Bases aren't needed once you get the cyclops

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
Bases don't really serve any purpose currently in the game outside of the pre-cyclops beginning.  I found myself only building a few small corridors underneath my lifepod to maximize my storage space with lockers until I could build the cyclops and take everything with me.  I disassembled the base I haven't built another one.  

Don't get me wrong, I LOVE that the cyclops is a mobile base, but I think the static bases should provide some benefit you can't get with the cyclops so there's a reason to develop them.  

  

Comments

  • R1600TurboR1600Turbo AZ, USA Join Date: 2015-05-03 Member: 204090Members
    edited May 2015
    The Cyclops for me right now is extremely buggy, so I prefer to have a small base to keep all my stuff in until it's fixed. I had to quit and restart 3 times last night because I took the Cyclops over to the Aurora to look for loot crates in my new save (large sub is better protection against the Reaper) and when I pressed E to stop driving it I was morphed into the interior of the Aurora where I couldn't get out. Also, the upgrade modules disappear which is annoying. 
  • TotallyLemonTotallyLemon Atlanta Georgia Join Date: 2015-05-22 Member: 204764Members
    Bases are going to get the upper hand - don't worry. 
  • tyler111762tyler111762 Halifax, Nova Scotia, Canada Join Date: 2015-05-17 Member: 204558Members
    i think this is how they can make the bases better. 


    farming fauna and flora in there respective types of farm

    water distilation plant, distiled water using time and energy 

    power generation of any kind

    you should be forced to charge the cyclops at a base dock, upgradable charge rate

    potental mining platform that destroys a chunk of land the same size of the terraformer and has a chance to create a reasorse like quarts or copper. could be upgraded with a larger range

    having a reasearch lab that does all of the dna and breeding, (akin to the forestry mod for minecraft) 

    end game things like a mayday beacon or rocket launch station.

    pet holding? ( have one pet follow you when you are in the cyclops but the others hang by your base )

    reaper leviathen taming, training, holding cells, (if they want to add it) 

    reefback taming, communication, and such (if they went with the comment that the reefbacks should be an intelegint species you learn to talk to)

    defensive turrets? (stuns, shocking, ect.)

    field generator that keeps fish and F'ING BLEEDERS from coming within an upgradable range of the generator

    wireless tool charging? upgradeable range and charge rate

    any other ideas you guys think they should add
  • TotallyLemonTotallyLemon Atlanta Georgia Join Date: 2015-05-22 Member: 204764Members
    Power generation and storage is in development. Players will want to return to their base because research can be conducted without zapping the subs energy supply. Basically, it will be extremely painful if not impossible to play without a base in the future. 

    Along with with supple power generation, the base will allow players to berth both the seamoth and exosuit; and perhaps repairs will be automated/easier. 

    Also, bases allow for near infinite expansion to accommodate supply storage and aquariums to keep fish. There just isn't enough space on the sub. 
  • conscioussoulconscioussoul Canada Join Date: 2015-05-17 Member: 204607Members, Subnautica Playtester
    If bases built over a lava pit or strong currents generate power, and can be used to restore your cyclops power cells, then that alone would be a fantastic motivator to find the right spots to develop bases, and have them spread around the map as recharge stations for the cyclop.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I would love an auto-pilot for the cyclops that will travel between beacons you establish.  It's boring to have to pilot long distances with it yourself.  
  • TeslaCuilTeslaCuil usa Join Date: 2015-05-29 Member: 205010Members

    ...the base will allow players to berth both the seamoth and exosuit

    What are the chances we will also be able to dock the cyclops?
  • Captain_PyroCaptain_Pyro Germany Join Date: 2015-05-31 Member: 205116Members
    The cyclops is too power cell hungry for me to dive around much with it. It's great because of it's transportation capacity; it's the only moveable base. But i usualy only need to move lots of stuff around when i set up a new base.

    But i like it alot! It usualy sits between my more important bases to shorten the ways.
  • TotallyLemonTotallyLemon Atlanta Georgia Join Date: 2015-05-22 Member: 204764Members
    edited May 2015
    TeslaCuil said:

    ...the base will allow players to berth both the seamoth and exosuit

    What are the chances we will also be able to dock the cyclops?
    I think I read somewhere that they want to make the Cyclops dock-able to the base. It will be important if there are going to be depths at which players can only venture out using a sub, or the exosuit. 
  • exospeciesexospecies bob Join Date: 2015-05-27 Member: 204954Members
    frankly with how bad the sub is on energy consumption at the moment its not worth it to keep that thing powered up.
  • FalcoFalco Germany Join Date: 2015-06-05 Member: 205271Members
    I just build a few small minibases about some interesting points. (geysers, deep sea trenches, gigantic mushroom thing)
    Most of them just a foundation, corridor, power gen, window, hatch and fabricator. Mainly serves as a small location to get some air and be safe. Surely you could take the cyclops, but moving it takes a lot of energy, I'd rather have a small investment of titanium. (1x glass+4 titanium for a single corridor and hatch for a resting point)
    But generally I agree, bases are kind of pointless at the moment, all you can do in a base, you can also do on a sub.
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