The things I feel could be useful, but not necessarily needed.
Kodasa
New Zealand Join Date: 2015-04-17 Member: 203545Members
So I've been playing Subnautica for awhile now, and thoroughly enjoying the content put up by many youtubers as well. During this time I've noticed a few things that could be useful, and imagined a few things as well, to avoid thread spamming I'll put them all here.
1. Salt Generation: I say this because Salt is, as it currently stands, a common yet finite resource within the game world, this means at some point you will run out which is bad news considering you need it for food and it can be used for water too. It would be useful I feel, to have some form of generation of this resource, be it through the separation of salt from water with the discarding of the water, or if it was through some other means however I think the desalination would be the best approach. It doesn't have to be easy to make, but it should be an option nonetheless.
2. Defenses: I'm not a hyper violent person, I'm not out to murder every new life-form on this planet. I have however, trying to survive, even if I don't have manual weaponry, it would be useful to have some form of automated defences, Mass drivers, Torpedo turrets, Directed Energy Weapons. Anything would be useful, as long as it helps to keep the big bad guys away from me. I'm not talking about the little crash's or the small stalkers. I'm talking about the big critters, the ones where stabbing them with the knife is like trying to break a dam with a toothpick. These turrets should be constructable on the Cyclops, By constructable I mean they should not come standard with the cyclops, but be a module you have to actually add to it at a later time, perhaps one small one on the seamoth, designed to scare the wildlife more than kill it, and of course there should be defensive turrets for the underwater bases.
3. Colonization Modules: It is stated in the opening cutscene that the Aurora is a habitation vessel, designed to be sent in first and make the planet livable for the colonists who were following, this would mean building up infrastructure among other things. With the massive increase in resources coming from the wrecked Aurora, it should be possible to construct colonization modules, not just the dinky little tubular sea bases you can make, but large floating cityscapes. At the very least, a small house style module, that would be no larger than the beginning escape pod, but could be folded into your inventory like the constructor OR it could be folded a little and towed behind or attached to the Cyclops for movement. It would come complete with a bed/stasis pod for skipping the night, and simple utilities like a fabricator for cooking.
4. Submarine Utility: I'm not entirely focused on adding MORE submarines at this point, but rather adding to existing ones. For example, the Cyclops could benefit from a functioning cargo hold so I don't need to construct lockers in it, crates would be far more efficient. Like if the above module idea is taken onboard (pun intended) then a towing feature for the Cyclops. The other Utility feature that would be nice is to have a robotic arm attached to the Seamoth that works with an integrated storage cube. I'd be happy to take a slight reduction in speed, or even introduce it as a "Utility Seamoth" which would be a variant on the original seamoth, something that would allow me to pick up items off the deep ocean floor without having to leave my Seamoth, I don't know what the current plans are for water pressure affecting the human body but it makes me nervous when I climb out at 250 - 300 meters to collect items.
1. Salt Generation: I say this because Salt is, as it currently stands, a common yet finite resource within the game world, this means at some point you will run out which is bad news considering you need it for food and it can be used for water too. It would be useful I feel, to have some form of generation of this resource, be it through the separation of salt from water with the discarding of the water, or if it was through some other means however I think the desalination would be the best approach. It doesn't have to be easy to make, but it should be an option nonetheless.
2. Defenses: I'm not a hyper violent person, I'm not out to murder every new life-form on this planet. I have however, trying to survive, even if I don't have manual weaponry, it would be useful to have some form of automated defences, Mass drivers, Torpedo turrets, Directed Energy Weapons. Anything would be useful, as long as it helps to keep the big bad guys away from me. I'm not talking about the little crash's or the small stalkers. I'm talking about the big critters, the ones where stabbing them with the knife is like trying to break a dam with a toothpick. These turrets should be constructable on the Cyclops, By constructable I mean they should not come standard with the cyclops, but be a module you have to actually add to it at a later time, perhaps one small one on the seamoth, designed to scare the wildlife more than kill it, and of course there should be defensive turrets for the underwater bases.
3. Colonization Modules: It is stated in the opening cutscene that the Aurora is a habitation vessel, designed to be sent in first and make the planet livable for the colonists who were following, this would mean building up infrastructure among other things. With the massive increase in resources coming from the wrecked Aurora, it should be possible to construct colonization modules, not just the dinky little tubular sea bases you can make, but large floating cityscapes. At the very least, a small house style module, that would be no larger than the beginning escape pod, but could be folded into your inventory like the constructor OR it could be folded a little and towed behind or attached to the Cyclops for movement. It would come complete with a bed/stasis pod for skipping the night, and simple utilities like a fabricator for cooking.
4. Submarine Utility: I'm not entirely focused on adding MORE submarines at this point, but rather adding to existing ones. For example, the Cyclops could benefit from a functioning cargo hold so I don't need to construct lockers in it, crates would be far more efficient. Like if the above module idea is taken onboard (pun intended) then a towing feature for the Cyclops. The other Utility feature that would be nice is to have a robotic arm attached to the Seamoth that works with an integrated storage cube. I'd be happy to take a slight reduction in speed, or even introduce it as a "Utility Seamoth" which would be a variant on the original seamoth, something that would allow me to pick up items off the deep ocean floor without having to leave my Seamoth, I don't know what the current plans are for water pressure affecting the human body but it makes me nervous when I climb out at 250 - 300 meters to collect items.
Comments
1. Perhaps instead of directly from the sea, which is logical though this would remove alot of the fun from actually trying to obtain it vs. getting it out of the blue, perhaps a fish or plant (thats respawns/renewable) that can be refined into salt.
2. This is one of my concerns seeing that the more scary/deadly creatures are added its only natural that one would want some form of defense, i.e. weapons which is where the devs want to keep as non-violent as possible (from what I understand).
1. I could get behind any form of salt generation, as long as it becomes an infinite resource to some degree.
As for the defences, I threw out stuff as a spit-ball with the large creatures like the Leviathans in mind, the sort of things that will laugh at your pitiful little knife. I figured wounding them would be a better way to make them go away, as opposed to simply flashing some lights in their face and scaring them. But I'd be happy with completely non-lethal stuff as long as it worked. Things like repulsor fields, noise-makers and flashbangs etc as long as it keeps the nasties away. It'd be nice to have some mounted to the Cyclops, something for the Seamoth and something personal that could be thrown perhaps.
Smoke launcher (cyclops)
Pretty cheap mountable grenade launcher that would shoot large smoke bombs to blind the creatures for some time.
BMG (cyclops)
This blank machine gun would fire blanks that would scare the crap out of bonesharks and other small creatures. Bigger creatures will go away but after a while they figure out what you are doing and come back.
I like them. Although I'd suggest the smoke grenades become something that can burn under water. Either phosphorus or Magnesium ammunition to make something blindingly bright, It could be called something like the Sun Launcher. Or perhaps something more simple like ink.
Smoke doesn't disperse very well under water, actually smoke doesn't even form under water, it would simply fill bubbles or immediately dissolve. However if we were to learn from the octopus we could fire ink grenades that fill the area with dark black ink, it'll be blinding and disorienting and it will disperse into the water over time.
As for blanks, the one problem I see is the realism side of things, guns need to be regularly maintained when firing blanks, because blanks are actually horrendously bad for the internal mechanics. There is also the issue of firing gunpowder under water, gunpowder when diluted with water will lose all explosiveness. That is to say firing a gun under water, even one filled with blanks, would be as threatening as fireworks stored in a lake. I do like the idea though. Perhaps a specially modified gun with a small air pocket put in place around the barrel and chamber. Space engineers did something similar in that they had a gatling gun and assault rifle (Loaded with real bullets) in space, and gunpowder cannot detonate without oxygen as it requires that to burn, so they explained it as being specially modified bullets or chambers on the guns that provide their own air pockets to the bullets to allow detonation of the powder.
Alternatively a 3rd, larger submarine could be introduced which would be like... the cyclop's big brother. a HUGE mobile colony that you can move around underwater, built out of the strongest materials and capable of any depths it'd have docking tubes for up to 6 sea moths along the side, full crew quarters inside and room to dock a pair of cyclops submarines.
That's certainly a good start. I don't play the experimental build so I had no idea.
I like them. Although I'd suggest the smoke grenades become something that can burn under water. Either phosphorus or Magnesium ammunition to make something blindingly bright, It could be called something like the Sun Launcher. Or perhaps something more simple like ink.
Smoke doesn't disperse very well under water, actually smoke doesn't even form under water, it would simply fill bubbles or immediately dissolve. However if we were to learn from the octopus we could fire ink grenades that fill the area with dark black ink, it'll be blinding and disorienting and it will disperse into the water over time.
As for blanks, the one problem I see is the realism side of things, guns need to be regularly maintained when firing blanks, because blanks are actually horrendously bad for the internal mechanics. There is also the issue of firing gunpowder under water, gunpowder when diluted with water will lose all explosiveness. That is to say firing a gun under water, even one filled with blanks, would be as threatening as fireworks stored in a lake. I do like the idea though. Perhaps a specially modified gun with a small air pocket put in place around the barrel and chamber. Space engineers did something similar in that they had a gatling gun and assault rifle (Loaded with real bullets) in space, and gunpowder cannot detonate without oxygen as it requires that to burn, so they explained it as being specially modified bullets or chambers on the guns that provide their own air pockets to the bullets to allow detonation of the powder.[/quote]
Huh? I never look to the realism of my ideas .
i dont know about smoke in a water but we could do something like small explosions or laizurz for the bmg.
You can get hull upgrade modules in the current stable version too, but only the 300 safe 400 crush depth one. And it will disappear after reload. It takes just 1 plasteel ingot, which isn't that hard to get, so losing it isn't a big deal. They will fix the disappearing in the next main update, I believe.
The thing with realism is, I'm happy to let it take a bit of a back seat in the case of subnautica, as long as the physics behind an occurrence can be explained in a reasonable way. See my thread on Radio Waves, where I discuss the idea of artificial wormholes being used to shorten the distance between the beginning and end of the journey, without actually travelling faster than light.
You can get a little crazy with the physics when you invent future technology, but I don't think there would be future smoke grenades that can disperse underwater. Hence the ink or blindingly bright object suggestion.
I really like the idea of 0 offensive weapons, and it should stay like that. Bases and subs could have some kind of shields and creature repelling systems. The main character will get more tools that aren't straight weapons, but can be used as one. Like the upcoming propulsion cannon (gravity gun). You could pick up stuff like acid mushrooms (poisonous) and crash (the bomb fish) and use them as projectiles.
I'm on the fence about lethality. I see where people are coming from when they say they don't want them. It's not along the current vein of the game. I wouldn't mind having them however, not because I'm eager to kill everything, I don't have aspirations to kill a leviathan, but I do want to punch it in the face so hard it decides I'm not tasty prey. Hence my being on the fence. I want them, but can live without them, provided the non-offensive options are plentiful and effective of course.
Repulsor fields, "weaponized" sonar etc etc.