Discussion, lets talk about the cyclops.

VerwaltungVerwaltung USA Join Date: 2015-09-03 Member: 207704Members
So with the new Seamoth updates the cyclops is being left in the dust. The two best features is that its reaper proof and you can store a metric crap ton of stuff in it. That's great and all but seamoth out classes it in every other category. So lets talk about the cyclops, what direction do we want it to head in. More of a support sub that you go in after you explored, or something that we want something we go to first before we start exploring.
My ideas sort of catch both themes and take a little of each and mash them together.

*So the basis in my opinion of the game is to survive explore and learn about this planet since you are part of a exploration ship. So I would add more of a examination bay with a fish tank/table. So the basis of this was your exploring learning about this planet its what you came here to do. Just like how you catch fish to eat you can catch the smaller plants/fish and put them in the fish tank and you got like a robot thingy analyzing it. It could also tie into the farming like they are planing on doing. So you can analyze the plants/fish and be able to farm them.
For the bigger ones like bone sharks and I got an interesting idea another computer you can send out a probe that will take small samples from the big ass creature since you can't really "grab" it. You will be able to control it from another part of that whole computer set up. I know its a lot ofstuff but it all ties in with the theme of the game which I think is amazing. So far this will give people more of a reason to explore everywhere. And since they have farming on the list of shit this helps bring it into the game I guess. ALSO it will use those worthless computers currently in the idk what to call it driving room? I would like to note the "prob" idea is the only one I am really iffy one I had others but I would love to hear what the community thinks about it. Oh ya a small edit I almost forgot You would be given like a booklet with this and it will auto record when ever you analyze a creature, it would have weight,species, prey maybe, male or female. shit like that an info book.

*My next one is the power usage on the cyclops is insane and becomes a big pain in the ass if your going long distances and having to carry around a bunch of power cells well gives me cancer. So I got a few ideas to help with that and make the cyclops much more energy efficient. So this has been talked about but on the wings of the cyclops there should be like an add on that will allow up to 6 solar panels that will regenerate energy slowly.
Hot shit opie op no and here is how I am balancing it out. They will only charge I would say 150 meters below water and up. They will charge at 50% speed when moving 75% when not moving and a full 100% so like 1 energy then 3 then like 5 per one. You will also need a of those like power modules like the one you get on the aurora. but you can not have the one you find on the aurora and this one its one or the other so its not super OP. I will talk more about builds later like computer chips etc. So I hope yall like this idea I think it will be interesting and would love to hear feedback on this one. I feel there are other ideas but I feel this one is simple enough that it will not make shit over complicated other than just adding another module that says it will re gen energy lol...

*Second to last idea. Sonar but not the one on the Seamoth the one that will show if there are any big creatures ahead, this one is more for open water or deep water so you don't just go blazing through and crash into like the sea emperor or some shit. you will get a little like mini map the top left or right of your screen when you are piloting the cyclops and little green dots will pop up if a creature say the size of reefback or leviathan are around. This would give people a reason to use the cyclops to go into new areas such as open water instead of the seamoth.


So this is part of the post where I will talk about builds like what should you need to make it.

So the examination room should be where the lockers are unless you guys got like big shit planned for that area this would make better use of it. You would remove the lockets and put like 1 fish tank on each side, then on either side put I would say a station almost like a big fabricator but decked out for analyzing. So you would need 2 glass 4 titanium for the fish tank part. 4 titanium 1 computer ship and advanced wiring kit for the analyzing table.

Then the mini solar panels would be 2 quarts 2 titanium computer chip plus an advanced wiring kit. that would be each expensive but the value is insane.

The sonar would be 2 computer chips and wiring kit and 1 quartz.



OK I am done now, I hope this sparks more discussion bout the cyclops and how much better it could be than its current state, I don't expect any of my ideas to make it in game but to give them ideas for what they want to do with the cyclops. IF yall have any interesting ideas I might edit the post and add them.

Edits: So auto pilot seems like a big one everyone is wanting, I think it be interesting too. But it will only work if we have have very big biomes for now it will not be realistic because of how shallow these biomes are currently.

The other thing was a viewing dome people talked about, that was my other idea was to add some windows to the ship so you can look out but I am currently not sure where I want to put them.


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Comments

  • Captain_PyroCaptain_Pyro Germany Join Date: 2015-05-31 Member: 205116Members
    Ok, so i didn't read everthing you wrote, but i think the cyclops will become so very important when areas below 1000m are in the game.
    There will be two more hull upgrades for incredible depths.
  • TheGuru143TheGuru143 U.S. Join Date: 2015-09-07 Member: 207801Members
    One unique feature I'd like to some day see would be an "auto pilot" mode and a "viewing dome" on the bottom of this ship. Maybe even have a way of recording a specific route and then have the ships computer run it.
    In this way, you could program a route and then go to the viewing dome and just enjoy the scenery all around and under you as the ship moves along. This game is way to beautiful to not have a way to enjoy it without having steering wheels and hatches all in the way
  • NaaliNaali U.S. Join Date: 2015-08-23 Member: 207397Members
    You can already put a solar panel on top and it does charge it, it just makes the cyclops undriveable. But I completely agree that the cyclops is useless other than reaper protection now (though the seamoth has an electronic protection field, it takes clairvoyance to use it before a reaper grabs from behind.)

    Honestly if they fixed the solar panel thing (or allowed a nuclear class sub), added sonar and torpedoes to the cyclops I'd be stoked. I wouldn't care about the power consumption if I could at least charge 1 units per 2 used with a solar panel.

    Even giving the cyclops the base functionality of the new seamoth upgrades would be awesome, or maybe a "biome detector" that detects nearby biomes and shows them on the front glass, or a GPS/Map on the front glass with your position marked. That would make the cyclops a billion times better.

    Also a cyclops dock. I know it would be absolutely huge, but it would be nice to be able to hook the thing up to a base, because you can cram buttloads of solar panels and nuclear reactors on your base. Not a "float up into it" dock like the moonpool, but more like the one jacksepticeye "built" where you drive into it, and maybe a super neato connector comes up and docks with the bottom hatch.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I just hope it gets autopilot at some point (even between beacons). It's really boring to drive it long distances.
  • TheF0CTORTheF0CTOR A Galaxy Far Far Away Join Date: 2015-08-09 Member: 206945Members
    edited September 2015
    My dedicated cargo space for the Cylops is 6 large lockers. I have 6 small lockers and 1 large locker that I use to keep anything from food and extra power cells to a constructor, but in a pinch I can use some of these for extra cargo space. Compared to my main storage room in my main base, that's minuscule. Now if those lockers on the lower deck were functional, maybe that'd be another story.

    Also...
    aeroripper wrote: »
    I just hope it gets autopilot at some point (even between beacons). It's really boring to drive it long distances.

    I love this idea. Autopilot between beacons would make the Cyclops more effective and more practical. You'd have to position the beacons carefully and somewhat strategically or risk hull breach. You could craft tools that you might need for the journey/destination, or replace empty power cells on the move. All of my wants.
  • CordeosCordeos Join Date: 2015-08-19 Member: 207293Members
    I really just want them to make power cells rechargeable and add some sort of deployable recharging station. Would make sub use so much less annoying.
  • AquatarkusAquatarkus RI-USA Join Date: 2015-08-02 Member: 206674Members
    aeroripper wrote: »
    I just hope it gets autopilot at some point (even between beacons). It's really boring to drive it long distances.

    Agreed...



    * Also needs a docking collar function so you can dock to your habitat, and enter the Cyclops without entering the water. (this is noted in many other threads)

    * Would also like to see a "Recall" function.
    Where you could select your Cyclops, or any of the Seamoths by name, and have it drive itself to your current location.
  • destroyah87destroyah87 Join Date: 2015-08-08 Member: 206913Members
    Yeah, rechargeable power cells (and maybe batteries)

    Aside from that, rear view mirrors or cameras are what I want for the Cyclops.

    Though, having customizable room plugins would be pretty sweet as well. By that I mean, you could craft a viewing room in place of the Seamoth hanger, or maybe an exosuit dock in place of the seamoth dock.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    As long as navigating the cyclops is a pain in the a.., they don't have to use any more modules. I mean I can't even aim the cyclops vertically towards a structure. It always stays horizontal. Then the driving speed of this snail is, well that of a snail. But not because it uses realistic sub mechanics or simulation. Simply because it would be hard to walk in a non-horizontal sub or simulate that type of inner space.

    So how could I improve this mobile sea base to turn it into an effective submarine? Maybe allow full navigation while in cockpit and when you leave it for walking inside the sub we get an autogyro to horizontal animation. Two different modes with a transition.

    In cockpit mode we get a better viewing angle and multi-screen camera displays and sonar long range scans show the rocks or giant sealife from afar, almost like the seamoth sonar view.

    The cyclops is then able to navigate like the seamoth, but of course with less turn speed due to its mass. And of course it takes some time to accelerate and slow down the giant sub.
  • NaaliNaali U.S. Join Date: 2015-08-23 Member: 207397Members
    edited September 2015
    zetachron wrote: »
    Simply because it would be hard to walk in a non-horizontal sub or simulate that type of inner space.


    Very very very hard.

  • Storesund98Storesund98 USA Join Date: 2015-07-02 Member: 205963Members
    Why can't you repair the cyclops when it reaches 0%? the cyclops is kinda expensive and if you go through the trouble of rising it you should be able to repair it.
  • UnknownGentlemenUnknownGentlemen Florida? Join Date: 2015-08-12 Member: 207072Members
    I see that point.I suppose you just need to be careful though it seems quite stupid for something of so much value to be able to just....DIE so easily.I feel it should be repairable once it reaches 0% health but it requires some kind of tool quite similar to the "Mobile Vehicle Bay".
  • paradineparadine usa Join Date: 2015-09-18 Member: 208004Members
    I think that the Sea Moth Upgrade Modules should be able to be used on the Cyclops (except the cargo and torpedoes as those should already be included and reachable/loadable from inside unless they add another upgrade console to the other side of the engine giving it a total of 8 upgrade slots).

    Then they could remove the Sea Moth bay and the forward locker room and have them just be empty areas (like the space behind the Sea Moth bay), have 2 doors go into the front part of the ship instead of the one big door (use the smaller ones from the back area) and move the central wall (the one with no doors) back some so it divides the inside more evenly and have 2 doors in it as well. This will allow for you to have one of the consoles in the front room of the ship used like an upgrade console (4 slots) so you can add on rooms to the lower section of the ship.

    Also the airlock style room at the bottom front should be done so (a) the hatch has a window in it so you can see if something is going to eat you as soon as you exit, (b) have 1 window on each side so you can see if anything is going to eat you as soon as you exit, and/or (c) have 1 window on the front (below the forward lights) so you can see if anything is going to eat you as soon as you exit (the one on the front can also have a small drive pole with a sort of joystick on it to let you drive at 1/4 speed to get close to something like a base hatch, a crevice in the ground that you can use to hold your ship while you charge it, etc).

    The optional room addons would change the way the sub looks both inside and out.

    The optional rooms would be:
    #1 Observatory (a room like the base observatory and can only be mounted in 1 of the 2 forward slots [they are equal
    to being in the front half of the ship upper is main deck while lower creates a 3rd center deck] or the upper rear slot
    [equal to being in the center of the ship directly in front of the engine room])
    #2 Sea Moth dock (same as it is but can be mounted in only 1 of the 2 lower slots [they are equal to being in the
    bottom of the ship])
    #3 Base room (can only be mounted in 1 of the upper 2 slots slot and adds 1 fabricator, 1 workbench [wall mounted], 1
    fragment scanner [wall mounted], 1 power console [wall mounted and gives an extra 3 power cell slots], 1
    table/chair combo [set to one side of room so you can sit and look out a window that is added to the outer wall on
    that side of the ship], 1 bunk bed [put on opposite side of room as table/chair and has a window added to the outer
    wall on that side as well], 1 aquarium [placed in the center of the room])
    #4 Sea Ray dock (takes up both lower slots and can hold a Sea Ray [this is a mini sub like the Seam Moth but is 1.5x
    longer and just as wide, it has 2 power cells, 6 upgrade slots [3 per side], has safe depth of 150 and crush depth of
    250, is able to go 25% faster than the Sea Moth, and has a rear view camera [shows a small rear view at top center
    of hud])
    #5 Relax room (takes up both upper slots and is just a big glass room)
    #6 Power room (is able to be mounted in any slot and gives the ability to have both solar and thermal power to run and
    recharge the ship without the need of taking up an upgrade slot)
    #7 Emergency room (can be placed in any slot and gives an emergency power/surface ability to the ship [like if you go
    too far down and start sinking it can do a high speed surface to save the ship but will cause 1% damage to your
    person for every 50m it has to rise] and if you lose main power it can act as a backup to let you move out of a cave
    to get to the surface or to a safer area [equals 1/4 normal power cell]
    #8 Fishing room (only able to be mounted in 1 of the back 2 slots and when active it lets you drive the sub and catch
    all the fish you pass or hit with a net [this includes predators] and adds them to the rooms cargo
    #9 Water filter room (can be mounted in any slot and cleans the water to make it safe to drink for you [must be active
    and the ship has to be sitting still]
    #10 empty expansion room (can only be placed in 1 of the 2 upper slots and just expands the sides of the ship to
    make it a bit wider while adding a top hatch and ladder to the center of the ship [if mounted in front slot will be
    near the front of the room if mounted in rear slot will be near the rear of the room] and lets you add more stuff to
    the walls like in a square room in a base)

    Sorry about the wall of text but you did ask for ides for the Cyclops (even though 1 or 2 of them mean adding another small sub).
  • McKabyMcKaby England Join Date: 2015-08-19 Member: 207291Members
    I have to agree, some of those you listed are great ideas for the Cyclops, as it does need an upgrade, though I do recall there being a long sub in the concept art that didn't have a big glass nose and I think was an early Cyclops, maybe have that as an alternate with some of those upgrades built in, Or that one could be the "deep dive" variant as it doesn't have the big window with some of the labs on board.

    As for your "Sea Ray" idea, I like the idea of having another mini-sub, but the caveat to that is the Moonpool, unless your length allows it to fit inside as well.
  • TerraBladeTerraBlade Join Date: 2015-05-25 Member: 204886Members
    Verwaltung wrote: »
    So with the new Seamoth updates the cyclops is being left in the dust. The two best features is that its reaper proof and you can store a metric crap ton of stuff in it. That's great and all but seamoth out classes it in every other category. So lets talk about the cyclops, what direction do we want it to head in. More of a support sub that you go in after you explored, or something that we want something we go to first before we start exploring.
    My ideas sort of catch both themes and take a little of each and mash them together.

    *So the basis in my opinion of the game is to survive explore and learn about this planet since you are part of a exploration ship. So I would add more of a examination bay with a fish tank/table. So the basis of this was your exploring learning about this planet its what you came here to do. Just like how you catch fish to eat you can catch the smaller plants/fish and put them in the fish tank and you got like a robot thingy analyzing it. It could also tie into the farming like they are planing on doing. So you can analyze the plants/fish and be able to farm them.
    For the bigger ones like bone sharks and I got an interesting idea another computer you can send out a probe that will take small samples from the big ass creature since you can't really "grab" it. You will be able to control it from another part of that whole computer set up. I know its a lot ofstuff but it all ties in with the theme of the game which I think is amazing. So far this will give people more of a reason to explore everywhere. And since they have farming on the list of shit this helps bring it into the game I guess. ALSO it will use those worthless computers currently in the idk what to call it driving room? I would like to note the "prob" idea is the only one I am really iffy one I had others but I would love to hear what the community thinks about it. Oh ya a small edit I almost forgot You would be given like a booklet with this and it will auto record when ever you analyze a creature, it would have weight,species, prey maybe, male or female. shit like that an info book.

    *My next one is the power usage on the cyclops is insane and becomes a big pain in the ass if your going long distances and having to carry around a bunch of power cells well gives me cancer. So I got a few ideas to help with that and make the cyclops much more energy efficient. So this has been talked about but on the wings of the cyclops there should be like an add on that will allow up to 6 solar panels that will regenerate energy slowly.
    Hot shit opie op no and here is how I am balancing it out. They will only charge I would say 150 meters below water and up. They will charge at 50% speed when moving 75% when not moving and a full 100% so like 1 energy then 3 then like 5 per one. You will also need a of those like power modules like the one you get on the aurora. but you can not have the one you find on the aurora and this one its one or the other so its not super OP. I will talk more about builds later like computer chips etc. So I hope yall like this idea I think it will be interesting and would love to hear feedback on this one. I feel there are other ideas but I feel this one is simple enough that it will not make shit over complicated other than just adding another module that says it will re gen energy lol...

    *Second to last idea. Sonar but not the one on the Seamoth the one that will show if there are any big creatures ahead, this one is more for open water or deep water so you don't just go blazing through and crash into like the sea emperor or some shit. you will get a little like mini map the top left or right of your screen when you are piloting the cyclops and little green dots will pop up if a creature say the size of reefback or leviathan are around. This would give people a reason to use the cyclops to go into new areas such as open water instead of the seamoth.


    So this is part of the post where I will talk about builds like what should you need to make it.

    So the examination room should be where the lockers are unless you guys got like big shit planned for that area this would make better use of it. You would remove the lockets and put like 1 fish tank on each side, then on either side put I would say a station almost like a big fabricator but decked out for analyzing. So you would need 2 glass 4 titanium for the fish tank part. 4 titanium 1 computer ship and advanced wiring kit for the analyzing table.

    Then the mini solar panels would be 2 quarts 2 titanium computer chip plus an advanced wiring kit. that would be each expensive but the value is insane.

    The sonar would be 2 computer chips and wiring kit and 1 quartz.



    OK I am done now, I hope this sparks more discussion bout the cyclops and how much better it could be than its current state, I don't expect any of my ideas to make it in game but to give them ideas for what they want to do with the cyclops. IF yall have any interesting ideas I might edit the post and add them.

    Edits: So auto pilot seems like a big one everyone is wanting, I think it be interesting too. But it will only work if we have have very big biomes for now it will not be realistic because of how shallow these biomes are currently.

    The other thing was a viewing dome people talked about, that was my other idea was to add some windows to the ship so you can look out but I am currently not sure where I want to put them.


    I imagine most of what you see for the Seamoth you will eventually see for the Cyclops, even the area denial effect and torpedos. I would also imagine that the Cyclops could have a bay that allows certain points to be 'dedicated' to certain things. Like the fron area below the viewport being dedicated to sonar or a torpedo system. There could be some overlap, or their could be just more upgrade ports then the Seamoth.

    Also keep in mind that the Cyclops also is a mobile base. Where you can take materials and craft supplies out in the field without having to go back to your proper base. Which in turn will have things that the Cyclops won't (such as the bay to actually outfit/upgrade your seamoth). I imagine the Cyclops will get it's update, but give the devs time.
  • paradineparadine usa Join Date: 2015-09-18 Member: 208004Members
    [quote="McKaby;2253503"
    As for your "Sea Ray" idea, I like the idea of having another mini-sub, but the caveat to that is the Moonpool, unless your length allows it to fit inside as well.[/quote]

    My Sea Ray idea is the it fits so there is just enough room to climb the ladder in the current moon pool. For the Sea Moths moon pool it would be stretched in length by 1 corridor length and have a walkway between the two month docks (this let's you have 2 of them each with a different upgrade load).
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    I think that we'll get a future Cyclops update like the Seamoth update. Somewhere after H2O and Farming. Why?

    - The cyclops will reach depths beyond 1000m (look for Lava Caves), so needs an exosuit bay (not seamoth). The bay will have to be replacable.
    - The cyclops is the only sub that can mass carry resources or have an internal fish tank to bring specimen from the deep back to the shallows.
    - Seamoth update was fun. Especially electroshock, sonar and the torpedo concept (not the vortex torpedo itself). Cyclops needs the equivalent.
    - The cyclops isn't fun navigating. It doesn't need speedy turns like the seamoth, but it shouldn't stay horizontal forever.

    The cyclops update modules should include:

    - a replaceable bay module (seamoth, exosuit, fishtank, cargo)
    - a far range sonar to see at below 1000m
    - interesting torpedos
    - a shocklike defense system
  • BaleBale France Join Date: 2015-09-05 Member: 207737Members
    For the moment, cyclops doesnt really need any type of defense against the fauna.
    Torpedos and such will be useless cause the only fish able to attack our cyclops is the reaper and we dont cross his path so often.
    At last, torpedos for destroying cliffs, mountains, mushrooms trees would be better. These are more dangerous that any sharks.
  • paradineparadine usa Join Date: 2015-09-18 Member: 208004Members
    I just want a way to recharge it. Like if it get near a base style power source that has a power transmitter or even if they add a new base room "power room" so we can put the bioreactor inside it and it would have a spot to recharge power cells on one side and to recharge batteries on the other, the back wall will have a "base power backup" that will have 6 slots for power cells to provide power for the base when the sun is not available and your power source runs out of power. The power room would also allows you to recharge your Cyclops at 2% of 1 cell per second if you park within 10m of it.

    I know I went a little off topic but it applies to the ability to recharge the Cyclops.
  • ShuryCZShuryCZ Czech Republic Join Date: 2015-07-07 Member: 206047Members
    Hi guys, I am sorry if anyone has mentioned it already, but I would like to see the panels in the cyclops more interactive, so you could get out of the wheel and check other aspects like radar or different monitors with stats. You get the idea... With other things mentioned here, it would make the cyclops feel as a more useful instrument.

    My 1st post on the forum, so please, have a mercy :blush:
  • Seamothwizard44Seamothwizard44 Join Date: 2015-09-17 Member: 207995Members
    Why don't the devs make an even bigger map? Because then another MASSIVE ;) submarine could be introduced :/
  • paradineparadine usa Join Date: 2015-09-18 Member: 208004Members
    I would be happy if the debs just increased the size of each biome by 5x (they could just do something like a zoom on a photo does and add more plants, eatable/passive creatures, and other resources). Then we would have a more realistic use for the Cyclops.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Why don't the devs make an even bigger map? Because then another MASSIVE ;) submarine could be introduced :/
    paradine wrote: »
    I would be happy if the debs just increased the size of each biome by 5x (they could just do something like a zoom on a photo does and add more plants, eatable/passive creatures, and other resources). Then we would have a more realistic use for the Cyclops.

    The map size as planned will be big enough as you haven't seen all. And don't forget that most is above 300m right now, while the depths hold far more space for the future. The map isn't simple 2d with heights and small caverns, but more like true 3d.

    If we get rock tunnels big enough for the cyclops connecting the biomes ...
  • Freeman79Freeman79 Sweden Join Date: 2015-09-22 Member: 208093Members
    edited September 2015
    Heya

    I would actually love to see a way for the Cyclops to dock to a part of the station, some kind of airlock or docking hatch.
    We already have a docking collar in the front(under) of the Cyclops, so be able to exit the Cyclops without getting wet or use a Seamoth would be nice.

    //Freeman79
  • paradineparadine usa Join Date: 2015-09-18 Member: 208004Members
    How about they add the ability for us to be able to open the Sea Moths cargo and upgrades from inside the Cyclops. This does not mean adding the upgrade console from the moon pool. That feature would stay as a base only option. But by letting us have access to the cargo and upgrade systems on the Sea Moth while it is docked in the Cyclops will let us load/unload it without having to go outside and to swap out the upgrade modules for different uses. Like if we have 4 cargo and farm food/etc at shallow depths then we can dock and unload even if there are hostile creatures around then we take our load to our base at a deeper spot where we need 1 or more depth upgrades installed we can swap them out as well.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    I just want customization. I want to be able to say, "Which Cyclops should I take this time? The one with the SeaMoth dock because I need speed, the bed because this is going to take a while, the Exosuit bay because reasons, or..." you get the idea.
  • Duff_McDugginDuff_McDuggin Join Date: 2015-07-02 Member: 205964Members
    All those ideas will be for not, if they cant get a handle on the power consumption. There is no reason a ship that size should be running on batteries. Where are the antimatter reactors? Something with some longevity to it. I am not going to waste my time with a battery operated sub. Batteries are good for the moth, but a full size sub, in that time period is craptastically ridiculous to run on batteries. No I dont care about the power efficiency module. It doesnt help much, and upgrade slot space will be on the premium. With 4 slots, you will need two of them just to not run out before you get down to 3000 m, but how do you get that deep with only two upgrade slots for depth upgrade? That gas guzzler is useless as is.
  • sayerulzsayerulz oregon Join Date: 2015-04-15 Member: 203493Members
    All those ideas will be for not, if they cant get a handle on the power consumption. There is no reason a ship that size should be running on batteries. Where are the antimatter reactors? Something with some longevity to it. I am not going to waste my time with a battery operated sub. Batteries are good for the moth, but a full size sub, in that time period is craptastically ridiculous to run on batteries. No I dont care about the power efficiency module. It doesnt help much, and upgrade slot space will be on the premium. With 4 slots, you will need two of them just to not run out before you get down to 3000 m, but how do you get that deep with only two upgrade slots for depth upgrade? That gas guzzler is useless as is.

    I would not want an antimatter reactor on a submarine.... But I agree, the cyclops needs an actual power source. It is simply stupid that we are running a submarine off of copper-acid batteries. Those are literally thousands of years old.....
  • paradineparadine usa Join Date: 2015-09-18 Member: 208004Members
    They should make the bioreactor so it can be placed inside the bases and the cyclops. It is small enough that it could fit into a corridor (blocking you from walking thought it) so it should be able to be placed inside instead. This goes with the accumulator as well (this should have 6 power cell slots on it but stay the same overall shape) so it can act as a second power source for bases and we would also be able to mount them into the cyclops. (I would mount 1 bioreactor in the center between the seamoth dock and the engine room then have 2 accumulators directly under the engine room in line with each other, unless they make them wall mountable then they will be stuck the the bulkhead wall next to the seamoth dock.)
  • Thor11011Thor11011 southampton Join Date: 2015-09-24 Member: 208130Members
    I have to say, I have no idea what you are talking about, the cyclops is essential for gathering large amounts of resources.

    In the seamoth you get one inventory full and perhaps the storage upgrade, which is essentially quite small anyway. Where as with the cyclops you can build lockers all around and fill it with stuff.

    It would be nice to be able to recharge power cells, but I would imagine that is something they are working on. Would defeat the point of the game to survive off what little resources you have/can gather and just to discard empty power cells all over the ocean floor.

    Without the cyclops I would not have been able to gather even half of the stuff I have using just the seamoth.

    I don't think it's been left in the dust of the seamoth at all, infact even with all it's new fancy upgrades, the seamoth still pales in comparison to how useful the cyclops is.

    Mine has fish tanks in it, a fabricator and a tonne of lockers up and down the sides, it's like a mobile resource gathering base for me.

    The seamoth I just use to make short trips or to scout out an area, or to check out underground caves that it will fit in.

    But I guess that's just what I think.

    Thor11011
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