higher pressure resistance, etc.
2) Freezer: Pickling fish is one way, another would be to put them in a freezer. About 3/4 as broad as the locker but at the same height, consumes a little energy (about 1/4th of a solar panel's generation) each and offers 48 slots. Keeps fish fresh, uses 4 titanium and a wiring kit to build.
3) Recharge batteries/power cells at Base w/ station: A recharge station with 4 slots that can be put on the wall of a base or the Cyclops, each capable of holding a battery/power cell (or a lithium battery/power cell) and recharging them.
4) Labels: Lockers could use labels.
---
d) Seamoth:
1) Container or inventory on Seamoth. Transport when docked: The back of the Seamoth has room for a container (or the sides above the wings) of about the size of a small crate or two. This could be an update to the Seamoth, either by researching upgrades from more fragments or upgrading the Seamoth at the dock. Access could be via tab (and the aforementioned Seamoth HUD) and when docked the Seamoth (and the Cyclops/other craft) could transfer items akin to the game 'Space Engineers', with a tab on the PDA that shows attached containers to the respective structures/subs and let you shuffle items between them. (http://i.imgur.com/FVGOHRq.jpg - Mock-up)
2) Upgrades at the dock: Docking the Seamoth to a bases' hangar allows to put additional capabilities on the sub. Armour for deeper dives (with Diamondine Plasteel and Diaglass for instance), bigger inventory (see C-d-1 above), sensor devices, sonar, bigger lights, etc.
---
e) Cyclops:
1) Better Visibility: The Cyclops has a big belly that likes to get caught in rocks and sand. It also features a big viewport through which you can see... well a lot of water above you, a lot of water to the side of you, but not really anything below you. Which is where you're mostly looking for landmarks, features, resources... I'd suggest making the walkway in front made out of a transparent material and hang the steering from the ceiling. That way you can look under you where all the action is. In addition it would be nice to have a HUD video-feed of a small camera at the bottom of the Cyclops' belly. A window could be displayed, top-left in your vision so that you can see how close you actually are to running the sub aground again. A second camera to the back displaying into your top right vision might also come in handy. (http://i.imgur.com/cbZ6Ato.jpg - Mockup. Transparent bridge, steering wheel from the ceiling, video-feeds)
2) Installable Direct-Cockpit-Hatch: The Cyclops could use a second, quick cockpit access hatch (f.e. next to the ladder on the side-wall)
3) Remote for exchanging Seamoths: While piloting the Seamoth, targeting the Cyclops, bringing up the menu (as above) and the remote tab to have the bigger ship disgorge the Seamoth it is currently holding - or alternatively look at the Cyclops, activate the remote and watch an autopilot sequence as the Moths are exchanged in the dock, a quick way to recharge one and go shoot off in the other without wait. Midgame and Lategame use, as a second or third Moth start swimming in the ocean.
4) Upgrades: As with the Seamoth in C-D-2, a Cyclops could be upgraded in a Deep-Sea dock, allowing the player to swap items if such a feature is implemented (see C-D-1)
========
continued in:
http://forums.unknownworlds.com/discussion/138024/vampyroteuthis-big-suggestions-and-bug-thread-part-3-suggestions-part-2?new=1
====
Here's the link to the album with all Mock-ups and Screenshots of bugs/suggestions/improvements: http://imgur.com/a/8rKeh#0
That's the lot, thanks for reading. Maybe some of the suggestions resonate with you; I'll be adding more as I continue playing the game.
Have a good day and continue on your awesome path!
PS.: Do you have any openings? If you're in need of a creative madman, QA-Tester or Localizer, drop me a PN.
Yours Faithfully;
Vampyroteuthis
First things first; I'm very, very glad that I've picked up Subnautica. It speaks to the Science Fiction love as well as the (sadly long dormant) diver in me, a game that has exploration, survival and (to a degree) world-building. It is fun, it is mysterious and eerie - it is fantastic. I look forward to future contents and would like to contribute to the development of this game. What follows is a collection of things that I notice while playing the game, from bugs to niggles to suggestions. It's a big list that is worth the read, specifically aimed at the developers, but I'm open to critique or explaining details to anybody.
Edit: I had to break this into multiple parts as the Forum won't allow for longer posts.
They are in order:
The First One (Bugs/Niggles part1): http://forums.unknownworlds.com/discussion/138022/vampyroteuthis-big-suggestions-and-bug-thread-part-i-bugs-niggles?new=1
The Second (This) (Niggles part2/Suggestions part 1)
The Third (Suggestions part 2): http://forums.unknownworlds.com/discussion/138024/vampyroteuthis-big-suggestions-and-bug-thread-part-3-suggestions-part-2?new=1
====
previously:
http://forums.unknownworlds.com/discussion/138022/vampyroteuthis-big-suggestions-and-bug-thread-part-i-bugs-niggles?new=1
========
B ) Improvements/Small Niggles: (cont.)
23) Autoalign Corridors: Corridors (especially the straight one) will continuously 'spawn' for placing, locked into the one basic direction. When looking at a connection point they will snap to it, but only so you can place them next to each other. For continuous building, snapping hatches together (!!!but retain the possibility for the player to turn them!!!) would make for quicker and easier building.
24) Put Solar Panels on top of Corridors: Being able to put solar panels only on the corners of platforms or into some random patch of sand seems un-intuitive; Being able to put them on the roof of rooms and corridors would seem very sensible.
25) Keep looking into same direction when exiting Seamoth: The first couple seconds out of the Seamoth are always extremely confusing, since you get dumped in some random direction and have to find your bearings and the item your Moths' Headlights are shining on first.
26) When putting in new rooms make sure they can be connected into an existing Base: I've read that more rooms for bases are being planed - I'm all for that. Please make sure they can be put into an existing base easily (disassemble the cross-section, put in the new room, build it, done.) a feature that usually works at the moment but can sometimes turn out strange.
27) Set Terraforming tool size: Maybe via Mousewheel. A ghostly sphere of how big the sphere is going to be, without actually clicking would also help.
28) Free floating Platforms: Platforms put under an existing (high up) corridor will not put struts down into the ground, looking quite strange.
29) Bases (or Parts) built above water will still flood on hullbreach: Hullbreaches should probably flood a station only up to the level on which they occurred, and never when part of it is above sea-level.
30) Windows turning yellow: This seems like a shader or shader/lightning interaction problem. when moving closer to a window (especially side-windows, but to a degree the half-sphere windows as well) they'll turn more and more opaque, yellow and hide anything outside - which is especially grating since most windows are installed pretty low, making looking out of them difficult in the first place since the diver can't crouch.
31) Stacking 2 Ladders makes it difficult to use them: When placing two ladders above each other it'd make sense to go down while looking on the lower half of your current level, going up while looking up. putting a ladder over multiple levels quickly devolves into a game of 'find the spot that lets me go down, not up'.
32) Terraforming/building on top of Flora/Fauna doesn't remove them: When putting a building or a blob of terraformed mass somewhere it'd make sense for things in its way to be despawned. But putting a terraform blob on animals will still have them in the blob and putting acid mushrooms inside a corridor makes it possible to harvest them from the inside.
33) Temperature should spike next to/in fires: The thermometer has limited use at the moment, but running around fire on the Aurora saying 10°C is very weird.
34) Match colour of Seamoths to Cyclopses: A colour picker for the Seamoth would be nice. Maybe accessable by pressing Tab when sitting inside the Seamoth. Other options could be displayed there as well (such as the remote, see C-e-3)
35) Aurora keeps burning forever, molten parts glow underwater: The Aurora doesn't ever seem to stop burning, not even after having repaired the generators... metal should only burn for so long, maybe 8-10 days after the generator has been repaired. There is also sections of it under water that keep glowing from heat forever - especially when diving out the backside of the generator room. The metal under water should cool down within a day or two and by then few if any players will have made it all the way there. Even the metal on the surface should stop glowing after a while. This might cue the next part of the story coming in, see C-g-1.
36) Ability to build up/down from inside the Base: While standing inside a corridor, placing another corridor in front is possible - Awesomely done! Placing another one upwards or downwards would be nice as well, maybe even its own connection element.
===========
C) Suggestions:
----
a) General:
1) Sprint/push swimming for increased sweat/thirst and slightly increased hunger: A sprint option/push swimming would possibly allow you to get away from Crashes/aggressive Fauna and get across land faster - at the cost of higher Thirst/Hunger loss.
2) Duck on land: When walking along land or being on a base a duck/crouch function (the same as descending in the sea) would do wonders. Especially with all the windows in the corridors being so low.
3) Rideable Space-Whales? Being able to befriend/tame a Reefback (or a Jellyray, Gasopod or even Sea Emperor) and crafting a special saddle (more expensive for bigger Fauna) would be a late-game goal that could need a lot of time to train an animal (and create a farm/paddock/giant glass sphere/energy fence ranch for it). It would be very awesome.
---
b) Diver:
1) Diving Suits: Here are a couple of ideas for craftable Diving Suits:
I )Light Armoured Suit: Diving suit that help you survive Fauna attacks (Stalkers, Sandsharks, Bone Sharks, Reaper Leviathans, Bleeders): -5% damage (slashing), -2% swimming speed, costs 2 Silicone, 4 Titanium to craft
II )Medium Armoured Suit: -15% damage (slashing), -10% swimming speed, costs 2 Silicone, 3 Titanium Ingots to craft
III) Heavy Armoured Suit: -30% damage (slashing), -12% swimming speed, costs 4 Silicone, 3 Plasteel Ingots to craft (Plasteel doesn't drain as much swimming speed)
IV) Jelly Suit: -50% damage from acidic sources (Gasopod, Hanging Stingers), -5% swimming speed, costs 2 Silicone, 6 Jellygel (crafted from Jelly Plants (2) and Bleach (1) each)
V) Anti-Acid Suit: -100% damage (acid), -12% swimming speed, costs 2 Silicone, 4 Ceramics (4 Quartz, 2 titanium, 1 Magnesium each)
VI) Bombsuit: -100% damage from explosive sources (Crashes, submarine explosions), -25% damage from radiation, allows to dive to 235m before being crushed (needs proper gas-tank to go that deep). Costs 6 Silicone, 3 Koosh Junk, 2 Titanium, 1 Lead.
VII) Actuated Suit: A slim exo-skeleton, this suit will allow lategame-divers to create a means of easier swimming and surviving in deeper waters: allows to dive to 320 metres before being crushed, increases swim-speed by 20%. Costs 6 Advanced Wiring kits, 2 Silicone, 6 Titanium, 4 Ceramics.
2)Helmets:
I) Aquadynamics Helmet: Long 'beak' shape, increases swimming speed by 20%. Costs 1 Silicone, 2 Titanium Ingots, 6 Stalker's Teeth to craft.
II) Armoured Helmet: -5% damage (slashing), costs 3 Titanium, 1 Quartz
III) Heavy Armoured Helmet: -10% (slashing), -5% swimming speed, costs 2 Titanium Ingot, 1 Silicone, 1 Quartz
IV) Flow Helmet: Similar to charge Fins, increases energy charging to tool in hand. Costs 1 Quartz, 2 Titanium, 1 Wiring Kit.
3) Tanks:
I) Additional slot on Paperdoll UI for one Tank: Additional tanks can still be put in the inventory and accessed there, but the paperdoll tank represents the one strapped to the Divers' back. Doesn't count towards the Inventory maximum. (http://i.imgur.com/A10930x.jpg - Mock-up with additional tank-slot, knife-slot, helmet-lamp slot)
II) Dual Manifold Tank: Any two existing Tanks can be attached together (by using 2 silicone and 1 titanium), creating an advanced version - 3x2 slots, but double the capacity of a single tank and with the same drag as one Tank.
4) Misc:
I) Helmetlight: A slot above the Helmet on the Paperdoll UI has room for one helmetlight, providing hands-free illumination on buttonpress, can be recharged by batteries or via charge-fins. Crafted from 1 Quartz, 1 Silicone, 1 Battery, 1 Computer Chip. (http://i.imgur.com/A10930x.jpg - Mock-up with additional tank-slot, knife-slot, helmet-lamp slot)
II) Knifeslot: A slot next to the leg on the Paperdoll UI, slotting a single Knife that isn't counted towards the Inventory maximum and can be assigned to the Quickbuttons. (http://i.imgur.com/A10930x.jpg - Mock-up with additional tank-slot, knife-slot, helmet-lamp slot)
III) Net to carry additional items: Takes up 2x2 Spaces in inventory (attachment), is dragged by a strand after the diver (dangling under him) and can be accessed as a second inventory, holding 48 slots. Crafted from 18 Creepvine Piece, 2 titanium.
IV) Harpoon: Used to spear small fish for eating. Does 8 damage on anything else. Takes up 3x1 slots, features an 18-rotating cylinder with one spear each. Costs 1 Wiring Kit, 1 Silicone, 3 Titanium to build. The spears take up a 3x1 slot and stack up to 999, the harpoon reloads them on pressing 'R'. Each spear costs 1 Titanium and 1 Creepvine to craft, fish hit with the spear are reeled in (about 2 seconds at any range, about 25 metres max) and added to the inventory (as well as the spear). Missed spears are lost.
V) Speedometer: Can occupy either instrument slot and displays the speed of the diver in knots or m/s (change unit in options menu) on the HUD (top, next to compass). 1 Computer Chip to craft.
---
c) Items
1) Diamond uses: The Diamond at the moment only has one use: A sharper knife. It could be used in crafting Diamondine Plasteel, used for the Titan (C-f-2) and similar high-consuming gear. A diamond-shard cannon might give that Reaper Leviathan something to think about, an advanced glass could be used for even higher pressure resistance, etc.
2) Freezer: Pickling fish is one way, another would be to put them in a freezer. About 3/4 as broad as the locker but at the same height, consumes a little energy (about 1/4th of a solar panel's generation) each and offers 48 slots. Keeps fish fresh, uses 4 titanium and a wiring kit to build.
3) Recharge batteries/power cells at Base w/ station: A recharge station with 4 slots that can be put on the wall of a base or the Cyclops, each capable of holding a battery/power cell (or a lithium battery/power cell) and recharging them.
4) Labels: Lockers could use labels.
---
d) Seamoth:
1) Container or inventory on Seamoth. Transport when docked: The back of the Seamoth has room for a container (or the sides above the wings) of about the size of a small crate or two. This could be an update to the Seamoth, either by researching upgrades from more fragments or upgrading the Seamoth at the dock. Access could be via tab (and the aforementioned Seamoth HUD) and when docked the Seamoth (and the Cyclops/other craft) could transfer items akin to the game 'Space Engineers', with a tab on the PDA that shows attached containers to the respective structures/subs and let you shuffle items between them. (http://i.imgur.com/FVGOHRq.jpg - Mock-up)
2) Upgrades at the dock: Docking the Seamoth to a bases' hangar allows to put additional capabilities on the sub. Armour for deeper dives (with Diamondine Plasteel and Diaglass for instance), bigger inventory (see C-d-1 above), sensor devices, sonar, bigger lights, etc.
---
e) Cyclops:
1) Better Visibility: The Cyclops has a big belly that likes to get caught in rocks and sand. It also features a big viewport through which you can see... well a lot of water above you, a lot of water to the side of you, but not really anything below you. Which is where you're mostly looking for landmarks, features, resources... I'd suggest making the walkway in front made out of a transparent material and hang the steering from the ceiling. That way you can look under you where all the action is. In addition it would be nice to have a HUD video-feed of a small camera at the bottom of the Cyclops' belly. A window could be displayed, top-left in your vision so that you can see how close you actually are to running the sub aground again. A second camera to the back displaying into your top right vision might also come in handy. (http://i.imgur.com/cbZ6Ato.jpg - Mockup. Transparent bridge, steering wheel from the ceiling, video-feeds)
2) Installable Direct-Cockpit-Hatch: The Cyclops could use a second, quick cockpit access hatch (f.e. next to the ladder on the side-wall)
3) Remote for exchanging Seamoths: While piloting the Seamoth, targeting the Cyclops, bringing up the menu (as above) and the remote tab to have the bigger ship disgorge the Seamoth it is currently holding - or alternatively look at the Cyclops, activate the remote and watch an autopilot sequence as the Moths are exchanged in the dock, a quick way to recharge one and go shoot off in the other without wait. Midgame and Lategame use, as a second or third Moth start swimming in the ocean.
4) Upgrades: As with the Seamoth in C-D-2, a Cyclops could be upgraded in a Deep-Sea dock, allowing the player to swap items if such a feature is implemented (see C-D-1)
========
continued in:
http://forums.unknownworlds.com/discussion/138024/vampyroteuthis-big-suggestions-and-bug-thread-part-3-suggestions-part-2?new=1
====
Here's the link to the album with all Mock-ups and Screenshots of bugs/suggestions/improvements: http://imgur.com/a/8rKeh#0
That's the lot, thanks for reading. Maybe some of the suggestions resonate with you; I'll be adding more as I continue playing the game.
Have a good day and continue on your awesome path!
PS.: Do you have any openings? If you're in need of a creative madman, QA-Tester or Localizer, drop me a PN.
Yours Faithfully;
Vampyroteuthis
Comments
EDIT: But you seem smart ill read it later, i just wanted to be funny sorry xD
But you named some small problems that could really use some love. Everything regarding the terraformer, base, thermometer and seamoth i totally agree!
I especially liked the idea of a sprint function. Maybe on RMB when holding no tools. The speed could depend on the rythm you chose ... everyone who played mario 64 knows what i mean.
I started to go "TL;DR" after a while too. It is just too much for one thread. I'd like to go in detail with a lot of these suggestions, but they are all slammed into one small thread. Btw, most of us here have heads nearly exploding of ideas, i bet everyone could fill a thread as big as this. If i were ou i'd be more patient and state one ofter another and not release them in one big avalanche ... no one can deal with this.