Cyclops Docking-Moon pools
Seamothwizard44
Join Date: 2015-09-17 Member: 207995Members
Join Date: 2015-09-17 Member: 207995Members
Comments
Totally agreed! The solution can be smaller then new massive constructs. One corridor can get the job done
All you would need is some kind of claw-like docking port that attaches to the airlock under the front of the Cyclops. When you got within range it would guide you into the "claws", they would close around the front of the Cyclops (visual confirmation of docking), and the base would begin to recharge your Cyclops. You could then exit through the airlock directly into your base, staying dry the whole time.
This docking port could be built at the end of a corridor or on top of a room.
I like this idea better than any pool since it could work on the same mechanics for docking the seamoth. When you get in range you here the same beep (like a sensor being set off) and it pulls and turns the cyclops until it is locked in the dock arm. For this to work though we need to be able to open/close the cyclops hatch (like the one above the seamoth dock) and the outer cover door would be on auto so that if the hatch is open it is open and if the hatch is closed it is closed (except if we are outside and we come close to it the like the seamoth dock it opens for us so we can open the hatch to climb in) by opening the lower hatch when docked it would extend a ladder into the cyclops and when not docked it would flood the room (have a control panel on the wall to flood/drain the room).
considering the size of the cyclops a building for it would be huge and would/should require a massive amount of materials.
Personally I would prefer to have to custom build one like I already have. >>
>> check out mine - http://forums.unknownworlds.com/discussion/138988/cyclops-dock <<
Thor11011
Agreed but then you would need an access key as 'U' ?
Good idea but then you would need a bigger area to build it.
Agreed, but the Cyclops is a bigger vessel so I figured that was a given. It could be minimized to a degree, instead of being on each side of the Cyclops it could just be on one side. A big bumper you pull up along-side (big orange inflatable one for above water, and a dense black rubber one for beneath?) that then reaches out to grab you, hold you in place while an arm pivots into place under your lower hatch. Makes more sense I guess, then it could be installed at the end of any tube or room.
Before UWE said they would be putting multiplayer on hold, my friends were thinking of this as a multiplayer base, but then that is also dependant upon how big the map is/was going to be, as we didn't know if it was a mix of hand made and procedurally generated map or what.
Agreed. In fact I suggested as much using the in-game F8 Feedback and a screenshot of the area I have pictured above. I see something similar to the bulkhead, but encorporating a small staircase like the interior doorways out of the big round module use.
Rather than constructing a Moon Pool-style dock for the Cyclops, how about building a dedicated docking collar module?
It could take the form of slightly modified habitation module, built a reasonable distance apart from the main base structure and connected by a corridor and airlocks. As the Cyclops approaches, a holographic alignment grid activates to permit an accurate line-up. Once the Cyclops is within 20 metres, the docking port takes automatic control of the helm to ensure that the sub docks safely.
Once safely attached, the Cyclops will commence its recharging cycle.
Naturally, there will have to be some sort of game balance imposed on this feature, such as the CDC requiring its own (nuclear) reactor to operate. However, this feature would be particularly valuable where bases are constructed in hazardous areas.
Pros: Safe crew transfer. Cyclops recharging station. Cool holographic approach beacon.
Cons: Costly to build. Cannot be used in confined spaces such as caves and subterranean bases.