Mining, Power Balancing, Base mods and more.
bwoodfield
Canada Join Date: 2016-03-08 Member: 214017Members
I've been playing SubNautica for awhile, but first time posting. As the game has been progressing I have come up with some ideas that I would like to see in the game.
1) Mining equipment. - The Aurora is an exploration and mining ship, yet there is a lack of mining equipment found in the wreckage. Yes there is the teraformer, however it just collects and places soil. You don't get any usable minerals from it. I would like to see either a hand-held mining tool or a placeable mining station. Retrieved minerals could be region specific (i.e titanium and copper in the shallows; gold, uranium, diamond in the grand reef), or the player collects ores to be processed back at the base.
2) Power Balancing. - I have a bit of an issue with the power usage on some of the tools. For example the new LED light stick. I can use the SeaGlide for 5 minutes and drop maybe 20%, the LED light stick drops about 50%. As an experiment I dropped a flare and placed a light stick; the flare lasted considerably longer. Being LED (low power lighting), and a far advanced technology I would assume that the LED light stick would last CONSIDERABLY longer than it actually does. Especially when the SeaGlide uses the same battery, has a spot light and provides propulsion, lasts far longer than the light stick.
3) Base Mods - Like the SeaMoth and the Cyclops, I would like to see mods that you could plug into a Base Mod station. A power efficiency to reduce energy usage of crafting, perimeter defence to keep hostile creatures away from the base (it's really annoying leaving your base and instantly being attacked), Nano-bot repair module that would maintain the structural integrity of the base at the cost of energy usage.
4) Energy emission scanner module - A module that when plugged into the SeaMoth or Cyclops would be able to pick-up energy emissions coming from wrecks and abandoned bases. I've noticed that the majority of the wrecks and bases still have active lighting and electrical arcing occurring. Having a mod that can pick-up those emissions once you are within a specific distance.
5) Open air base equipment/parts - The abandoned bases have various parts that are intended for "out of water" uses, such as doors and sky-lights. I regularly make bases on land (either the floating island or mountain island) and would like to see those parts be able to be created as well. Possibly even some other equipment that is intended to be used on land, or even have the ability to repair the abandoned bases for player use.
1) Mining equipment. - The Aurora is an exploration and mining ship, yet there is a lack of mining equipment found in the wreckage. Yes there is the teraformer, however it just collects and places soil. You don't get any usable minerals from it. I would like to see either a hand-held mining tool or a placeable mining station. Retrieved minerals could be region specific (i.e titanium and copper in the shallows; gold, uranium, diamond in the grand reef), or the player collects ores to be processed back at the base.
2) Power Balancing. - I have a bit of an issue with the power usage on some of the tools. For example the new LED light stick. I can use the SeaGlide for 5 minutes and drop maybe 20%, the LED light stick drops about 50%. As an experiment I dropped a flare and placed a light stick; the flare lasted considerably longer. Being LED (low power lighting), and a far advanced technology I would assume that the LED light stick would last CONSIDERABLY longer than it actually does. Especially when the SeaGlide uses the same battery, has a spot light and provides propulsion, lasts far longer than the light stick.
3) Base Mods - Like the SeaMoth and the Cyclops, I would like to see mods that you could plug into a Base Mod station. A power efficiency to reduce energy usage of crafting, perimeter defence to keep hostile creatures away from the base (it's really annoying leaving your base and instantly being attacked), Nano-bot repair module that would maintain the structural integrity of the base at the cost of energy usage.
4) Energy emission scanner module - A module that when plugged into the SeaMoth or Cyclops would be able to pick-up energy emissions coming from wrecks and abandoned bases. I've noticed that the majority of the wrecks and bases still have active lighting and electrical arcing occurring. Having a mod that can pick-up those emissions once you are within a specific distance.
5) Open air base equipment/parts - The abandoned bases have various parts that are intended for "out of water" uses, such as doors and sky-lights. I regularly make bases on land (either the floating island or mountain island) and would like to see those parts be able to be created as well. Possibly even some other equipment that is intended to be used on land, or even have the ability to repair the abandoned bases for player use.