player-driven navigation
oleskiw
Join Date: 2015-09-13 Member: 207931Members
Navigation is the bread-and-butter of an aquanaut. It would be great to have a player-driven form of navigation, not just an arrow on a 2dmap that is revealed as you go to areas. Here are some Ideas I had, making use of progression...
1) star charts for direction
A simple item is crafted for the players helmet that lets them see cardinal direction when the look at the sky at night. an animation will 'highlight' key stars and join them together to indicate which way is which. Something similar could be done with the time/angle of the sun.
2) beacon range
initially, placed beacons should have a very limited range. Either upgraded beacons or an upgraded helmet sensor will allow the player to locate far off beacons. There should be a way to 'turn off' the signals, since there is a lot of clutter in the display when a lot of beacons get placed. Other upgrades include the number of 'active' beacons that register on the display.
3) hand-held beacon display
At first, beacons should be sort-of hard to locate. the player starts with a compas-like device that is brought closer to the face on LMB click. the device will show the bearing/azimuth of beacons, and the name when within range.
4) maps
Easy to craft, the PDA will have a section that lets you draw and enter text. Using the directions from before, the player and indicate rough directions/distances from important features to the next. Different colours to mark out biomes, etc. Maps start off small, you might need a few for different locations. An updraged verson combines them into one inventory slot, etc, etc.
5) Range finder (?)
This would be an expensive module that overlay's the players current position on the map. The map will be centered on the escape pod, and it will show the angle/distance from the pod to the player. The player can then trace out biome boundaries, pinpoint exact locations (chests, caves, etc).
6) auto-draw
This very expensive upgrade will automatically sketch out portions of the map as the player is in visual distance of the seafloor. Could probably be an upgrade to the seamoth or cyclops. Better yet, add the functionality to the seamoth's sonar...as you drive around pinging the landscape, a permanent low-res record is kept on your map.
Thoughts?
1) star charts for direction
A simple item is crafted for the players helmet that lets them see cardinal direction when the look at the sky at night. an animation will 'highlight' key stars and join them together to indicate which way is which. Something similar could be done with the time/angle of the sun.
2) beacon range
initially, placed beacons should have a very limited range. Either upgraded beacons or an upgraded helmet sensor will allow the player to locate far off beacons. There should be a way to 'turn off' the signals, since there is a lot of clutter in the display when a lot of beacons get placed. Other upgrades include the number of 'active' beacons that register on the display.
3) hand-held beacon display
At first, beacons should be sort-of hard to locate. the player starts with a compas-like device that is brought closer to the face on LMB click. the device will show the bearing/azimuth of beacons, and the name when within range.
4) maps
Easy to craft, the PDA will have a section that lets you draw and enter text. Using the directions from before, the player and indicate rough directions/distances from important features to the next. Different colours to mark out biomes, etc. Maps start off small, you might need a few for different locations. An updraged verson combines them into one inventory slot, etc, etc.
5) Range finder (?)
This would be an expensive module that overlay's the players current position on the map. The map will be centered on the escape pod, and it will show the angle/distance from the pod to the player. The player can then trace out biome boundaries, pinpoint exact locations (chests, caves, etc).
6) auto-draw
This very expensive upgrade will automatically sketch out portions of the map as the player is in visual distance of the seafloor. Could probably be an upgrade to the seamoth or cyclops. Better yet, add the functionality to the seamoth's sonar...as you drive around pinging the landscape, a permanent low-res record is kept on your map.
Thoughts?