Scanner room & Cyclopse
Kamuchi
Netherlands Join Date: 2016-08-08 Member: 221097Members
Playing with the scanner room and pretty much came to the same conclusion as many others came on, the range is absolutely terrible.
My first thought was to build more scanner outposts across the island overlapping eachother, ofcourse changing the search will be a nightmare.
After you built your first base there pretty much is no reason to build new bases besides "cause you can".
The Cyclopse is a nightmare to explore with cause of it`s size and narrow cave system, it also needs a scanner module!
We know there was talk about a mapping feature and would be best suited for the Cyclopse.
FYI: I`m horrible making drawings...
So we have 3 things that could use a boost, why not bring it all together in a mapping system? The basic working is already ingame and would "only" require them to be linked.
Building a scanner room at your first/main base: acts as normal.
Build a second scanning room, within 500 meters of the first (limit to prevent entire map scanning at once), which extends room 1.
Building a third room within 500 meters of both will increase the scanned area.
Any scanner outside the 500 meter range would default to it`s base scanning range, so you have to keep building within the range limit to extend.
Lets bring the Cyclopse into play.
The cyclopse can get a mapping room, either a complete island map (transparant except what is scanned, or to make it more complicated, it becomes an active mapping vessel (scanning 100m around it self) and show it like the map in the scanner room (recycle mapping asset).
This is where I saw a nightmare happening, but making the Cyclopse the main component of the mapping system, we can give it a display to change the resource scanned and update this command to all scanner rooms so you can only scan for 1 item at a time map wide.
Secound option would be to limit this mapping feature unless the Cyclopse has the active mapping module, when removed, all links between the scanner rooms are destroyed and you endup with a dozen stand alone scanners.
I made a silly picture of what I ment, the orange circle is a bit off cause you can`t rotate slightly with the stupid ms paint, but you should get the idea hopefully
It would be some work to get it implemented, but if not, spark new ideas on a mapping feature.
There is alot of room in the Seamoth bay on the walls to add terminals for this system and in the center place the map, I just ask not to place it in the small room behind the cockpit? as this is immersive as you know what
ps; stop complaining about Cyclopse storage, wall lockers to haul your entire life!
My first thought was to build more scanner outposts across the island overlapping eachother, ofcourse changing the search will be a nightmare.
After you built your first base there pretty much is no reason to build new bases besides "cause you can".
The Cyclopse is a nightmare to explore with cause of it`s size and narrow cave system, it also needs a scanner module!
We know there was talk about a mapping feature and would be best suited for the Cyclopse.
FYI: I`m horrible making drawings...
So we have 3 things that could use a boost, why not bring it all together in a mapping system? The basic working is already ingame and would "only" require them to be linked.
Building a scanner room at your first/main base: acts as normal.
Build a second scanning room, within 500 meters of the first (limit to prevent entire map scanning at once), which extends room 1.
Building a third room within 500 meters of both will increase the scanned area.
Any scanner outside the 500 meter range would default to it`s base scanning range, so you have to keep building within the range limit to extend.
Lets bring the Cyclopse into play.
The cyclopse can get a mapping room, either a complete island map (transparant except what is scanned, or to make it more complicated, it becomes an active mapping vessel (scanning 100m around it self) and show it like the map in the scanner room (recycle mapping asset).
This is where I saw a nightmare happening, but making the Cyclopse the main component of the mapping system, we can give it a display to change the resource scanned and update this command to all scanner rooms so you can only scan for 1 item at a time map wide.
Secound option would be to limit this mapping feature unless the Cyclopse has the active mapping module, when removed, all links between the scanner rooms are destroyed and you endup with a dozen stand alone scanners.
I made a silly picture of what I ment, the orange circle is a bit off cause you can`t rotate slightly with the stupid ms paint, but you should get the idea hopefully
It would be some work to get it implemented, but if not, spark new ideas on a mapping feature.
There is alot of room in the Seamoth bay on the walls to add terminals for this system and in the center place the map, I just ask not to place it in the small room behind the cockpit? as this is immersive as you know what
ps; stop complaining about Cyclopse storage, wall lockers to haul your entire life!
Comments
That`s what I ment with the active sonar, took the name from the Seamoth upgrade, but basically a mobile scanner room/sonar to solve the tight navigation issue with the Cyclopse.
Maybe have it like a toggleable overlay instead of the ping while the scanner is active so you can see all around you with the camera`s as well.
Then have it all tied to the increased scanning range between the different bases.
Interresting idea
Maybe with all the scanner rooms linked, give the Cyclopse a wall mount and the ability to activate the nearest available drone and tie the range to the total scanning area.
When the scanner link goes offline, Cyclopse failure or scanner room offline/removed, drones floating in that area would have to be picked up manually as they have no link.
Think you can tie quite a few more thing to it, besides a mapping system you could also use it as a island wide comm link that depends on the Cyclopse as heart for the entire survival, it is afterall our crown achievement but serves nearly no purpose besides deep sea exploration, which is a total pain, or hauling resources back to base
That would be doable within the idea, aslong as it`s within 500 meters of the other scanning room it wouldn`t matter in which direction.
You would be able to build a shallow network and link it to a deep sea network by having 2 going straight down.
Hope I understood you correctly
Give drones an inventory for 2 beacons you have to give it, go to the location and left click to deploy?
Wouldn`t obselete beacons as they are always visible to "permanetly" mark locations.