New Equipment/Item Suggestions
Lagiacrus
USA Join Date: 2015-04-15 Member: 203475Members
I've seen suggestions for vehicles to creatures, but haven't seen an equipment and items thread yet! So here we are! Here you can discuss your finest, game changing equipment and items.
There are only two guidelines:
1. Think about your suggestion before posting, Is it really useful, and is it just a mod for something that already exists?
2. Think about others suggestions! Great ideas can sound stupid at first, so try to suggest how it can be better instead of shooting it down.
There are only two guidelines:
1. Think about your suggestion before posting, Is it really useful, and is it just a mod for something that already exists?
2. Think about others suggestions! Great ideas can sound stupid at first, so try to suggest how it can be better instead of shooting it down.
Comments
Apologies if this IS already in there somehow and I just didn't notice but it seems to be the case to me.
Plz?
Point
to
Point
Adjacent
Transport
SPPAT, another acronym could be
I Really Needed A Vowel to Make it Sound Good So it Doesn't Completely Make Sense IRNAVMSGSDCMS
It's a short range Teleportation item that would be made when you're in the beggining of the Late game (By then you will probably have went down to 1km+ and found a little bit of Platinum or Osmiridium).
It could be upgraded later in the game to allow a Longer Distance mode (Requiring 3 Diamonds, a Wiring Kit, a Computer Chip and your SPPAT, and 2 Osmium (Explained later), made in the fabricator), you would be able to switch modes from Short Range to the Longer range one.
The normal SPATT is made with 1Diamond, a Wiring Kit, 2 Computer chips, and 2 Platinum (Explained later).
I'm not sure if this is completely scientifically correct, and I'm sure the location isn't correct, but, I'll just use the "bcuz alwien plunet" excuse:
Osmium is obtained in the fabricator from splitting Osmiridium, which is found in (Some rock) (35% more rare than Diamonds in the Koosh biome) at depths Greater than 1km, the fabricator also gives you 2 Iridium, which I haven't thought of a use for yet. Platinum is obtained in depths greater than 300m, it's a rare drop from (Some rock) (25% more rare than Diamonds in the Koosh biome).
-Dive Helmet-
Appearance:- Each upgrade to have a different looking Hud appearance (the bit you see around the outside of the screen), also to update the shadow of your diver when wearing different helmets.
-Cyclops Upgrades-
Sensor Upgrade:-a sensor upgrade that doesn't use up the hull upgrade slots, this will allow you to ping out a sonar that will register somehow in the sub, when it hits either organics or non-organics.
Periscope:- A Periscope that extends above the surface to see without requiring to surface
Charge Hull:- the capability to charge the hull with a mild shock to drive off predators that strike your sub
Lockers:- Make the Lockers aboard the Cyclops functional, they don't have to open but make them able to store items.
Engine Upgrades:- Engine upgrades that also change the outward appearance of the Cyclops.
ROV:- a Remote Drone also stored within the Cyclops that launches and allows limited exploration but not retrieval of items, the ROV has a very short battery and has to be redocked with the Cyclops to recharge.
2.) Transport. So far I usually end up with at least two different bases at different points on the map, so having a fixed method on transportation without the need of a sub would be cool (as in some sort of monorail) to connect both.
3.) Vertical parts for the bases. Sometimes I just want to get down but not build a bunch of unnecessary parts just to get down far enough with my ladder.
4.) High performance lights. It's REALLY dark down there, so having a module for better lightning on a sub would be pretty rad.
5.) External lights for bases. Beacons are nice and all but the ability to at least illuminate a bit more around your base at night would be cool. Sometimes you just don't want to stay inside all the time and at least gather a little something in close vicinity but it's often too dangerous because you just don't see anything.
6:) Hull breaching for bases and thick blast doors - simply said, there are going to be huge monsters which can easily destroy a seamoth. So why should it avoid attcking the player when it can see him behind a window? Also put more meaning to windows. Let's say you've build a base somewhere next to the seabed and a boneshark spots you inside the base behind a window. Now it charges for an attack and crushes your window - in return it cracks, water enters, and so on. Would be awesome and also do a lot for the decisionmaking in terms of base design. Also you could use enalmed glass instead, which is more sturdy to attacks and doesn't crack as easily.
7.) Docks. I want a convenient way of entering my base without exposing to external threats.
However, I'd sort of like this to be a transparent tube when it is not inside a tunnel the tunnelling Moth has made. You sit on a platform and be driven through the transparent tunnel so you get to see everything as you go past. Maybe an option to increase or decrease the speed so you can take a good look or just whiz past.
I think it is a nice idea but what would be the point in having a sub if you can make a transport system I would just like the idea someone made on here making the seamoth and Cyclops upgradeable but with more slots then its current slots and defense measures
But maybe have charge hull eat up some of your battery percentage to keep people from going crazy using it on everything in site. And the R.O.V. destroyable by sea creatures so you would have to build another so you might think twice on when and where to use it. and maybe a sonar for mapping the ocean floor.(makes your visual map as you go.)
As far as the base, just regular rooms would be great with the ability to add windows and reinforcements. as far as what you have in the room is up to the builder more like a mindcraft thing lol. but I would think that would make it better for add-ons later and a docking room for the seamoth, built with a moon pool and some lifter arms like in the Cyclops. Or a umbilical the connects the base to the side of the Cyclops using that side hatch under the seamoth docking area towards the front. And glass walls for maybe building a observatory.
(Vertical tunnels for building down and up.)
Because using a sub to go from one place to another can be time consuming. A transport system can allow us to move more quickly from place to place to gather resources. I don't want to see a teleport system, it would make the world a bit pointless, however, something that allows faster transport would be great. You could have bases dotted around with Moths docked at each one. A moth can get you places faster but their charge limits their range, the Cyclops is just slooooooow. Therefore, a slightly faster way of moving around would be nice if it still meant:
1. You had to build the transport tube to start with, that means a lot of resources and a lot of time to build.
2. You still saw the wildlife and scenery as you travel.
3. Rather than have 1 huge base, you can have several in different biomes all linked by transport tubes.
The subs are still necessary for exploration in and around the bases.
Omg yes! And you would have to run to your little pod and eject from the main ship!