Resource Silos, Domes and Pneumatic Transit (and MORE)!
Gantros
Join Date: 2018-03-27 Member: 239543Members
After playing the game for awhile, I had some thoughts on features that might improve the endgame a bit.
New modules:
Resource Silo
This is basically a giant Multiroom, taking up the footprint of 4 Multirooms but serves as a storage unit, with a massive capacity and other QoL features. First, when a corridor piece is attached to one of the many access panels on the exterior, an inventory access port is automatically added to the end attached to the silo. Except for a built-in Multiroom on the top, you cannot access the silo interior physically, and you can only access its contents from an access port. Furthermore, if a Fabricator or Modification Station is placed in the Multi-Room section at the top, it will automatically draw items from the Silo before accessing personal inventory. Only Caps and Domes can be placed on the Silo (see below).
Cyclops Umbilical:
This is simply a corridor segment with a modified hatch that when approached, automatically guides the Cyclops in to attach and allow direct access to a base. When attached to a Resource Silo, all items placed in onboard storage (those small lockers in the lower vehicle bay) are transferred to the silo. This would require the lockers to be both increased in capacity and have the lockers on the opposite wall be interactable, as well. The Cyclops itself would likely require a slight modification to add lateral hatches (which I would place between the access hatch and the bridge ladder).
Cyclops Harvester Drones:
Launched from the Decoy Tube, Harvester Drones search an area for a material selected in the Decoy Panel, much like a Scanner, but only limited to small mineral nodes, although with the Scanner HUD Upgrade you can see Large Deposits they find. They have a small cargo hold (4 squares) and will empty their contents into the on-board cargo of the Cyclops.
Agri-Domes and Aqua-Domes:
A giant glass dome for all your gardening/aquaculture needs. It can be placed either by itself or on top of a Silo. When placed by itself, rather than support beams attaching it to the ocean floor, a solid collar digs into the ground. Access Panels form a ring at the base of the dome to allow attaching corridors, umbilicals, and Transit Tubes (see below). The floor plan of either Dome is a series of built-in raised beds with a space in the center for either more gardens or a Multi-Room. Beds on the dome perimeter can only support 1x sized plants (to prevent clipping), while beds more towards the center can support the large 4x sized plants. Placing a 4x plant in the center generates a 'giant' plant specimen, for example a Lantern Fruit Tree or Bloodvine that nearly reaches the top of the dome. In the case of the Aquadome, it functions as a giant Alien Containment. The Agridome has walkable paths separating the raised beds.
Pneumatic Transit System:
An endgame system of traversing the map quickly between bases, the Pneumatic Transit system is made up of 3 basic parts: the Transit Sphere, the Transit Terminal, and the various Transit Tubes, which come in 4 varieties, Horizontal, Vertical, 90° Tube, and 45° Tube. The angled tubes can only attach to Horizontal/Vertical segments, and rotate on the Z-Axis at 90° intervals. Basically, you enter the Sphere at a Terminal and you are whisked to the chosen Terminal on the route, and Terminals can be renamed. The Sphere can be called to a Terminal if not present. Tube placement has a maximum distance from the seafloor, but otherwise has no depth limits and are made of enameled glass. Better start farming those Teeth (see below)!
Caps:
Caps are a category of structure that offer different functions to Multiroom roofs (as well as the built-in Multiroom on the Silo or inside Domes). Here are some possibilities:
1.) A clear glass cap with a metal base collar (for item placement). Build a bedroom or kitchen area with a view! Place an Alien Containment in the room below to have a fully see through roof! Have an indoor garden inside your Aquadome, it's 'gardenception'!
2.) When you place a Scanner Room on top of a Multi-Room, it reconfigures from it's standard model to its 'capped' version, which is accessible by ladder and is a smooth surface, with the Radar dish being a large dome (think an AWACs dish) rather than a bar in the standard version.
3.) A Lighthouse Beacon: This is for fun, but having a lighthouse spotlight that can be seen from a distance would be interesting. Otherwise functions as a Beacon.
Stalker Traps:
This one is a structure that is basically a metal chew toy with a large net on the bottom. It has a modified Grav Trap on the top that only pulls Metal Salvage. It attracts Stalkers and grabs any Salvage they are carrying and collects it at the top, up to a maximum number of pieces (I figure enough to completely cover the Trap). This sets the stage for the other part of the trap, which is to get Stalkers to bite the Salvage, which causes them to break Teeth that fall to the net below. The Trap requires Power Cells to operate, but can have a power source attached/transmitted to keep it charged.
Chimaera Multi-Sub:
Basically a hybrid of a Seamoth and a PRAWN, This sub is bigger than a Seamoth, but smaller than a Cyclops and can dock in a Moonpool. It handles like a Cyclops, but can mine Large Ore Deposits like a PRAWN with unique tools and upgrades. You can access its onboard storage from the cockpit.
Tools/Weapons:
Mining Laser: Breaks chunks and Large Ores. Has a targeting cone so you don't need to be perfectly aligned to mine (also makes for a better animation to have the laser move around the large deposits like a PRAWN Mining Arm does). Can also be used offensively to deter predators. Medium range, although mining only works at close range. Edible fish killed with the laser are cooked.
Grav Scoop: Basically a repurposed Grav Trap, pulls in all non-living materials in the immediate vicinity into vehicle storage.
Stasis Cannon: Functions like a Stasis Rifle, but a much larger AoE and a longer duration. Can Freeze a Leviathan long enough to scan it.
Torpedo Launcher
Unique Upgrades:
Thermal Recharge
Sonar
Scanner
That's what I got so far, questions, comments?
New modules:
Resource Silo
This is basically a giant Multiroom, taking up the footprint of 4 Multirooms but serves as a storage unit, with a massive capacity and other QoL features. First, when a corridor piece is attached to one of the many access panels on the exterior, an inventory access port is automatically added to the end attached to the silo. Except for a built-in Multiroom on the top, you cannot access the silo interior physically, and you can only access its contents from an access port. Furthermore, if a Fabricator or Modification Station is placed in the Multi-Room section at the top, it will automatically draw items from the Silo before accessing personal inventory. Only Caps and Domes can be placed on the Silo (see below).
Cyclops Umbilical:
This is simply a corridor segment with a modified hatch that when approached, automatically guides the Cyclops in to attach and allow direct access to a base. When attached to a Resource Silo, all items placed in onboard storage (those small lockers in the lower vehicle bay) are transferred to the silo. This would require the lockers to be both increased in capacity and have the lockers on the opposite wall be interactable, as well. The Cyclops itself would likely require a slight modification to add lateral hatches (which I would place between the access hatch and the bridge ladder).
Cyclops Harvester Drones:
Launched from the Decoy Tube, Harvester Drones search an area for a material selected in the Decoy Panel, much like a Scanner, but only limited to small mineral nodes, although with the Scanner HUD Upgrade you can see Large Deposits they find. They have a small cargo hold (4 squares) and will empty their contents into the on-board cargo of the Cyclops.
Agri-Domes and Aqua-Domes:
A giant glass dome for all your gardening/aquaculture needs. It can be placed either by itself or on top of a Silo. When placed by itself, rather than support beams attaching it to the ocean floor, a solid collar digs into the ground. Access Panels form a ring at the base of the dome to allow attaching corridors, umbilicals, and Transit Tubes (see below). The floor plan of either Dome is a series of built-in raised beds with a space in the center for either more gardens or a Multi-Room. Beds on the dome perimeter can only support 1x sized plants (to prevent clipping), while beds more towards the center can support the large 4x sized plants. Placing a 4x plant in the center generates a 'giant' plant specimen, for example a Lantern Fruit Tree or Bloodvine that nearly reaches the top of the dome. In the case of the Aquadome, it functions as a giant Alien Containment. The Agridome has walkable paths separating the raised beds.
Pneumatic Transit System:
An endgame system of traversing the map quickly between bases, the Pneumatic Transit system is made up of 3 basic parts: the Transit Sphere, the Transit Terminal, and the various Transit Tubes, which come in 4 varieties, Horizontal, Vertical, 90° Tube, and 45° Tube. The angled tubes can only attach to Horizontal/Vertical segments, and rotate on the Z-Axis at 90° intervals. Basically, you enter the Sphere at a Terminal and you are whisked to the chosen Terminal on the route, and Terminals can be renamed. The Sphere can be called to a Terminal if not present. Tube placement has a maximum distance from the seafloor, but otherwise has no depth limits and are made of enameled glass. Better start farming those Teeth (see below)!
Caps:
Caps are a category of structure that offer different functions to Multiroom roofs (as well as the built-in Multiroom on the Silo or inside Domes). Here are some possibilities:
1.) A clear glass cap with a metal base collar (for item placement). Build a bedroom or kitchen area with a view! Place an Alien Containment in the room below to have a fully see through roof! Have an indoor garden inside your Aquadome, it's 'gardenception'!
2.) When you place a Scanner Room on top of a Multi-Room, it reconfigures from it's standard model to its 'capped' version, which is accessible by ladder and is a smooth surface, with the Radar dish being a large dome (think an AWACs dish) rather than a bar in the standard version.
3.) A Lighthouse Beacon: This is for fun, but having a lighthouse spotlight that can be seen from a distance would be interesting. Otherwise functions as a Beacon.
Stalker Traps:
This one is a structure that is basically a metal chew toy with a large net on the bottom. It has a modified Grav Trap on the top that only pulls Metal Salvage. It attracts Stalkers and grabs any Salvage they are carrying and collects it at the top, up to a maximum number of pieces (I figure enough to completely cover the Trap). This sets the stage for the other part of the trap, which is to get Stalkers to bite the Salvage, which causes them to break Teeth that fall to the net below. The Trap requires Power Cells to operate, but can have a power source attached/transmitted to keep it charged.
Chimaera Multi-Sub:
Basically a hybrid of a Seamoth and a PRAWN, This sub is bigger than a Seamoth, but smaller than a Cyclops and can dock in a Moonpool. It handles like a Cyclops, but can mine Large Ore Deposits like a PRAWN with unique tools and upgrades. You can access its onboard storage from the cockpit.
Tools/Weapons:
Mining Laser: Breaks chunks and Large Ores. Has a targeting cone so you don't need to be perfectly aligned to mine (also makes for a better animation to have the laser move around the large deposits like a PRAWN Mining Arm does). Can also be used offensively to deter predators. Medium range, although mining only works at close range. Edible fish killed with the laser are cooked.
Grav Scoop: Basically a repurposed Grav Trap, pulls in all non-living materials in the immediate vicinity into vehicle storage.
Stasis Cannon: Functions like a Stasis Rifle, but a much larger AoE and a longer duration. Can Freeze a Leviathan long enough to scan it.
Torpedo Launcher
Unique Upgrades:
Thermal Recharge
Sonar
Scanner
That's what I got so far, questions, comments?