Community suggestions / ideas Megathread : Feel free to contribute
TacticalHog
Join Date: 2017-05-04 Member: 230229Members
These ideas are meant to be pretty feasible in the sense that we hope nothing on this list is too crazy or redundant (*'Multiplayer when!?'*) lol, and I want to apologize if something in this list is already on the [Trello](https://trello.com/b/yxoJrFgP/subnautica-development). Anyways, here's the community's ideas!
Base flooding should be catastrophic, both visually and structurally. The devs nailed the 'structurally' part, but we feel like a lot more fear and immersion can be put into such an unnerving event.
Flooding suggestions:
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- If hull breaches are ignored, they can enlarge, eventually being big enough for the player and... other things.. to get in.
- Cut the power to the rooms affected, with the possible exception of the Fabricator. This would make repairing more urgent, and the flooding would be more visible from the outside, since flooded segments would be dimmed. Maybe have red lights for partially flooded rooms, and no lights for fully flooded?
- Add an alarm to each main room that's flooded, who's sole purpose is to add to the chaos of your poor base's drowning. I would use something [more eerie like this cacophany of mortar alarms]( or [the Voyager alarm]( as /u/BrainFartTheFirst suggested instead of the [over-used stock alarm]( that we get in most games and shows. Having the option to change the volume or alarm type would be a great addition, and bonus points if each alarm starts de-synced to any other active alarms, like in the mortar vid, adding to the disorder lol
- /u/jsp8036 suggested that hull breaches should force you backwards due to the force of the water coming in
General ideas:
---
- **URGENT** Customizable oxygen warning times *please*. I keep getting warned at only ten seconds left of air lol. Letting us choose what times it warns us would be so helpful
- **URGENT** If autosave is brought in, please give us the option to turn it off, since autosaving after a glitch/bug occurs could lead to some pretty frustrating scenarios
- **URGENT** Since people will never be able to agree on how opaque the water should be (horror vs easy exploration), would it be possible to make it an option? I know it'd be more difficult, but in the main menu, giving us a slider and apreview of how it'd look at certain depths would be amazing
- **URGENT** Player’s love options, which is why I highly suggest if a non-essential feature is added, like HUDs, there should be a way to disable it. So far you guys are amazing with this, so thank you : D
- More colour options for the PDA pings would be cool
- Dim the lights in the scanner room please
- The cyclops has [the hexcode of the colour we chose](https://vignette2.wikia.nocookie.net/subnautica/images/6/6e/Cyclops1.jpg/revision/latest?cb=20170404160627)(bottom right of the blue screen) but we can't change the values through typing in numbers, which would make this much easier especially if trying to have ships of the same colour. Also the Moonpool's Vehicle Modification Station lacks the hexcode display
- /u/CrumblingEgo [suggested here](https://www.reddit.com/r/subnautica/comments/6cpoqb/customizable_creature_spawn/) customizable creature spawns as a 'world option', allowing us to choose what creatures spawn in which biomes. This would add alot to the replayability, and allow us to make the game easier or harder to our liking
- /u/GoatsGoats00 [had a brilliant idea](https://www.reddit.com/r/subnautica/comments/6aohw7/making_the_cyclops_more_interesting_power/) of adding a built-in power transmitter to the cyclops, allowing it to recharge at bases and power stations without having to physically attach or dock to anything, or change batteries
- About the new quartz model, perhaps change it a little so the bottom is solid like it is currently, [but then it transitions to foggy, and then transparent, like in real life](https://upload.wikimedia.org/wikipedia/commons/thumb/1/14/Quartz,_Tibet.jpg/1200px-Quartz,_Tibet.jpg)
- /u/Luke-HW suggested that adding interior upgrades to the Cyclops, such as more lockers, growbeds, crew cabin (bed, pots, small aquarium, wall planter, etc), or a wall of utilities (Fabricator, medical kit, battery chargers, etc). This would also help with the cyclops-related lag as these pieces would be built in with the cyclops
- /u/Luke-HW suggested that "windows and glass hallways can crack and shatter when your base is too weak, rapidly flooding it"
- *Many* players have suggested reworking Sand Sharks, both visuals and their AI. Great post by /u/LittleBigPerson [here about that](https://www.reddit.com/r/subnautica/comments/7lzwlb/sandshark_boneshark_behaviours_selfrepost/), but I can try to summarize: Too many and also not dangerous enough, they should act as deliberate and lethal as actual sharks. Perhaps their colour should be changed to be more sand like, atm they’re way too easy to spot
- I have a solution for the above though: 2 types of sandsharks (aside from the baby version), adolescent and elder. Adolescents are smaller in size, not as lethal, faster, little to no dorsal fin, and sand coloured; meanwhile adults are larger, more sedentary, more lethal, slower, regular dorsal fin size, and purple
- Allow bulkheads to be constructed in more places
- /u/swatop suggested adding a repair feature to the moonpool
- /u/KingDaddyTheSecond suggested allowing us to repair abandoned bases so we can use them
- /u/SchurkjeBoefje suggested adding a construction/deconstruction arm to the PRAWN
- /u/Sifenchar suggested adding an electrical perimeter fence for defending base entrances/outposts
- Maybe a little easier for the devs to implement than the above, add a base piece, vehicle upgrade, and/or hand-held device that emits ultrasonic (above our hearing) and infrasonic (below our hearing) sound waves to deter creatures, like an ultrasonic dog collar. If the devs felt like being particularly sadistic, perhaps make it so some creatures are repelled by one of the two types, while attracted to the other (IE, infrasonic sound hurts a sandsharks hearing, but ultrasonic attracts it).
- Make items inside the glass lockers visible from the outside
- Let us build in the center of the foundations. At the moment multi-purpose rooms especially feel out of place always on the corners
- There should be two ways to use the scanner room, the current way, and then a mode where you get into something like the vehicle modification station, where you can click, drag, and zoom. Have the lights dim as well since currently it's hard to read terrain with other things in the background of the holographic. This would allow us to be able to read caves and other smaller details. Maybe even allow us to map more things via scanner drones
- A dead Reefback whose body/shell has turned into it's own habitat, [similar to this sunken boat.](https://s-media-cache-ak0.pinimg.com/originals/37/31/bf/3731bf680cb3cb0a571fe038bc139329.jpg) Perhaps make it a single landmark somewhere barren like the Dunes, giving shelter to light coral, a couple fish and maybe a single sandshark that lives inside. Thought of by my friend Old_Gregg
- /u/LightWave_ suggested removing the handrails next to entrances of the general purpose rooms, since players constantly get stuck on them, especially when there's something large in the middle of the room, like an Alien Containment Facility
- /u/LightWave_ suggested removing signals as an item, and instead making them part of the ping manager HUD, where the devs could still limit it to one or two at a time
- /u/ValiantTurtle suggested allowing the Communications Relay to be a ping, so we don't need a beacon for our bases. He also noted that this would explain how the life-pod beacon works as well.
- /u/erock0546 suggested having a camera item that would allow us to take screenshots without taking our hand off the mouse to press the screenshot key, making it much easier to get those [sweet sweet .pngs](http://i.imgur.com/SITppxn.jpg)
- Ability to upgrade a light's strength and colour on vehicles and our flashlight
- /u/xXPumbaXx suggested a cheat option to respawn all resources, which could potentially help with our lag as well since resetting resources [Like deleting your cache] has been known to make loading new chunks easier
- Smaller exterior growbeds/pots that you could place onto the outside walls of your structures, allowing you to plant things on higher levels of your base.
- /u/XombieVertigo suggested kinetic wave power stations, like what people are trying to implement [in real life](
- Given the cost of making, decoys should be re-usable unless eaten by larger creatures. Just have it return to you or your cyclops (with its creature attracting functions off lol) when there's no more threats nearby
- A scenery idea, a large chunk of the Aurora be found at the bottom of a cave floor after having crashed through the thin crust between the cave ceiling and the surface, [sortof like this](
- Maybe add a scripted part to the Aurora explosion where a piece of debris lands near the player's life-pod, [sort-of like this]( or maybe [sounding like this](
- Another thing to add to the Aurora explosion would be small splashes/jets of white water simulating blurry-fast, unseen shrapnel hitting the surf. The Devs would have to script tiny white jets of water shooting up from the waves at different times after the explosion, [like this, but further away from the ship]( One more detail that could be added would be to have a sliver of metal shrapnel hit the side of the lifepod, further [scaring the player fluidless](
^^picked ^^up ^^reclaimed ^^water
- Make the red planet smaller and maybe slow it down too. It would make it far more realistic looking (increasing our immersion), and also make eclipses more dramatic due to it staying in-front of the sun longer (Hella well done by the way Devs, the effect is amazing.)
- MaxHess [suggested floorplans of an XXL Multipurpose room, giant aquarium, and 45° corridors here](https://forums.unknownworlds.com/discussion/141693/xxl-multipurpose-room-giant-aquarium-and-45-corridor-and-construction)
- /u/SuiXi3D suggested adding a loft, or half-multipurpose room to give more ceiling space in multi-story structures, [like this](http://i.imgur.com/Dl122Mt.png)
- /u/themaelstorm [suggested](https://www.reddit.com/r/subnautica/comments/6eu2us/base_what_roompartscomponents_would_you_like_to/) that more exotic flora (mushrooms,blood kelp) should require chemicals in the soil and certain amounts of light to grow
- /u/Jim3535 suggested in the same thread that adding a greenhouse structure would make indoor farming look nicer, as well as adding a large glass dome bigger than the multipurpose room, more variety for walkways and the directions the connect to, square rooms that can connect to each-other to give the player larger floor space, and buildable/usable storage boxes, holding more than current storage lockers
- /u/needconfirmation suggested adding stairs that could wrap around a corner of a multipurpose room
- /u/Franklin_The_Boss suggested adding glass floors and roofs
- /u/Peter34cph suggested adding sloping corridors, acting as ramps to access other levels
- Allow us to control interior base lights, possibly segment by segment. This can serve to save power, and make parts of the base more interesting, such as a dark aquarium room lit only by the bio-luminescence of its inhabitants
- /u/teddybird suggested adding cyclops damage relative to where it came from, a 'positional damage system'. IE: Damage from the front partially shatters the cockpit with water leaking through the cracks, rear damage effects your engine's capabilities, side engines taking their own individual damage would change how well you could turn and your general speed
- Create a Base Manager. Possibly looking like [a submarine’s console](http://www.aishtechnologies.com/wp-content/uploads/2011/03/Consoles_Dual_Vertical_sm1.jpg), it would allow us to see the base’s power consumption and production, be able to turn off the lights in rooms and corridors as previously mentioned, change the base's colour scheme, and change the exterior light's colours that are attached to the base. I’m sure there's a lot more you all could come up with, but I’m not very creative.
- Allow light colour customization, with a system similar to the Sea Moth / Cyclops customization. Maybe also allow us to choose between changing all the colours of the lights at once through the Base Manager, or change them one by one so they can be different colours.
- Have scripted water currents that don't move or shift, but act as highways or barriers almost. They work both for, and against the player, and would make us have to consider our course more carefully. Riding a current could also lead to crashing into shelf cliff sides, or drop you into an abyss.
- /u/Aerofluff [suggested](https://www.reddit.com/r/subnautica/comments/6b3c58/where_are_all_the_bodies/dhjl70a/?context=3) that although there can't be bodies due to age rating, there should be remnants of dive-suits, boots, or helmets floating around aimlessly in the life-pods to remind us what happened to the initial survivors.
- /u/Sircastic217 suggested being able to pick up more things left behind by the Aurora crew and being able to place them anywhere including outside of a base, allowing us to memorialize them in a way. Stuff that’s waterlogged or broken, like a shattered face mask
- /u/noobathon suggested scaling the aggro range for aggressive fauna depending on your difficulty
- /u/AnomalousBanana suggested adding a wreck for the Sunbeam, possibly containing at least one of each PRAWN arm fragment
- /u/BarboBapkins suggested a camera drone HUD chip. "This should be fabricated from the Scanner room upgrade console. It would be a chip you place on your paper model in the PDA which allows access to camera drones through the PDA. Functionally, it would be akin to the sticky cameras from Splinter Cell: Chaos Theory, allowing for some safe scouting ahead or providing visual information on a key location while you're swimming."
- /u/BarboBapkins suggested "Splitting the stasis rifle into two items. This may be an unpopular opinion, but I think the stasis rifle is too good at what it does. Not only can it stun large creatures but also medium and small ones as well. It also looks visually wrong when a stasis orb engulfs a small part of the Reaper Leviathan and the entire body is immobile. Instead, make the stasis rifle stun single targets like a tazer and create a modification to the Gravity Sphere called the "Stasis Sphere", where it produces a long lasting stasis orb around it. That would defend you from the small and medium critters while the stasis rifle would see off big monsters for longer."
- /u/BarboBapkins suggested "Item synergies. Many early game items lose their functionality past a certain threshold. Take the air-bladder for instance, the dive reel or floating locker. It would be nice if you could clip floating lockers to a dive reel tether so it slowly transports itself back along the line to where you anchored the reel. That way, you could gather a bunch of resources, deposit them in a locker and send them back home without having to make a trip back. There are a bounty of opportunities to make new mechanics and benefits out combining early game items, awarding ingenuity of the player."
- /u/BarboBapkins suggested "A free look button for the Seaglide would be nice too so while you're moving in one direction you can see what's around without changing course."
- /u/BarboBapkins suggested "A use for all of those minerals in the deep. Blood oil, deep shrooms, nickel, sulphur, mercury and kyanite are found in great quantities down there but you rarely use it. For a start, hydrochloric acid (from deep shrooms) is useful in reducing acidity of water and removing scale, so it could form part of the water filtration recipe in order to make that water extra clean. Nickel and hydrochloric acid can make nickel chloride, an essential component of electroplating nickel onto materials to improve their corrosion resistance and hardness (it's more complex than that), you could use it for a further upgrade to base hull strength or vehicle damage resistance. Polyaniline should be part of the scanner room recipe, since it's a key component of most scanning technology already. Aerogel is highly effective at heat insulation, so it should be part of the thermal generator and nuclear reactor recipes to insulate the heat for maximum effectiveness."
- /u/AlfLives suggested a separation of base power generation and power storage, which would also require base batteries to be needed
- /u/Jon_CM suggested "allow people to hold the flashlight in tandem with a knife, scanner, Inflater, habitat tool, or fish."
- /u/linux_lynxx suggested helmet upgrades, such as a toggle-able flashlight mount
- /u/Its-a-me-notmario suggested that glass windows, ports/hatches, and observatories should cost more glass to make the deeper it's built, the logic being more glass and re-reinforcement is needed under more pressure. The same could be applied for every base structure honestly, but that'd be evil, right?
- /u/Elementalkin suggested adding rotatable ladders, fire extinguisher refillers/base modules, fires as a consequence of base damage, and a cyclops moon pool with its own special modification station. "Ideally the stuff you could get would physically modify the cyclops' appearance, and wouldn't just be "plug and play", so none of that fast swap shit. Some ideas for it: Solar Scales; Regenerates power based on sunlight, but reduces maximum hull Integrity. (Small scale-like solar panels embedded on the top, back, and sides). Unobtanium Plating; Nullifies damage taken from collision and non-leviathan class predators, but reduces maximum speed. (Made like the walls of precursor bases)."
- /u/agarath666 suggested adding "a light ring similar to the one on the underside of the life pod be added to the swim port of the cyclops"
- Add a shadow-producing light (such as the Seamoth and PRAWN headlights) to the top of the Cyclops vehicle bay, facing downwards, and turning on when the bay door opens.
- /u/XygenSS suggested making the Medkit fabricator consume bleach, fiber mesh, and 10 energy to create a single medkit over 1 in-game hour.
- /u/Dot12321 suggested allowing us to change the biome inside of the alien containment facility
- /u/SchurkjeBoefje suggested "size differences in animals of the same species, more complex behavioural patterns would be very cool, though I realize it might be a lot of work, on the topic of base flooding consequences, I feel that any planted produce (melons, taters, fruits etc) should get ruined by the salt water if its immersed for too long. Perhaps the interior growbeds and planters should be ruined as well." Also the option to change the speed of the day/night cycle.
- [A rear hatch for the cyclops](https://www.reddit.com/r/subnautica/comments/6bt432/i_had_a_dream_where_the_cyclops_had_a_rearhatch/)
- /u/Homozygote suggested having Cave/Blood Crawlers jump onto the cyclops and scurry around. Unless they climbed onto the glass cockpit, all we would know of them would be the *tink tink tink* of their legs scampering along the hull
- /u/Cobaltwall suggested adding a meteor event, where "maybe after you got all 3 vehicles a meteor would come down. It would land east of the Aurora to fill in that empty space. Maybe it would have materials like Kyanite or Sulphur but there would be Leviathans nearby."
- /u/UltraMegaMegaMan suggested increasing the range and brightness of camera floodlights on the cyclops, and adding an option to toggle them on even when not in camera view.
- /u/UltraMegaMegaMan suggested adding depth and compass heading displays to all the cyclops camera views.
- /u/UltraMegaMegaMan suggested adding more luminescent stripes to the exterior of the Cyclops, specifically on the underside to assist players in docking vehicles.
- /u/UltraMegaMegaMan suggested redesigning the cyclops bridge glass to make sure it's transparent like the Seamoth's and PRAWN's, instead of cloudy.
- /u/UltraMegaMegaMan suggested increasing spread of the cyclop's floodlights, and maybe even add a toggle-able "head-tracking" option to focus the lights where you're looking.
- /u/Risen_Warrior suggested adding a top hatch to the Cyclops
- Have us wear re-enforced suites that enable us to swim around at lower depths without the pressure crushing us. Maybe allow us to combine it with other suit features in the modification station
- /u/eldritchSyntax suggested making "the sea dragon made more alien, and less of a generic fireball-spewing Bowser. Perhaps it could have more emphasis placed on the rock and dead tissue, with it "erupting" instead of spitting fire. Maybe add that creepy alien vibe to its arms and shoulders, so that it doesn't resemble an actual vertebrate so much."
- /u/prismaticcrow suggested adding more passive fauna in the outer biomes
- /u/o8livion suggested adding a PRAWN mounted scanner, maybe one that doesn't require an arm
- /u/Imperator-Solis suggested adding Precursor vehicle wrecks, possibly leading to new vehicles, or just upgrades/variants to current ones
- /u/SociopathicShark suggested [for the love of god adding a swivel feature to the swivel chair](https://www.reddit.com/r/subnautica/comments/6laybd/i_finally_bought_this_game_and_i_feel_cheated/)
- /u/Someguppy suggested adding more upgrades to the PRAWN arms, like a range extension for the grapple arm
- /u/Someguppy suggested having the cyclops use up it's batteries individually instead of taking a little from all batteries at once, making it easier to cycle batteries
- /u/Someguppy suggested more scanner room upgrades
- /u/UltraMegaMegaMan suggested Alterra Corp Grabby Gloves™ allowing us to grab things from further away with the use of propulsion/repulsion technology. Maybe have it consume no energy in exchange for only being able to grab small objects such as fish and minerals, not wreckage
- /u/UltraMegaMegaMan suggested a flare gun and increasing the flare light range to help make then more usable. Maybe even add a color option for the flare's light?
- /u/UltraMegaMegaMan suggested "a backpack that gave you more personal storage space, but maybe increased your drag and slowed your swim speed like carrying extra O2 tanks used to."
- /u/UltraMegaMegaMan suggested tweaking icons to give them black borders so they're more readable
- /u/Elementalkin suggested having glowsticks be the cheaper, smaller source of light while flares could light up a cave
- /u/RionWild suggested having 'smarter' or 'more dynamic' enemy AI, like Reapers hunting you like a shark would, coming from above or below the player
- /u/TheGreenSplat suggested adding lower light levels to vehicles with batteries running out, like a near-dead flashlight
- Maybe bring back the old murky water that was near the aurora, atleast for the first couple of days after crashing. It could be from liquid fuel that the Aurora had on-board
- /u/WatchPointer suggested darkening the water at lower depths and caves
- /u/Elementalkin pointed out what could make the wrecks and general atmosphere more interesting [here](https://www.reddit.com/r/subnautica/comments/6qwah3/what_relatively_small_changes_to_the_subnautica/dl13tt5/)
- /u/Maxwell_Lord suggested adding numerical readouts from the compass
- /u/Maxwell_Lord suggested adding adding speed over ground, course over ground and power usage to the HUD on all vehicles. I highly suggest giving the player the option to disable extra HUD though
- /u/Maxwell_Lord suggested having the option to dim the interior lights on the Cyclops and it’s HUD
- /u/Maxwell_Lord suggested adding unlocking the players head while piloting the cyclops so they can look back at the damage model while piloting. Maybe give a ‘free look’ button so when the player is done looking back, their view snaps back to straight ahead
- /u/Maxwell_Lord suggested allowing hot-swapping of PRAWN arms, the Torpedo and Repulsor arms are rarely used. What if 1 arm could take 2 upgrades at a time?f
- /u/ImperialBoss suggested being able to place windows on the floors of hallways and rooms, also giving multipurpose rooms "outside" floor and roof slots. Just like hallways, you should be able to put Hatches/Windows/Vertical-Connectors underneath and on top of the MPRs. Also perhaps being able to place reinforcements on ceilings
- /u/FormulaZR suggested adding the thermometer back
- /u/bhamv suggested “what if the hatching enzyme could be changed to use random flora (or even fauna) ingredients? Right now the ingredients are set, which means metagaming players can prepare in advance by finding and planting the necessary flora during their playthrough. Imagine if, instead, the player has no clue what ingredients will be required to make the enzyme, and thus will need to actually go out and find each ingredient. That, I think, will make it feel more like an end-game quest.”
- /u/Nox_Dei suggested togglable weight boots to walk on the seabed
- /u/Psychrozen suggested “a speedboat like vehicle. People have already suggested it, but i just want something that moves faster than a Seamoth, but can only go on the surface, not making it obsolete, as the S'moth can be a mobile O2 supply that goes down to 900m, while a speedboat will only take you into the aurora and the two islands in record time.” Maybe it could dock a Seamoth that would be floating on the back?
- /u/nlamber5 suggested for extreme difficulty that “peepers should be able to grab items from your inventory” lol
- /u/shadowstitch suggested adding active camouflage as a dive suit. Maybe it could also be a seamoth upgrade too
- /u/Manigeitora has ideas he compiled in [a post here](https://www.reddit.com/r/subnautica/comments/7n4xgz/with_10_coming_so_soon_i_have_some_qol_ideas/)
Weather related:
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[This whole post is pretty good](https://www.reddit.com/r/subnautica/comments/48oia4/weather/), but I'll try to list the ones that would work best.
- /u/Exanime_Nix_Nebulus suggested to have solar flares that could mess with our electronics, making lights flicker and dim, causing base blackouts, messing with on-board navigation, compasses, and whatnot
- /u/Exanime_Nix_Nebulus also suggested having a scripted hurricane occur sometime after the Aurora explosion, with a few happening very rarely, and randomly afterwards. Hurricanes would create high waves that would damage bases on the water surface and have rain, thunder, and lightning. They would create underwater dust storms from the sand, reducing visibility. Having this hurricane would push the player to build deeper bases (maybe have bases above 50-100 Meters be damageable), or else fortify their surface base. Hurricane damage should just temporarily deplete your base hull strength, causing leaks and flooding, not completely destroying it.
- /u/NoNSFWsubreddits suggested that after the storm, the dust storm could have replenished the quartz.
- /u/Avantine suggested to have the hurricane force the player to abandon the lifepod, having it swept away or sunk in the storm.
- Maybe some dynamic, but less dramatic weather, such as light rain storms and fog which create less surface visibility and would reduce solar panel output. High winds would create larger waves, making mobility difficult at the surface, but not destroying things.
----
So what are your thoughts? What would you add or take out from this list?
Also feel free to check out /u/QuantumCEM 's own list here: https://www.reddit.com/r/subnautica/comments/6qs8iz/29_months_later_update_on_idea_thread_from_march/
And as always, thank you to the developers and artists for listening and interacting with us players, and being so open about the development of the game. Each update brings something new while fixing something old, and we can't thank you all enough : D
Base flooding should be catastrophic, both visually and structurally. The devs nailed the 'structurally' part, but we feel like a lot more fear and immersion can be put into such an unnerving event.
Flooding suggestions:
---
- If hull breaches are ignored, they can enlarge, eventually being big enough for the player and... other things.. to get in.
- Cut the power to the rooms affected, with the possible exception of the Fabricator. This would make repairing more urgent, and the flooding would be more visible from the outside, since flooded segments would be dimmed. Maybe have red lights for partially flooded rooms, and no lights for fully flooded?
- Add an alarm to each main room that's flooded, who's sole purpose is to add to the chaos of your poor base's drowning. I would use something [more eerie like this cacophany of mortar alarms]( or [the Voyager alarm]( as /u/BrainFartTheFirst suggested instead of the [over-used stock alarm]( that we get in most games and shows. Having the option to change the volume or alarm type would be a great addition, and bonus points if each alarm starts de-synced to any other active alarms, like in the mortar vid, adding to the disorder lol
- /u/jsp8036 suggested that hull breaches should force you backwards due to the force of the water coming in
General ideas:
---
- **URGENT** Customizable oxygen warning times *please*. I keep getting warned at only ten seconds left of air lol. Letting us choose what times it warns us would be so helpful
- **URGENT** If autosave is brought in, please give us the option to turn it off, since autosaving after a glitch/bug occurs could lead to some pretty frustrating scenarios
- **URGENT** Since people will never be able to agree on how opaque the water should be (horror vs easy exploration), would it be possible to make it an option? I know it'd be more difficult, but in the main menu, giving us a slider and apreview of how it'd look at certain depths would be amazing
- **URGENT** Player’s love options, which is why I highly suggest if a non-essential feature is added, like HUDs, there should be a way to disable it. So far you guys are amazing with this, so thank you : D
- More colour options for the PDA pings would be cool
- Dim the lights in the scanner room please
- The cyclops has [the hexcode of the colour we chose](https://vignette2.wikia.nocookie.net/subnautica/images/6/6e/Cyclops1.jpg/revision/latest?cb=20170404160627)(bottom right of the blue screen) but we can't change the values through typing in numbers, which would make this much easier especially if trying to have ships of the same colour. Also the Moonpool's Vehicle Modification Station lacks the hexcode display
- /u/CrumblingEgo [suggested here](https://www.reddit.com/r/subnautica/comments/6cpoqb/customizable_creature_spawn/) customizable creature spawns as a 'world option', allowing us to choose what creatures spawn in which biomes. This would add alot to the replayability, and allow us to make the game easier or harder to our liking
- /u/GoatsGoats00 [had a brilliant idea](https://www.reddit.com/r/subnautica/comments/6aohw7/making_the_cyclops_more_interesting_power/) of adding a built-in power transmitter to the cyclops, allowing it to recharge at bases and power stations without having to physically attach or dock to anything, or change batteries
- About the new quartz model, perhaps change it a little so the bottom is solid like it is currently, [but then it transitions to foggy, and then transparent, like in real life](https://upload.wikimedia.org/wikipedia/commons/thumb/1/14/Quartz,_Tibet.jpg/1200px-Quartz,_Tibet.jpg)
- /u/Luke-HW suggested that adding interior upgrades to the Cyclops, such as more lockers, growbeds, crew cabin (bed, pots, small aquarium, wall planter, etc), or a wall of utilities (Fabricator, medical kit, battery chargers, etc). This would also help with the cyclops-related lag as these pieces would be built in with the cyclops
- /u/Luke-HW suggested that "windows and glass hallways can crack and shatter when your base is too weak, rapidly flooding it"
- *Many* players have suggested reworking Sand Sharks, both visuals and their AI. Great post by /u/LittleBigPerson [here about that](https://www.reddit.com/r/subnautica/comments/7lzwlb/sandshark_boneshark_behaviours_selfrepost/), but I can try to summarize: Too many and also not dangerous enough, they should act as deliberate and lethal as actual sharks. Perhaps their colour should be changed to be more sand like, atm they’re way too easy to spot
- I have a solution for the above though: 2 types of sandsharks (aside from the baby version), adolescent and elder. Adolescents are smaller in size, not as lethal, faster, little to no dorsal fin, and sand coloured; meanwhile adults are larger, more sedentary, more lethal, slower, regular dorsal fin size, and purple
- Allow bulkheads to be constructed in more places
- /u/swatop suggested adding a repair feature to the moonpool
- /u/KingDaddyTheSecond suggested allowing us to repair abandoned bases so we can use them
- /u/SchurkjeBoefje suggested adding a construction/deconstruction arm to the PRAWN
- /u/Sifenchar suggested adding an electrical perimeter fence for defending base entrances/outposts
- Maybe a little easier for the devs to implement than the above, add a base piece, vehicle upgrade, and/or hand-held device that emits ultrasonic (above our hearing) and infrasonic (below our hearing) sound waves to deter creatures, like an ultrasonic dog collar. If the devs felt like being particularly sadistic, perhaps make it so some creatures are repelled by one of the two types, while attracted to the other (IE, infrasonic sound hurts a sandsharks hearing, but ultrasonic attracts it).
- Make items inside the glass lockers visible from the outside
- Let us build in the center of the foundations. At the moment multi-purpose rooms especially feel out of place always on the corners
- There should be two ways to use the scanner room, the current way, and then a mode where you get into something like the vehicle modification station, where you can click, drag, and zoom. Have the lights dim as well since currently it's hard to read terrain with other things in the background of the holographic. This would allow us to be able to read caves and other smaller details. Maybe even allow us to map more things via scanner drones
- A dead Reefback whose body/shell has turned into it's own habitat, [similar to this sunken boat.](https://s-media-cache-ak0.pinimg.com/originals/37/31/bf/3731bf680cb3cb0a571fe038bc139329.jpg) Perhaps make it a single landmark somewhere barren like the Dunes, giving shelter to light coral, a couple fish and maybe a single sandshark that lives inside. Thought of by my friend Old_Gregg
- /u/LightWave_ suggested removing the handrails next to entrances of the general purpose rooms, since players constantly get stuck on them, especially when there's something large in the middle of the room, like an Alien Containment Facility
- /u/LightWave_ suggested removing signals as an item, and instead making them part of the ping manager HUD, where the devs could still limit it to one or two at a time
- /u/ValiantTurtle suggested allowing the Communications Relay to be a ping, so we don't need a beacon for our bases. He also noted that this would explain how the life-pod beacon works as well.
- /u/erock0546 suggested having a camera item that would allow us to take screenshots without taking our hand off the mouse to press the screenshot key, making it much easier to get those [sweet sweet .pngs](http://i.imgur.com/SITppxn.jpg)
- Ability to upgrade a light's strength and colour on vehicles and our flashlight
- /u/xXPumbaXx suggested a cheat option to respawn all resources, which could potentially help with our lag as well since resetting resources [Like deleting your cache] has been known to make loading new chunks easier
- Smaller exterior growbeds/pots that you could place onto the outside walls of your structures, allowing you to plant things on higher levels of your base.
- /u/XombieVertigo suggested kinetic wave power stations, like what people are trying to implement [in real life](
- Given the cost of making, decoys should be re-usable unless eaten by larger creatures. Just have it return to you or your cyclops (with its creature attracting functions off lol) when there's no more threats nearby
- A scenery idea, a large chunk of the Aurora be found at the bottom of a cave floor after having crashed through the thin crust between the cave ceiling and the surface, [sortof like this](
- Maybe add a scripted part to the Aurora explosion where a piece of debris lands near the player's life-pod, [sort-of like this]( or maybe [sounding like this](
- Another thing to add to the Aurora explosion would be small splashes/jets of white water simulating blurry-fast, unseen shrapnel hitting the surf. The Devs would have to script tiny white jets of water shooting up from the waves at different times after the explosion, [like this, but further away from the ship]( One more detail that could be added would be to have a sliver of metal shrapnel hit the side of the lifepod, further [scaring the player fluidless](
- Make the red planet smaller and maybe slow it down too. It would make it far more realistic looking (increasing our immersion), and also make eclipses more dramatic due to it staying in-front of the sun longer (Hella well done by the way Devs, the effect is amazing.)
- MaxHess [suggested floorplans of an XXL Multipurpose room, giant aquarium, and 45° corridors here](https://forums.unknownworlds.com/discussion/141693/xxl-multipurpose-room-giant-aquarium-and-45-corridor-and-construction)
- /u/SuiXi3D suggested adding a loft, or half-multipurpose room to give more ceiling space in multi-story structures, [like this](http://i.imgur.com/Dl122Mt.png)
- /u/themaelstorm [suggested](https://www.reddit.com/r/subnautica/comments/6eu2us/base_what_roompartscomponents_would_you_like_to/) that more exotic flora (mushrooms,blood kelp) should require chemicals in the soil and certain amounts of light to grow
- /u/Jim3535 suggested in the same thread that adding a greenhouse structure would make indoor farming look nicer, as well as adding a large glass dome bigger than the multipurpose room, more variety for walkways and the directions the connect to, square rooms that can connect to each-other to give the player larger floor space, and buildable/usable storage boxes, holding more than current storage lockers
- /u/needconfirmation suggested adding stairs that could wrap around a corner of a multipurpose room
- /u/Franklin_The_Boss suggested adding glass floors and roofs
- /u/Peter34cph suggested adding sloping corridors, acting as ramps to access other levels
- Allow us to control interior base lights, possibly segment by segment. This can serve to save power, and make parts of the base more interesting, such as a dark aquarium room lit only by the bio-luminescence of its inhabitants
- /u/teddybird suggested adding cyclops damage relative to where it came from, a 'positional damage system'. IE: Damage from the front partially shatters the cockpit with water leaking through the cracks, rear damage effects your engine's capabilities, side engines taking their own individual damage would change how well you could turn and your general speed
- Create a Base Manager. Possibly looking like [a submarine’s console](http://www.aishtechnologies.com/wp-content/uploads/2011/03/Consoles_Dual_Vertical_sm1.jpg), it would allow us to see the base’s power consumption and production, be able to turn off the lights in rooms and corridors as previously mentioned, change the base's colour scheme, and change the exterior light's colours that are attached to the base. I’m sure there's a lot more you all could come up with, but I’m not very creative.
- Allow light colour customization, with a system similar to the Sea Moth / Cyclops customization. Maybe also allow us to choose between changing all the colours of the lights at once through the Base Manager, or change them one by one so they can be different colours.
- Have scripted water currents that don't move or shift, but act as highways or barriers almost. They work both for, and against the player, and would make us have to consider our course more carefully. Riding a current could also lead to crashing into shelf cliff sides, or drop you into an abyss.
- /u/Aerofluff [suggested](https://www.reddit.com/r/subnautica/comments/6b3c58/where_are_all_the_bodies/dhjl70a/?context=3) that although there can't be bodies due to age rating, there should be remnants of dive-suits, boots, or helmets floating around aimlessly in the life-pods to remind us what happened to the initial survivors.
- /u/Sircastic217 suggested being able to pick up more things left behind by the Aurora crew and being able to place them anywhere including outside of a base, allowing us to memorialize them in a way. Stuff that’s waterlogged or broken, like a shattered face mask
- /u/noobathon suggested scaling the aggro range for aggressive fauna depending on your difficulty
- /u/AnomalousBanana suggested adding a wreck for the Sunbeam, possibly containing at least one of each PRAWN arm fragment
- /u/BarboBapkins suggested a camera drone HUD chip. "This should be fabricated from the Scanner room upgrade console. It would be a chip you place on your paper model in the PDA which allows access to camera drones through the PDA. Functionally, it would be akin to the sticky cameras from Splinter Cell: Chaos Theory, allowing for some safe scouting ahead or providing visual information on a key location while you're swimming."
- /u/BarboBapkins suggested "Splitting the stasis rifle into two items. This may be an unpopular opinion, but I think the stasis rifle is too good at what it does. Not only can it stun large creatures but also medium and small ones as well. It also looks visually wrong when a stasis orb engulfs a small part of the Reaper Leviathan and the entire body is immobile. Instead, make the stasis rifle stun single targets like a tazer and create a modification to the Gravity Sphere called the "Stasis Sphere", where it produces a long lasting stasis orb around it. That would defend you from the small and medium critters while the stasis rifle would see off big monsters for longer."
- /u/BarboBapkins suggested "Item synergies. Many early game items lose their functionality past a certain threshold. Take the air-bladder for instance, the dive reel or floating locker. It would be nice if you could clip floating lockers to a dive reel tether so it slowly transports itself back along the line to where you anchored the reel. That way, you could gather a bunch of resources, deposit them in a locker and send them back home without having to make a trip back. There are a bounty of opportunities to make new mechanics and benefits out combining early game items, awarding ingenuity of the player."
- /u/BarboBapkins suggested "A free look button for the Seaglide would be nice too so while you're moving in one direction you can see what's around without changing course."
- /u/BarboBapkins suggested "A use for all of those minerals in the deep. Blood oil, deep shrooms, nickel, sulphur, mercury and kyanite are found in great quantities down there but you rarely use it. For a start, hydrochloric acid (from deep shrooms) is useful in reducing acidity of water and removing scale, so it could form part of the water filtration recipe in order to make that water extra clean. Nickel and hydrochloric acid can make nickel chloride, an essential component of electroplating nickel onto materials to improve their corrosion resistance and hardness (it's more complex than that), you could use it for a further upgrade to base hull strength or vehicle damage resistance. Polyaniline should be part of the scanner room recipe, since it's a key component of most scanning technology already. Aerogel is highly effective at heat insulation, so it should be part of the thermal generator and nuclear reactor recipes to insulate the heat for maximum effectiveness."
- /u/AlfLives suggested a separation of base power generation and power storage, which would also require base batteries to be needed
- /u/Jon_CM suggested "allow people to hold the flashlight in tandem with a knife, scanner, Inflater, habitat tool, or fish."
- /u/linux_lynxx suggested helmet upgrades, such as a toggle-able flashlight mount
- /u/Its-a-me-notmario suggested that glass windows, ports/hatches, and observatories should cost more glass to make the deeper it's built, the logic being more glass and re-reinforcement is needed under more pressure. The same could be applied for every base structure honestly, but that'd be evil, right?
- /u/Elementalkin suggested adding rotatable ladders, fire extinguisher refillers/base modules, fires as a consequence of base damage, and a cyclops moon pool with its own special modification station. "Ideally the stuff you could get would physically modify the cyclops' appearance, and wouldn't just be "plug and play", so none of that fast swap shit. Some ideas for it: Solar Scales; Regenerates power based on sunlight, but reduces maximum hull Integrity. (Small scale-like solar panels embedded on the top, back, and sides). Unobtanium Plating; Nullifies damage taken from collision and non-leviathan class predators, but reduces maximum speed. (Made like the walls of precursor bases)."
- /u/agarath666 suggested adding "a light ring similar to the one on the underside of the life pod be added to the swim port of the cyclops"
- Add a shadow-producing light (such as the Seamoth and PRAWN headlights) to the top of the Cyclops vehicle bay, facing downwards, and turning on when the bay door opens.
- /u/XygenSS suggested making the Medkit fabricator consume bleach, fiber mesh, and 10 energy to create a single medkit over 1 in-game hour.
- /u/Dot12321 suggested allowing us to change the biome inside of the alien containment facility
- /u/SchurkjeBoefje suggested "size differences in animals of the same species, more complex behavioural patterns would be very cool, though I realize it might be a lot of work, on the topic of base flooding consequences, I feel that any planted produce (melons, taters, fruits etc) should get ruined by the salt water if its immersed for too long. Perhaps the interior growbeds and planters should be ruined as well." Also the option to change the speed of the day/night cycle.
- [A rear hatch for the cyclops](https://www.reddit.com/r/subnautica/comments/6bt432/i_had_a_dream_where_the_cyclops_had_a_rearhatch/)
- /u/Homozygote suggested having Cave/Blood Crawlers jump onto the cyclops and scurry around. Unless they climbed onto the glass cockpit, all we would know of them would be the *tink tink tink* of their legs scampering along the hull
- /u/Cobaltwall suggested adding a meteor event, where "maybe after you got all 3 vehicles a meteor would come down. It would land east of the Aurora to fill in that empty space. Maybe it would have materials like Kyanite or Sulphur but there would be Leviathans nearby."
- /u/UltraMegaMegaMan suggested increasing the range and brightness of camera floodlights on the cyclops, and adding an option to toggle them on even when not in camera view.
- /u/UltraMegaMegaMan suggested adding depth and compass heading displays to all the cyclops camera views.
- /u/UltraMegaMegaMan suggested adding more luminescent stripes to the exterior of the Cyclops, specifically on the underside to assist players in docking vehicles.
- /u/UltraMegaMegaMan suggested redesigning the cyclops bridge glass to make sure it's transparent like the Seamoth's and PRAWN's, instead of cloudy.
- /u/UltraMegaMegaMan suggested increasing spread of the cyclop's floodlights, and maybe even add a toggle-able "head-tracking" option to focus the lights where you're looking.
- /u/Risen_Warrior suggested adding a top hatch to the Cyclops
- Have us wear re-enforced suites that enable us to swim around at lower depths without the pressure crushing us. Maybe allow us to combine it with other suit features in the modification station
- /u/eldritchSyntax suggested making "the sea dragon made more alien, and less of a generic fireball-spewing Bowser. Perhaps it could have more emphasis placed on the rock and dead tissue, with it "erupting" instead of spitting fire. Maybe add that creepy alien vibe to its arms and shoulders, so that it doesn't resemble an actual vertebrate so much."
- /u/prismaticcrow suggested adding more passive fauna in the outer biomes
- /u/o8livion suggested adding a PRAWN mounted scanner, maybe one that doesn't require an arm
- /u/Imperator-Solis suggested adding Precursor vehicle wrecks, possibly leading to new vehicles, or just upgrades/variants to current ones
- /u/SociopathicShark suggested [for the love of god adding a swivel feature to the swivel chair](https://www.reddit.com/r/subnautica/comments/6laybd/i_finally_bought_this_game_and_i_feel_cheated/)
- /u/Someguppy suggested adding more upgrades to the PRAWN arms, like a range extension for the grapple arm
- /u/Someguppy suggested having the cyclops use up it's batteries individually instead of taking a little from all batteries at once, making it easier to cycle batteries
- /u/Someguppy suggested more scanner room upgrades
- /u/UltraMegaMegaMan suggested Alterra Corp Grabby Gloves™ allowing us to grab things from further away with the use of propulsion/repulsion technology. Maybe have it consume no energy in exchange for only being able to grab small objects such as fish and minerals, not wreckage
- /u/UltraMegaMegaMan suggested a flare gun and increasing the flare light range to help make then more usable. Maybe even add a color option for the flare's light?
- /u/UltraMegaMegaMan suggested "a backpack that gave you more personal storage space, but maybe increased your drag and slowed your swim speed like carrying extra O2 tanks used to."
- /u/UltraMegaMegaMan suggested tweaking icons to give them black borders so they're more readable
- /u/Elementalkin suggested having glowsticks be the cheaper, smaller source of light while flares could light up a cave
- /u/RionWild suggested having 'smarter' or 'more dynamic' enemy AI, like Reapers hunting you like a shark would, coming from above or below the player
- /u/TheGreenSplat suggested adding lower light levels to vehicles with batteries running out, like a near-dead flashlight
- Maybe bring back the old murky water that was near the aurora, atleast for the first couple of days after crashing. It could be from liquid fuel that the Aurora had on-board
- /u/WatchPointer suggested darkening the water at lower depths and caves
- /u/Elementalkin pointed out what could make the wrecks and general atmosphere more interesting [here](https://www.reddit.com/r/subnautica/comments/6qwah3/what_relatively_small_changes_to_the_subnautica/dl13tt5/)
- /u/Maxwell_Lord suggested adding numerical readouts from the compass
- /u/Maxwell_Lord suggested adding adding speed over ground, course over ground and power usage to the HUD on all vehicles. I highly suggest giving the player the option to disable extra HUD though
- /u/Maxwell_Lord suggested having the option to dim the interior lights on the Cyclops and it’s HUD
- /u/Maxwell_Lord suggested adding unlocking the players head while piloting the cyclops so they can look back at the damage model while piloting. Maybe give a ‘free look’ button so when the player is done looking back, their view snaps back to straight ahead
- /u/Maxwell_Lord suggested allowing hot-swapping of PRAWN arms, the Torpedo and Repulsor arms are rarely used. What if 1 arm could take 2 upgrades at a time?f
- /u/ImperialBoss suggested being able to place windows on the floors of hallways and rooms, also giving multipurpose rooms "outside" floor and roof slots. Just like hallways, you should be able to put Hatches/Windows/Vertical-Connectors underneath and on top of the MPRs. Also perhaps being able to place reinforcements on ceilings
- /u/FormulaZR suggested adding the thermometer back
- /u/bhamv suggested “what if the hatching enzyme could be changed to use random flora (or even fauna) ingredients? Right now the ingredients are set, which means metagaming players can prepare in advance by finding and planting the necessary flora during their playthrough. Imagine if, instead, the player has no clue what ingredients will be required to make the enzyme, and thus will need to actually go out and find each ingredient. That, I think, will make it feel more like an end-game quest.”
- /u/Nox_Dei suggested togglable weight boots to walk on the seabed
- /u/Psychrozen suggested “a speedboat like vehicle. People have already suggested it, but i just want something that moves faster than a Seamoth, but can only go on the surface, not making it obsolete, as the S'moth can be a mobile O2 supply that goes down to 900m, while a speedboat will only take you into the aurora and the two islands in record time.” Maybe it could dock a Seamoth that would be floating on the back?
- /u/nlamber5 suggested for extreme difficulty that “peepers should be able to grab items from your inventory” lol
- /u/shadowstitch suggested adding active camouflage as a dive suit. Maybe it could also be a seamoth upgrade too
- /u/Manigeitora has ideas he compiled in [a post here](https://www.reddit.com/r/subnautica/comments/7n4xgz/with_10_coming_so_soon_i_have_some_qol_ideas/)
Weather related:
---
[This whole post is pretty good](https://www.reddit.com/r/subnautica/comments/48oia4/weather/), but I'll try to list the ones that would work best.
- /u/Exanime_Nix_Nebulus suggested to have solar flares that could mess with our electronics, making lights flicker and dim, causing base blackouts, messing with on-board navigation, compasses, and whatnot
- /u/Exanime_Nix_Nebulus also suggested having a scripted hurricane occur sometime after the Aurora explosion, with a few happening very rarely, and randomly afterwards. Hurricanes would create high waves that would damage bases on the water surface and have rain, thunder, and lightning. They would create underwater dust storms from the sand, reducing visibility. Having this hurricane would push the player to build deeper bases (maybe have bases above 50-100 Meters be damageable), or else fortify their surface base. Hurricane damage should just temporarily deplete your base hull strength, causing leaks and flooding, not completely destroying it.
- /u/NoNSFWsubreddits suggested that after the storm, the dust storm could have replenished the quartz.
- /u/Avantine suggested to have the hurricane force the player to abandon the lifepod, having it swept away or sunk in the storm.
- Maybe some dynamic, but less dramatic weather, such as light rain storms and fog which create less surface visibility and would reduce solar panel output. High winds would create larger waves, making mobility difficult at the surface, but not destroying things.
----
So what are your thoughts? What would you add or take out from this list?
Also feel free to check out /u/QuantumCEM 's own list here: https://www.reddit.com/r/subnautica/comments/6qs8iz/29_months_later_update_on_idea_thread_from_march/
And as always, thank you to the developers and artists for listening and interacting with us players, and being so open about the development of the game. Each update brings something new while fixing something old, and we can't thank you all enough : D