Interactions, gear, tools, modules and etc.
Prolbo
Join Date: 2018-03-29 Member: 239598Members
Hi all. I just coplete my first and long Subnautica run and found this game pretty nice and interesting enought. But some moments looks a little bit odd and make me bewilderment at all. So. I hope I can suggest acceptable and logical solutions to some problems.
1st. Interactions. Floating container access, lockers and beacons name change, unwanted and occasional vehicle mod access and etc. I think it makes sense to split the action and interaction. Access to lockers and containers is direct action, as well as grab beacon and enter vehicle. I suggest use it with LMB. While change locker and beacon name, take/moove container, access to mods can use Shift + LMB.
I belive it simple enuoht solution and it didt require more keys that already in game.
2. Tools. At first it'll be nice to see something called like "nitrogen negation implant" in the second augment slot at our character. Just to maintain order and minimum believability. Of course with appropriative description and lection from PDA about decompression and nitrogen poisoning / "blood boiling".
About tools. I hope to see:
Divers wristwatch - just to be little more confident about time of day and night,
Tool belt - adds two strings to our backpack and maybe make 1 slot tools equipped on it take no place?
Zap-spear or coil-rod - you free to call it how you like; long (telescopic?) rod that can stun for a while small & medium sized targets. Use energy.
3. Seabase modules. Inner.
Basic module - inner, inwall adjustment; Add integrated base beacon (switch on/off), add +3 integrity, add +500 power capacity, add few slots for batterys and/or powercells (discharge only; last priority), and "Base administrator console" wich have few bookmarks: power managment (allow to see short and full power statistics, detailed and average values of power storage, ability to set priority for powersources and consumers, switch it on/off), hull integrity statistics (just info about number of modules, coridors, locks, reinforcements and glasses; added and loosed integrity; maybe with base sheme?), resource statistics (how much thing you have at base), beacon customithation (integrated one), colorsheme manager.
Accumulator battery module - inner, inwall adjustement; Add something about 2~3K to power capacity, have a few slots for batterys and powercells (4 and 2?; discharge only?).
Silo module - inner, inwall adjustement; Add +3 integrity, add ~ 3x2, 6 in total, build in wall lockers with extended capacity (not less than 30 per locker).
Reinforcement with porthole - inwall adjustement; Add +5 integrity; Just the same thing that reinforcement, but with small porthole, so you can determine time of day-night and what happens outside.
3.B. Seabase modules. Outer.
Big and Huge Solar panel - adjusted cost, size and productivity. Just in case if someone didt like to plant few dozens of it. Оne by one.
Wide ark projectors - better wersion of Spotlight.
Autonomous Floodlight - speaks for itself. Didt work at hight depth (dew to adjusted solar panel?).
Air filters - oter, inwall/roof adjustment; allow to take oxygen right from the atmoshere (if base close enought to surface and pipes of air filter reach it) and reduce power consumtion for generating oxygen inside. Casue base that reaches surface and still need power for lifesupport looks weird.
3.C. Seabase modules. Appliances.
Recycling station - device that can disassemble most of the items into their components. Or extract raw materials. Didt work with synthetics. Does not return synthetics and organic. As biomass? (Gas pod, stalker teeth, coral is forbidden)
Cooking machine - device, capable of creating better dishes. Of fish and seaweed ... mostly. Can create an improvized copy of a nutritional bar. The food created by this machine spoils more slowly.
Paking-unpacking machine - device, that can pack tight most of raw materials and unpack them. (Gas pod, stalker teeth, diamond, ruby and salvage(?) is forbidden) Also can pack "survivior supply" set, wich includes few bottles of water and few nutritional bars. (It can be unpacked right in the inventory)
Emergency oxygen refill station - allow to refill oxygen few times. Just in case if your seabase is flooding or something...
4. Vehicles. It can be my terrible IMHO but all of them is carton boxes. Really they a all weirdly brittle. Maybe it have a sence to increase its durability? Lets say... twice. And twice for HP modification modules.
Also it'll be nice to add some changes in depth reaction for all of them. Some weird sounds when it reaches 2/3 of its max depth, even more for 9/10 and exponentionally increasing for greater sinking. With gradually increase in damage taken - less damage for low depth excess, more for greater.
Also it looks really weird for Seamoth to be crushed in pieces by depth. It seems more believable that it loose its cabin and most of buoyancy, but not be crushed. So you still can you it, but take no benefits like speed, infinite oxegen and, probably, it can give you some occasional electrocharges...
Cyclope... i didt whant to tell about it at all. It not even looks weird. It looks stupid. It can be made much more better. And it can have more slots for powercells. Six with its mad power consuption rate, without ion cells, is not enought.
Powersuit. Drills sucks. It needs huge boost.
4.B. Vehicle. Mod. As I say before double HP add for reinforcement mods looks good. Extrime environmental protection module wich can reduce damage and strenght of negative effects from heat, cool, radiation and eletrocuts will be userful to. Advanced lights module with extended light arc and range can be handful too. Mod for Seamoth that adds manipulators to it and allow to collect items without nedd to exit it every time when you see some itemson the floor, will be the greatest thing in the game at all.
5. Last but not least. Logics of some things and iteractions.
At first I wondered why our character already in spandex swimsuit? Can it be explained or can hero equip it at place?
The second why capsule fixed and didt float into different directions? Can you add some rng movements wily hero far away from it?
Why floating containers float at fixed depth? And why we cant drag them by ourself while whey are not empty?
Why radiation from Aurora didt expand or intensifies by time? Its logical and can add more action in game and made rad prot suit more revelant.
Why big lockers have nor pointer nor items vivible inside? Why all locker havent icons for items? Maybe it have a sense to add poiners for big lockers and cyclope's lockers? And icons for all of the for better representation of things inside?
How solar panels works in caverns? Maybe it makes sense to cut them off, in that case?
Why we cant use one button for seaglide's lights and another for sonar? It have lots of sence. Much nore than switch it six time in a row.
Why only Cyclope have 2-3 mods for lights? Maybe all vehicles should have it?
I think that is all. Maybe I miss something, but mainly I sounded all that I wanted. Feel free to adjust or criticize it. Thanks.
1st. Interactions. Floating container access, lockers and beacons name change, unwanted and occasional vehicle mod access and etc. I think it makes sense to split the action and interaction. Access to lockers and containers is direct action, as well as grab beacon and enter vehicle. I suggest use it with LMB. While change locker and beacon name, take/moove container, access to mods can use Shift + LMB.
I belive it simple enuoht solution and it didt require more keys that already in game.
2. Tools. At first it'll be nice to see something called like "nitrogen negation implant" in the second augment slot at our character. Just to maintain order and minimum believability. Of course with appropriative description and lection from PDA about decompression and nitrogen poisoning / "blood boiling".
About tools. I hope to see:
Divers wristwatch - just to be little more confident about time of day and night,
Tool belt - adds two strings to our backpack and maybe make 1 slot tools equipped on it take no place?
Zap-spear or coil-rod - you free to call it how you like; long (telescopic?) rod that can stun for a while small & medium sized targets. Use energy.
3. Seabase modules. Inner.
Basic module - inner, inwall adjustment; Add integrated base beacon (switch on/off), add +3 integrity, add +500 power capacity, add few slots for batterys and/or powercells (discharge only; last priority), and "Base administrator console" wich have few bookmarks: power managment (allow to see short and full power statistics, detailed and average values of power storage, ability to set priority for powersources and consumers, switch it on/off), hull integrity statistics (just info about number of modules, coridors, locks, reinforcements and glasses; added and loosed integrity; maybe with base sheme?), resource statistics (how much thing you have at base), beacon customithation (integrated one), colorsheme manager.
Accumulator battery module - inner, inwall adjustement; Add something about 2~3K to power capacity, have a few slots for batterys and powercells (4 and 2?; discharge only?).
Silo module - inner, inwall adjustement; Add +3 integrity, add ~ 3x2, 6 in total, build in wall lockers with extended capacity (not less than 30 per locker).
Reinforcement with porthole - inwall adjustement; Add +5 integrity; Just the same thing that reinforcement, but with small porthole, so you can determine time of day-night and what happens outside.
3.B. Seabase modules. Outer.
Big and Huge Solar panel - adjusted cost, size and productivity. Just in case if someone didt like to plant few dozens of it. Оne by one.
Wide ark projectors - better wersion of Spotlight.
Autonomous Floodlight - speaks for itself. Didt work at hight depth (dew to adjusted solar panel?).
Air filters - oter, inwall/roof adjustment; allow to take oxygen right from the atmoshere (if base close enought to surface and pipes of air filter reach it) and reduce power consumtion for generating oxygen inside. Casue base that reaches surface and still need power for lifesupport looks weird.
3.C. Seabase modules. Appliances.
Recycling station - device that can disassemble most of the items into their components. Or extract raw materials. Didt work with synthetics. Does not return synthetics and organic. As biomass? (Gas pod, stalker teeth, coral is forbidden)
Cooking machine - device, capable of creating better dishes. Of fish and seaweed ... mostly. Can create an improvized copy of a nutritional bar. The food created by this machine spoils more slowly.
Paking-unpacking machine - device, that can pack tight most of raw materials and unpack them. (Gas pod, stalker teeth, diamond, ruby and salvage(?) is forbidden) Also can pack "survivior supply" set, wich includes few bottles of water and few nutritional bars. (It can be unpacked right in the inventory)
Emergency oxygen refill station - allow to refill oxygen few times. Just in case if your seabase is flooding or something...
4. Vehicles. It can be my terrible IMHO but all of them is carton boxes. Really they a all weirdly brittle. Maybe it have a sence to increase its durability? Lets say... twice. And twice for HP modification modules.
Also it'll be nice to add some changes in depth reaction for all of them. Some weird sounds when it reaches 2/3 of its max depth, even more for 9/10 and exponentionally increasing for greater sinking. With gradually increase in damage taken - less damage for low depth excess, more for greater.
Also it looks really weird for Seamoth to be crushed in pieces by depth. It seems more believable that it loose its cabin and most of buoyancy, but not be crushed. So you still can you it, but take no benefits like speed, infinite oxegen and, probably, it can give you some occasional electrocharges...
Cyclope... i didt whant to tell about it at all. It not even looks weird. It looks stupid. It can be made much more better. And it can have more slots for powercells. Six with its mad power consuption rate, without ion cells, is not enought.
Powersuit. Drills sucks. It needs huge boost.
4.B. Vehicle. Mod. As I say before double HP add for reinforcement mods looks good. Extrime environmental protection module wich can reduce damage and strenght of negative effects from heat, cool, radiation and eletrocuts will be userful to. Advanced lights module with extended light arc and range can be handful too. Mod for Seamoth that adds manipulators to it and allow to collect items without nedd to exit it every time when you see some itemson the floor, will be the greatest thing in the game at all.
5. Last but not least. Logics of some things and iteractions.
At first I wondered why our character already in spandex swimsuit? Can it be explained or can hero equip it at place?
The second why capsule fixed and didt float into different directions? Can you add some rng movements wily hero far away from it?
Why floating containers float at fixed depth? And why we cant drag them by ourself while whey are not empty?
Why radiation from Aurora didt expand or intensifies by time? Its logical and can add more action in game and made rad prot suit more revelant.
Why big lockers have nor pointer nor items vivible inside? Why all locker havent icons for items? Maybe it have a sense to add poiners for big lockers and cyclope's lockers? And icons for all of the for better representation of things inside?
How solar panels works in caverns? Maybe it makes sense to cut them off, in that case?
Why we cant use one button for seaglide's lights and another for sonar? It have lots of sence. Much nore than switch it six time in a row.
Why only Cyclope have 2-3 mods for lights? Maybe all vehicles should have it?
I think that is all. Maybe I miss something, but mainly I sounded all that I wanted. Feel free to adjust or criticize it. Thanks.
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