The ideal blueprint system

RevivedShadowRevivedShadow Australia Join Date: 2015-07-28 Member: 206468Members
This is how I think the blueprint/fragment system should work. The devs plan to do something like this. This is a rough description of how it should to work.

It is important that players know there is still something for them to discover. Having blueprints as locked (greyed out, no description or ingredients) allows then to know what to do and the radio can direct them in the right place, as well as deliver story stuff. The radio doesn’t only direct players at wrecks, lifepods, abandoned bases and parts of the Aurora; also biomes and caves.

Progression and the radio:
Repair radio> Signal to life pod wreck> find locked blueprints for basic tech (seaglide, constructor, etc.)> Signal to shallows/kelp wreck> find basic fragments and locked blueprints for early-mid level tech (solar panel, seamoth, etc.> Signal to deeper wreck (red grass)> find fragments for early-mid tech and locked blueprints for mid level tech (propulsion cannon, modification station, stasis rifle, etc.)> signal to deeper wreck (sparse reef, dunes)> find fragments for mid level tech and locked blueprints for mid-high level tech (cyclops, moonpool, advanced power, etc.)> signal to deep wreck (blood kelp, koosh)> find fragments for mid-high level tech and locked blueprints for remaining high level tech (exosuit, etc.)> signal to upcoming aurora sections to get exosuit> get exosuit> signal to lost river> find leviathan prison

There also needs to be duplicate fragments in wrecks that aren’t identified by the radio signals; players don’t need to use the radio. At certain points side objectives like abandoned bases get signals. For tech such as benches, floodlights, farming stuff and cosmetic stuff they can be shown as locked blueprints received from different lifepods.

A system for signals could be useful. Maybe in the PDA there is a section where you can select what signal you want to show.

Comments

  • DefectiveDelfinDefectiveDelfin Planet earth Join Date: 2015-07-19 Member: 206262Members
    Yes thats what i suggested to the devs as well!I hope it gets implemented
  • PauoloPauolo France Join Date: 2016-03-13 Member: 214187Members
    edited March 2016
    I like this idea as well. The signals you can get from the Aurora don't have much use if not to encourage players for exploration, but to have the communications relay give them instead would be much more fun. Speaking of blueprints, they are objectives themselves, or at least are designated as such in the game's localization files.
  • eastofdeatheastofdeath usa Join Date: 2016-02-28 Member: 213559Members
    edited March 2016
    "A system for signals could be useful. Maybe in the PDA there is a section where you can select what signal you want to show."

    I love this idea, selecting signal from the PDA.

    Not sure I am following the part about the radio leading you to stuff. where would the radio get its power from?
    All the wreaks, have no power and shorted wires shooting sparks everywhere.
    And how would our radio know where the wreaks landed?

  • PauoloPauolo France Join Date: 2016-03-13 Member: 214187Members
    "Not sure I am following the part about the radio leading you to stuff. where would the radio get its power from?
    All the wreaks, have no power and shorted wires shooting sparks everywhere.
    And how would our radio know where the wreaks landed?

    Maybe other communications relays with built-in batteries to be used as emergency beacons.
  • ADM_NtekADM_Ntek Join Date: 2016-03-18 Member: 214456Members
    i have also noticed that there are more blueprints unlocking by simply picking up a component like creepvine clusters unlock lubricant.
    makes sense for you pda to update you blueprint library based on the materials at you disposal. makes me wonder how smart that pda is and hope i wont start singing Daisy Bell.
  • ChaosKnight626ChaosKnight626 Minnesota Join Date: 2015-08-05 Member: 206783Members
    I'm a little bummed by the fact that we have to search everywhere for the fragments for most things like a seaglide or moonpool, yet with the farming stuff you just scan it once. I guess it makes sense since they are intact equipment and not fragments, but I like searching to complete things.
  • bwc153bwc153 Shawnee, KS, US Join Date: 2016-02-29 Member: 213659Members
    In the experimental build most of the fragments are now inside of the wrecks, it's real easy now to get the fragments you need if you know where the wrecks are.
  • eastofdeatheastofdeath usa Join Date: 2016-02-28 Member: 213559Members
    edited March 2016
    most of the wrecks I find have nothing in them or just the floodlight, its depressing to cut your way in and have nothing to show for fighting off the Stalker. Build # 30568
  • SidchickenSidchicken Plumbing the subnautican depths Join Date: 2016-02-16 Member: 213125Members
    ADM_Ntek wrote: »
    makes me wonder how smart that pda is and hope i wont start singing Daisy Bell.

    This is about when you notice the Aperture Science logo on it.
  • rhys_elcinsrhys_elcins UK Join Date: 2016-01-26 Member: 212148Members
    Sidchicken wrote: »
    ADM_Ntek wrote: »
    makes me wonder how smart that pda is and hope i wont start singing Daisy Bell.

    This is about when you notice the Aperture Science logo on it.

    At least we're still alive
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