Cyclops Enhancements: Lights, Camera, Action! Science! Discovery! And....stuff.
DataBlossom
Join Date: 2016-07-05 Member: 219602Members
I've looked through the 300 most recent posts and didn't find anything quite like what I'm recommending.
I think two very simple additions would be helpful from a exploratory standpoint: an additional camera at the bow of the Cyclops and lights on all the cameras. When navigating tight areas, it's obvious that using the proximity detection at the helm is the best choice, but when just diving generally or when over shallow areas, it's ear-piercing and mind numbing to have to use that prox. detection. A forward camera, just below the bridge would be perfect for these conditions alone, and at high speed. Also, flood lights on at least the forward camera would be magnificent, especially if they could be directed in different....directions. I suppose the incentive for having no directable lights on the bridge is to get you to launch the Seamoth, and take on the risk of creatures damaging the smaller vessel, but early on in the game, especially at depths below 200-300 meters that's just not an option, so you have to navigate primarily in the Cyclops, which is currently next to useless for SEEING deep enough down or during the nighttime cycle: you can't see anything in the dark, the current flood lights are very dim and only face one direction, and the heck if I'm jumping out at 500 meters just to turn on a flashlight so I can see! Do I have to push the Cyclops too?!?!
Another thing, an alteration, would be a significantly larger submarine, either in addition to, or as a replacement for the Cyclops. Maybe I'm just too much of a Trekker, but to me if a vessel has got a bridge and a vehicle bay, it needs a storage bay and a weapons bay and a science/cartography bay to boot. Basically it should be a mobile base. A submarine about 150% the length and maybe about twice or so the breadth and height would accommodate this. Right now the Cyclops only has three benefits over the Seamoth: a bit more storage, greater diving depth, and probably its greatest strength is the ability to add fabricators, storage, etc. to the interior. The new sub, idk what it may be called, would have a nuclear engine, and therefor a greater top speed (though maybe the range wouldn't increase too much, and uranium rods would actually deplete over time, so maybe not a greater top speed, but a greater range?), torpedo bays, an advanced sonar, scanner, science room, a premade storage bay, and whatever else would suit the fancy. Otherwise, for exploratory purposes, the Seamoth is superior; it has better range, speed, and mobility. If the Cyclops isn't enhanced in some way, then I think the Seamoth should have a much better depth range. The only advantage the Cyclops has is that, because the storage and fabrications stuff you can just do in a deep fathom base, nullifying the point of having the submarine.
Finally I guess there's just the general advancement of the vessel that I imagine may already be underway. The pressure bulkhead doors will hopefully be animated and functional on the Cyclops like the way they are on bases, and things like the docked Seamoth door being closed unless the Cyclops hatch above it is opened. I hope that eventually either through permanence in the entire game or through the hardcore or survival modes that large creatures like Reefbacks and Leviathans will be able to damage the hull at any depth, either from simply running into them or them attacking the vessel. Because currently the larger 'predators' mainly swim over empty areas where you're likely to steer the invulnerable Cyclops, but basically will outright avoid in the Seamoth or when free diving. It takes away from the threat they're supposed to pose.
Other than those nit-picks and the other stuff I think would just add to the immersion and complexity of the submarine and game, it's been a fantastic time exploring the depths!
Can't wait for the final release!
I think two very simple additions would be helpful from a exploratory standpoint: an additional camera at the bow of the Cyclops and lights on all the cameras. When navigating tight areas, it's obvious that using the proximity detection at the helm is the best choice, but when just diving generally or when over shallow areas, it's ear-piercing and mind numbing to have to use that prox. detection. A forward camera, just below the bridge would be perfect for these conditions alone, and at high speed. Also, flood lights on at least the forward camera would be magnificent, especially if they could be directed in different....directions. I suppose the incentive for having no directable lights on the bridge is to get you to launch the Seamoth, and take on the risk of creatures damaging the smaller vessel, but early on in the game, especially at depths below 200-300 meters that's just not an option, so you have to navigate primarily in the Cyclops, which is currently next to useless for SEEING deep enough down or during the nighttime cycle: you can't see anything in the dark, the current flood lights are very dim and only face one direction, and the heck if I'm jumping out at 500 meters just to turn on a flashlight so I can see! Do I have to push the Cyclops too?!?!
Another thing, an alteration, would be a significantly larger submarine, either in addition to, or as a replacement for the Cyclops. Maybe I'm just too much of a Trekker, but to me if a vessel has got a bridge and a vehicle bay, it needs a storage bay and a weapons bay and a science/cartography bay to boot. Basically it should be a mobile base. A submarine about 150% the length and maybe about twice or so the breadth and height would accommodate this. Right now the Cyclops only has three benefits over the Seamoth: a bit more storage, greater diving depth, and probably its greatest strength is the ability to add fabricators, storage, etc. to the interior. The new sub, idk what it may be called, would have a nuclear engine, and therefor a greater top speed (though maybe the range wouldn't increase too much, and uranium rods would actually deplete over time, so maybe not a greater top speed, but a greater range?), torpedo bays, an advanced sonar, scanner, science room, a premade storage bay, and whatever else would suit the fancy. Otherwise, for exploratory purposes, the Seamoth is superior; it has better range, speed, and mobility. If the Cyclops isn't enhanced in some way, then I think the Seamoth should have a much better depth range. The only advantage the Cyclops has is that, because the storage and fabrications stuff you can just do in a deep fathom base, nullifying the point of having the submarine.
Finally I guess there's just the general advancement of the vessel that I imagine may already be underway. The pressure bulkhead doors will hopefully be animated and functional on the Cyclops like the way they are on bases, and things like the docked Seamoth door being closed unless the Cyclops hatch above it is opened. I hope that eventually either through permanence in the entire game or through the hardcore or survival modes that large creatures like Reefbacks and Leviathans will be able to damage the hull at any depth, either from simply running into them or them attacking the vessel. Because currently the larger 'predators' mainly swim over empty areas where you're likely to steer the invulnerable Cyclops, but basically will outright avoid in the Seamoth or when free diving. It takes away from the threat they're supposed to pose.
Other than those nit-picks and the other stuff I think would just add to the immersion and complexity of the submarine and game, it's been a fantastic time exploring the depths!
Can't wait for the final release!