Excellent game with much potential, here's a few suggestions *01/01/2016
IMNASIAN
Singapore Join Date: 2016-01-01 Member: 210714Members
As an avid gamer I see way too much potential in this game, lets hope this game survives the test of time. Do consider DLC expansion in the future for additional income as I do not really think the $20 price-tag is justified for such a great game, and I definitely would follow this game actively. Good way to spend some time.
All ideas and suggestions will be in this format:
Category
Features
Cat: Survival Pod
Feat: Dismantle-able Survival Pod that reduces to some resources and fragments(that allows a recreation of a floating pod) as such to remove it's pretty annoying presence as well.
Cat: Cyclops
Feat: Allows Sea-moth management within the Cyclops, accessing the Sea-moth features internally as well.
Cat: Convoys
Feat: Allows player to way-point two convoys that can be loaded and recalled to Cyclops automatically. Similarly management within the Cyclops is necessary. Convoys are extension of Cyclops that are also compatible with a unique base extension. And reduce the customization area of the Cyclops while at it, it should be more base oriented in this game IMO, I know the lack of attention I am giving to my base as my Cyclops have everything I need and a hassle to transfer to my base =.=
Cat: Sea-moth
Feat: Inventories of player and the Sea-moth itself accessible from the Sea-moth internally.
Cat: Beacon overlay interface
Feat: Everyone knows having too many Beacons can cause the scenery to look like crap. ALT key should allow Beacon signal/ signals overlays to keep the scenery clean for a smoother and scenic game-play.
Cat: Living-world
Feat: A system that randomly starts a in-game event similar to that of the Aurora, except it can be destructive or beneficial to the player for example: Meteor fall, Creature rampage, Natural disasters, changing landscape that can potentially affect your base foundations(can be repaired with terra-former).
Cat: Consumable and Components drops from Kills
Feat: No reason why a dead fish have no edible meat yeah?
Cat: A more energy dependent environment
Feat: I have over 2k+ energy in my main base without a use and unable to be depleted. Why not every component of the base takes certain amount of energy, allowing recharge-able batteries that needs to be manually slotted into the base. A radius denial for existing large scale powersupplies like Nuclear and Thermo to limit the energy from a source, to make it more realistic. Creature sighting also poses as threat to installations, and a even more thirsty demand of energy for Sea-moths and other potential deploy-ables.
I will continue to update once awhile, gotta enjoy the game myself too! 01/01/16
All ideas and suggestions will be in this format:
Category
Features
Cat: Survival Pod
Feat: Dismantle-able Survival Pod that reduces to some resources and fragments(that allows a recreation of a floating pod) as such to remove it's pretty annoying presence as well.
Cat: Cyclops
Feat: Allows Sea-moth management within the Cyclops, accessing the Sea-moth features internally as well.
Cat: Convoys
Feat: Allows player to way-point two convoys that can be loaded and recalled to Cyclops automatically. Similarly management within the Cyclops is necessary. Convoys are extension of Cyclops that are also compatible with a unique base extension. And reduce the customization area of the Cyclops while at it, it should be more base oriented in this game IMO, I know the lack of attention I am giving to my base as my Cyclops have everything I need and a hassle to transfer to my base =.=
Cat: Sea-moth
Feat: Inventories of player and the Sea-moth itself accessible from the Sea-moth internally.
Cat: Beacon overlay interface
Feat: Everyone knows having too many Beacons can cause the scenery to look like crap. ALT key should allow Beacon signal/ signals overlays to keep the scenery clean for a smoother and scenic game-play.
Cat: Living-world
Feat: A system that randomly starts a in-game event similar to that of the Aurora, except it can be destructive or beneficial to the player for example: Meteor fall, Creature rampage, Natural disasters, changing landscape that can potentially affect your base foundations(can be repaired with terra-former).
Cat: Consumable and Components drops from Kills
Feat: No reason why a dead fish have no edible meat yeah?
Cat: A more energy dependent environment
Feat: I have over 2k+ energy in my main base without a use and unable to be depleted. Why not every component of the base takes certain amount of energy, allowing recharge-able batteries that needs to be manually slotted into the base. A radius denial for existing large scale powersupplies like Nuclear and Thermo to limit the energy from a source, to make it more realistic. Creature sighting also poses as threat to installations, and a even more thirsty demand of energy for Sea-moths and other potential deploy-ables.
I will continue to update once awhile, gotta enjoy the game myself too! 01/01/16
Comments
I do agree to a large number of these however, and was thinking about the survival pod earlier. It seems like such a waste to just have it floating with no real purpose, and in a survival situation I'm pretty sure I'd use everything available. taking out the fabricator would mean i'd just have the resources to build it somewhere more permanent. Besides that, no life raft was ever meant to survive past say, a week, two weeks? Maybe a month at the very most.
energy dependent environments... well they're doing that with docking subs and pretty much everything. I don't see the need because in the future there will likely be at the very least 15, 20 new tools and crafting stations that all take power, so I'm seeing the surplus as more of a buffer for them to add things.
As for beacons, it would be nice to be able to turn those on and off at will, or maybe just have a button that sends out a "pulse" of about 5 pings, one per second, before stopping. Then you just press the button again if you didn't see it.
Combined inventory for the seamoth- Yet another thing i was thinking. It seems kinda dumb you have to go outside to reload torpedoes the size of your arm. Those things don't seem very heavy, and i don't know of any true subs that have the crew need to go outside, and drag an almost 1-ton torpedo into a launcher. There should be for the very least THAT, an internal loading cap for the torpedos. It'd really only look like a cylinder with a lid on it, which leads to the bay.