Vehicles for days!

The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
Alright, so this is going to be my longest post yet. I have ideas for vehicles. Lots of vehicles. There are at least two dozen here. Anyway, I've included specifics on my original ideas for each of them. Length, speed, power, everything I could think of is here. One of my ideas I had for vehicles is what I call the "compartment" system. Basically, most vehicles will have one or more "compartments" that the player can designate to any of several roles, like the way you upgrade the SeaMoth. So, I've included full lists of not only vehicles, but the upgrades and compartments available to each. Anyway, if you intend to read all of this, good luck. Enjoy.
• Designation Number (General Role)
o Nickname (Specific Role)
 Length
• Max Speed
• Acceleration
• Safe Depth (without upgrades)
• Crush Depth (without upgrades)
• Implosion Condition (without upgrades)
• Power Efficiency
• Power Maximum
• Power Per Unit
o Upgrade Slots
o Compartment Slots
 Available Upgrades
• Available Compartments
o Other Notes

The site said that it was 13050 characters too long... holy crap. I guess I'll just post it in several other, smaller parts as replies to this. Anyway, as always criticism is appreciated. Constructive, though. Actually say what I should change, rather than just saying something's a bad idea. I also, again, feel the need to say... this is not meant to be a place for yet another discussion about weapons. All of the weapons in here are detailed in my post from earlier today, "Torpedoes: This is just for reference." Anyway, best of luck to you all.
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  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    • FF-1 (Floating Fortress)
    o Whale (Light Command Hub)
     170 meters
    • 25 meters per second
    • 5 mps/s
    • 2000 meters
    • 2500 meters
    • Hull breach below 2250 meters
    • 100 meters per 1 power
    • 6400
    • 1600 per Uranium Cell
    o 4
    o 1 Large, 8 Small
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 1000 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Uranium Cell)
    • Small: SeaMoth Dock (Docks the SeaMoth utility submersible)
    • Small: Sailfish Dock (Docks the Sailfish personal transport)
    • Small: Ogre Bay (Docks the Ogre light engineering mech)
    • Small: Monarch Dock (Docks the Monarch light depth-exploration submarine)
    • Small: Living Area (8 beds, 8 footlockers with 8x4 storage, and a fabricator)
    • Small: Small Storage Compartment (8 storage lockers with 6x8 storage)
    • Large: Duck Hangar (Docks the Duck light combat submersible)
    • Large: Loosejaw Dock (Docks the Loosejaw medium utility submarine)
    • Large: Large Storage Compartment (16 storage lockers with 6x8 storage)
    o The smallest of the mothership submarines, but small is a relative term. The entire FF series is meant to be powerful enough to work as a mobile base of operations.

    • FF-2 (Floating Fortress)
    o Titan (Medium Command Hub)
     340 meters
    • 10 meters per second
    • 5 mps/s
    • 1000 meters
    • 1250 meters
    • Hull breach below 1250 meters
    • 125 meters per 1 power
    • 25600
    • 1600 per Uranium Cell
    o 8
    o 1 Large, 4 Medium, 8 Small
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 1000 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Uranium Cell)
    • Small: SeaMoth Dock (Docks the SeaMoth utility submersible)
    • Small: Sailfish Dock (Docks the Sailfish personal transport)
    • Small: Ogre Bay (Docks the Ogre light engineering mech)
    • Small: Monarch Dock (Docks the Monarch light depth-exploration submarine)
    • Small: Living Area (8 beds, 8 footlockers with 8x4 storage, and a fabricator)
    • Small: Small Storage Compartment (8 storage lockers with 6x8 storage)
    • Medium: Duck Hangar (Docks the Duck light combat submersible)
    • Medium: Loosejaw Dock (Docks the Loosejaw medium utility submarine)
    • Medium: Medium Storage Compartment (16 storage lockers with 8x6 storage)
    • Large: Large Storage Compartment (32 storage lockers with 8x6 storage)
    • Large: Cyclops Dock (Docks the Cyclops heavy utility submarine)
    • Large: Colony Dock (Docks the Colony group transport)
    • Large: Herakles Dock (Docks the Herakles heavy cargo submarine)
    • Large: Strongarm Dock (Docks the Strongarm crawler-carrier submarine)
    • Large: Pirahna Dock (Docks the Pirahna medium combat submersible)
    • Large: Tubeworm Dock (Docks the Tubeworm heavy depth-exploration submarine)
    • Large: SeaStar Bay (Docks the SeaStar light seafloor crawler)
    o The Titan is middle-size of the motherships. Even so, it’s large enough that sound would take a full second to travel across its length.

    • FF-3 (Floating Fortress)
    o Colossus (Heavy Command Hub)
     680 meters
    • 5 meters per second
    • 0.5 mps/s
    • 250 meters
    • 500 meters
    • Hull breach below 750 meters
    • 250 meters per 1 power
    • 51200
    • 1600 per Uranium Cell
    o 16
    o 8 Large, 8 Medium, 16 Small, 1 Gargantuan
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 1000 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Uranium Cell)
     Improved Thruster (increases max speed by 5 meters per second)
     Heat Tolerance Panels (Quadruples acceleration speed)
    • Small: SeaMoth Dock (Docks the SeaMoth utility submersible)
    • Small: Sailfish Dock (Docks the Sailfish personal transport)
    • Small: Ogre Bay (Docks the Ogre light engineering mech)
    • Small: Monarch Dock (Docks the Monarch light depth-exploration submarine)
    • Small: Living Area (8 beds, 8 footlockers with 8x4 storage, and a fabricator)
    • Small: Small Storage Compartment (8 storage lockers with 6x8 storage)
    • Medium: Duck Hangar (Docks the Duck light combat submersible)
    • Medium: Loosejaw Dock (Docks the Loosejaw medium utility submarine)
    • Medium: Medium Storage Compartment (16 storage lockers with 8x6 storage)
    • Large: Large Storage Compartment (32 storage lockers with 8x6 storage)
    • Large: Cyclops Dock (Docks the Cyclops heavy utility submarine)
    • Large: Colony Dock (Docks the Colony group transport)
    • Large: Herakles Dock (Docks the Herakles heavy cargo submarine)
    • Large: Strongarm Dock (Docks the Strongarm crawler-carrier submarine)
    • Large: Pirahna Dock (Docks the Pirahna medium combat submersible)
    • Large: Tubeworm Dock (Docks the Tubeworm heavy depth-exploration submarine)
    • Large: SeaStar Bay (Docks the SeaStar light seafloor crawler)
    • Gargantuan: Megalodon Dock (Docks the Megalodon heavy combat submarine)
    • Gargantuan: Snail Bay (Docks the Snail heavy seafloor crawler)
    • Gargantuan: Ultra Storage Compartment (64 storage lockers with 8x6 storage)
    o Ah, the Colossus. This has been an idea of mine since I first joined the Forums. It’s meant to be the final word in vehicles. Considerably longer than any IRL aircraft carrier, and even capable of carrying the largest of vehicles. Nothing will get in your way.

    • EM-1 (Engineering Mech)
    o Ogre (Light Exosuit)
     4 meters
    • 8 meters per second
    • 4 mps/s
    • 5000 meters
    • 10000 meters
    • Hull breach below 7500 meters
    • 250 meters per 1 power
    • 100
    • 100 per Power Cell
    o 2
    o 2 Arm, 1 Back
     Internal Supports (Increases safe depth, crush depth, and implosion-if-damaged depth by 5000 meters)
     Escape Pod (Allows the player to escape from the exosuit and be jettisoned directly to the surface)
    • Arm: Terraformer (Works the same as the handheld version)
    • Arm: Builder (Works the same as the handheld version)
    • Arm: Flashlight (Works the same as the handheld version)
    • Arm: Welder (Works the same as the handheld version)
    • Arm: Grasper (Allows the player to grab items and either move them around or collect them from inside the suit. Similar to the Propulsion Cannon, but with far reduced range.)
    • Back: Thruster (Increases movement speed by 4 meters per second)
    • Back: Power Pack (Allows the suit to hold 4 additional power cells)
    o Basically, this is my thoughts on the current exosuit that’s in development. I’ve always thought that everything needs a name, and “exosuit” just wasn’t enough. So, behold the Ogre. I’m a person who thinks the exosuit (Ogre) should act as an outer skin, still able to do many of the things the player can, but able to dive far deeper without being crushed.

    • EM-2 (Engineering Mech)
    o Golem (Heavy Exosuit)
     16 meters
    • 16 meters per second
    • 2 mps/s
    • 2500 meters
    • 10000 meters
    • Hull breach below 9000 meters
    • 125 meters per 1 power
    • 400
    • 100 per Power Cell
    o 8
    o 2 Arm, 2 Back
     Internal Supports (Increases safe depth, crush depth, and implosion-if-damaged depth by 5000 meters)
     Escape Pod (Allows the player to escape from the exosuit and be jettisoned directly to the surface)
     Electric Current Modifier (doubles maximum power storage and the amount of power that can be harnessed from a single Power Cell.
     External Supports (Increases safe depth and crush depth by 10000 meters, but only increases implosion-if-damaged depth by 2500 meters)
    • Arm: Terraformer (Works the same as the handheld version)
    • Arm: Builder (Works the same as the handheld version)
    • Arm: Flashlight (Works the same as the handheld version)
    • Arm: Welder (Works the same as the handheld version)
    • Arm: Grasper (Allows the player to grab items and either move them around or collect them from inside the suit. Similar to the Propulsion Cannon, but with far reduced range.)
    • Arm: Repulsion Cannon (Works the same as the handheld version)
    • Arm: Minnow Torpedo (Can cycle through SANIK, Cleave, Chronus, Vibro, Mole, Swarm, ILLUMA, and DETECT warheads)
    • Back: Thruster Pack (Increases movement speed by 8 meters per second)
    • Back: Power Pack (Allows the suit to hold 8 additional power cells)
    • Back: Evacuation Thruster (Launches the exosuit 500 meters upwards, to help escape potential danger. A second thruster will increase this launch distance to 2500 meters.)
    • Back: Storage Container (a single 8x6 storage compartment)
    o The Golem is a scaled-up version of the Ogre. A towering mechanical walker, the Golem is, again, meant to do the same things the player can, but far deeper down. It doesn’t hurt that it can do things the player can’t, though. Carrying an extra two inventories sure can help.

    • AM-1 (Aerial Machine)
    o Falcon (Light Airborne Transport)
     20 meters
    • 680 meters per second
    • 170 mps/s
    • 0 meters down, 1000 meters up
    • 5 meters down, 2000 meters up
    • Hull breach below 50 meters, hull breach above 1750 meters
    • 1360 meters per 1 power
    • 100
    • 100 per Power Cell
    o 2
    o 4
     Hull Supports (increases safe height, unstable height, and explosion-if-damaged height by 1250 meters)
     Thrust Focusers (increases maximum speed by 680 meters per second)
     Heat Tolerance Panels (doubles acceleration speed)
    • Minnow Torpedo Tube (Can cycle through SANIK, Cleave, Chronus, Swarm, ILLUMA, and DETECT warheads)
    • Storage Tube (a single 6x8 storage container)
    o The Falcon, like all of the aerial vehicles on this list, is meant to be able to fly. Obviously. Anyway, it’s designed around the idea of the Harrier VTOL jet, able to fly directly upwards, and then suddenly blast up to Mach 2 is four seconds. With both upgrades dedicated to Thrust Focusers, it will travel Mach 6, which is incredibly slightly over 2 kilometers per second. When you have the need for speed, go with the Falcon.

    • AM-2 (Aerial Machine)
    o Condor (Heavy Airborne Transport)
     40 meters
    • 340 meters per second
    • 34 mps/s
    • 0 meters down, 2500 meters up
    • 500 meters down, 7500 meters up
    • Hull breach below 500 meters, hull breach above 5000 meters
    • 680 meters per 1 power
    • 400
    • 100 per Power Cell
    o 4
    o 4
     Hull Supports (increases safe height, unstable height, and explosion-if-damaged height by 1250 meters. Also increases safe depth, crush depth, and implosion-if-damaged depth by 250 meters.)
     Thrust Focusers (increases maximum speed by 340 meters per second)
     Heat Tolerance Panels (doubles acceleration speed)
     Ejector Seat (Launches the player in a 3-meter-diameter glass sphere 500 meters upwards. Gravity will then take effect. The bubble will open when it stops moving.)
    • Minnow Torpedo Tubes (Can cycle through SANIK, Cleave, Chronus, Swarm, ILLUMA, and DETECT warheads)
    • Storage Tube (a single 6x8 storage container)
    o The Condor, like the bird of the same name, is meant to be big and powerful. Able to carry the same things as the Falcon, though in larger amounts. Maximum speed without upgrades is Mach 1, and with all upgrades to speed, Mach 5.

    • AM-3 (Aerial Machine)
    o Roc (Airborne Command Hub)
     160 meters
    • 170 meters per second
    • 17 mps/s
    • 250 meters down, 500 meters up
    • 1250 meters down, 1500 meters up
    • Hull breach below 750 meters, hull breach above 750 meters
    • 170 meters per 1 power
    • 1600
    • 100 per Power Cell
    o 8
    o 2 Large, 4 Medium, 8 Small
     Power Upgrade (doubles maximum power storage and the amount of power that can be harnessed from each Power Cell)
     Hull Supports (increases safe height, unstable height, and explosion-if-damaged height by 1000 meters. Also increases safe depth, crush depth, and implosion-if-damaged depth by 500 meters.)
     Thrust Focusers (increases maximum speed by 170 meters per second)
     Heat Tolerance Panels (doubles acceleration speed)
     Ejector Seat (Launches the player in a 3-meter-diameter glass sphere 500 meters upwards. Gravity will then take effect. The bubble will open when it stops moving.)
    • Small: Minnow Torpedo Bay (can cycle through SANIK, Cleave, Vibro, Swarm, ILLUMA, WIRE, and DETECT warheads)
    • Small: Small Storage Room (8 lockers with 6x8 storage)
    • Small: Laboratory (DNA analyzer, fragment analyzer, fabricator, and any other crafting stations that are added in the future)
    • Small: Living Area (4 beds, 4 footlockers with 4x8 storage, and a fabricator)
    • Medium: Storage Compartment (16 lockers with 6x8 storage)
    • Medium: Skimmer Dock (Docks the Skimmer high-speed personal transport)
    • Medium: Ogre Dock (Docks the Ogre light engineering mech)
    • Medium: Goliath Torpedo Bay (can cycle through SANIK, Cleave, and Vibro warheads)
    • Large: SeaMoth Dock (Docks the Seamoth utility submersible)
    • Large: Sailfish Dock (Docks the Sailfish personal transport)
    • Large: Falcon Hangar (Docks the Falcon light aerial vehicle)
    o The largest of the three flying vehicles. Like the mythical Roc, it’s a massive flying monster that casts a shadow that terrifies everything in its path. The mythical creature eats elephants, this one just needs power cells. Large enough to carry SeaMoths, Sailfish, and Falcons. Maximum speed without upgrades is Mach .5, with this increasing to Mach 4.5 with full speed upgrades.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    • US-1 (Utility Submersible)
    o SeaMoth (Light Utility Submersible)
     4 meters
    • 12.7 meters per second
    • 1.27 mps/s
    • 125 meters
    • 225 meters
    • Hull breach below 250 meters
    • 106.5 meters per 1 power
    • 100
    • 100 per Power Cell
    o 4
    o 2 Large, 2 Small
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 250 meters)
     Improved Thruster (increases speed by 6.35 meters per second)
    • Large: Minnow Torpedo Tube (Can cycle through SANIK, Vibro, Swarm, ILLUMA, and DETECT warheads)
    • Large: Propulsion Cannon (acts as a tractor beam to collect things without needing to get out of the sub)
    • Large: Storage Tube (2x8 storage container)
    • Small: Storage Crate (3x3 storage container
    • Small: Collision Buffer (halves hull damage from collisions when below safe depth)
    o It’s the SeaMoth we all know and love. Not much else to tell about this little guy.

    • US-2 (Utility Submersible)
    o Cyclops (Heavy Utility Submarine)
     54.5 meters
    • 7.4 meters per second
    • 0.74 mps/s
    • 100 meters
    • 200 meters
    • Hull breach below 250 meters
    • 7.4 meters per 1 power
    • 600
    • 100 per Power Cell
    o 4
    o 2 Small, 1 Large
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 100 meters)
     Shell Stabilizer (increases safe depth, crush depth, and implosion-if-damaged depth by 400 meters)
     Power Upgrade (doubles maximum power storage and the amount of power that can be harnessed from one Power Cell)
     Improved Thruster (increases speed by 3.7 meters per second)
    • Small: Sonar Emitter (allows sonar pulses every ten seconds, similar to the SeaMoth)
    • Small: Small Storage Compartment (4 storage lockers with 8x4 space in each)
    • Small: Laboratory (has a fabricator, DNA analyzer, fragment analyzer, and any other crafting stations that may be added in the future)
    • Small: Living Area (has four beds, with an 8x4 space footlocker next to each)
    • Large: SeaMoth Dock (Docks the SeaMoth, like the Cyclops currently does)
    • Large: Ogre Dock (Docks the Ogre light engineering mech)
    • Large: Goliath Torpedo Bay (Can cycle through SANIK, Vibro, and Mole warheads)
    • Large: Sailfish Dock (docks the Sailfish high-speed personal transport)
    • Large: Large Storage Compartment (8 storage lockers with 8x6 space each)
    o The Cyclops. What else is there to say?

    • US-3 (Utility Submersible)
    o Loosejaw (Medium Utility Submarine)
     20 meters
    • 10 meters per second
    • 2 mps/s
    • 400 meters
    • 500 meters
    • Hull breach below 450 meters
    • 10 meters per 1 power
    • 300
    • 100 per Power Cell
    o 6
    o 2
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 500 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (increases speed by 2.5 meters per second)
    • Wall Anchor (Allows the sub to be anchored to terrain for stability)
    • Sonar Emitter (allows sonar pulses every ten seconds, similar to the SeaMoth)
    • Storage Compartment (4 storage lockers with 8x4 space in each)
    • Living Area (Has two beds, two footlockers with 8x4 space in each, and a fabricator)
    o Meant to strike a balance between the abilities of the Seamoth and the Cyclops. Shaped somewhat like its namesake, the Stoplight Loosejaw.

    • DE-1 (Deep Exploration)
    o Tubeworm (Heavy Abyss Exploration Submarine)
     57.5 meters
    • 5 meters per second
    • 0.1 mps/s
    • 5000 meters
    • 10000 meters
    • Hull breach below 5000 meters
    • 50 meters per 1 power
    • 600
    • 100 per Power Cell
    o 6
    o 2 Large, 2 Small
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 2500 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (Increases speed by 2.5 meters per second)
    • Small: Sonar Emitter (allows sonar pulses every ten seconds, similar to the SeaMoth)
    • Small: Advanced Scanner Array (Shows the temperature of surrounding water, pressure in kilograms per square centimeter, life signs within 250 meters, and mineral types within 250 meters)
    • Small: Small Storage Compartment (4 storage lockers with 8x4 space in each)
    • Large: Living Area (Has four beds and four footlockers with 8x4 space in each)
    • Large: Large Storage Compartment (Has eight storage lockers with 8x6 space in each)
    • Large: Monarch Docking Arm (Extendable arm which can grab the Monarch at the porthole, allowing the pilot to safely travel between the two craft)
    o It’s a big tube. What else is there to say?

    • DE-2 (Deep Exploration)
    o Monarch (Light Abyss Exploration Submarine)
     13.8 meters
    • 15 meters per second
    • 5 mps/s
    • 10000 meters
    • 20000 meters
    • Hull breach below 10000 meters
    • 25 meters per 1 power
    • 200
    • 100 per Power Cell
    o 8
    o 2
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 10000 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (increases speed by 5 meters per second)
    • Sonar Emitter (allows sonar pulses every ten seconds, similar to the SeaMoth)
    • Advanced Scanner Array (Shows the temperature of surrounding water, pressure in kilograms per square centimeter, life signs within 250 meters, and mineral types within 250 meters)
    • Living Area (Has one bed, one footlocker with 8x4 storage space, and a fabricator)
    • Storage Compartment (Has two lockers with 8x6 storage space)
    o Incredibly small, but has enough internal compartments to be lived in for short periods of time.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    • FC-1 (Floor Crawler)
    o Snail (Heavy Seafloor Crawler)
     70 meters
    • 5 meters per second
    • 25 mps/s
    • 500 meters
    • 1000 meters
    • Hull breach below 1000 meters
    • 1 meter per 1 power
    • 1600
    • 100 per Power Cell
    o 16
    o 1 Large, 2 Medium, 2 Small
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 750 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Treads (Increases speed by 1 meter per second)
     Tread Blades (increases the maximum climb angle by fifteen degrees. Default is thirty degrees.)
    • Small: Storage Compartment (Has sixteen storage lockers with 8x6 storage)
    • Small: Living Area (Has eight beds and eight footlockers with 8x4 storage)
    • Small: Laboratory (Has a fabricator, a DNA analyzer, a fragment analyzer, and any crafting stations added in the future)
    • Medium: Sailfish Dock (Docks the Sailfish personal transport)
    • Medium: SeaMoth Dock (Docks the SeaMoth utility submersible)
    • Medium: Ogre Bay (Docks the Ogre light engineering mech)
    • Large: Loosejaw Dock (Docks the Loosejaw medium utility submarine)
    • Large: Duck Hangar (Docks the Duck light combat submersible)
    • Large: Golem Bay (Docks the Golem heavy engineering mech)
    o This monster is based on the Landkreuzer P. 1000 Ratte. My tank is fight.

    • FC-2 (Floor Crawler)
    o SeaStar (Light Seafloor Crawler)
     10.2 meters
    • 10 meters per second
    • 5 mps/s
    • 250 meters
    • 500 meters
    • Hull breach below 500 meters
    • 10 meters per 1 power
    • 800
    • 100 per Power Cell
    o 4
    o 1 Large, 4 Small
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 1500 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Treads (Increases speed by 5 meters per second)
     Tread Blades (increases the maximum climb angle by fifteen degrees. Default is forty-five degrees.)
    • Small: Storage Compartment (Has sixteen storage lockers with 8x6 storage)
    • Small: Living Area (Has eight beds and eight footlockers with 8x4 storage)
    • Small: Laboratory (Has a fabricator, a DNA analyzer, a fragment analyzer, and any crafting stations added in the future)
    • Large: Sailfish Dock (Docks the Sailfish personal transport)
    • Large: SeaMoth Dock (Docks the SeaMoth utility submersible)
    • Large: Ogre Bay (Docks the Ogre light engineering mech)
    o Has four “arms” which hold the treads, but the majority of the vehicle is a single sphere in the center.

    • CS-1 (Combat Submersible)
    o Duck (Light Undersea Fighter)
     18.92 meters
    • 68 meters per second
    • 34 mps/s
    • 500 meters
    • 500 meters
    • Hull breach below 400 meters
    • 136 meters per 1 power
    • 200
    • 100 per Power Cell
    o 2
    o 3 Small, 2 Large
     Improved Thruster (increases maximum speed by 68 meters per second)
     Heat Tolerance Panels (doubles acceleration rate)
    • Small: Minnow Torpedo Tube (can cycle through SANIK, Cleave, Chronus, Vibro, Mole, Swarm, and ILLUMA warheads)
    • Large: Two Minnow Torpedo Tubes (can cycle through SANIK, Cleave, Chronus, Vibro, Mole, Swarm, and ILLUMA warheads)
    • Large: Goliath Torpedo Tube (can cycle through SANIK, Cleave, Chronus, Vibro, and Mole warheads)
    o Heavily based on the F-22 Raptor stealth fighter.

    • CS-2 (Combat Submersible)
    o Piranha (Medium Undersea Fighter)
     30 meters
    • 34 meters per second
    • 68 mps/s
    • 250 meters
    • 300 meters
    • Hull breach below 200 meters
    • 136 meters per 1 power
    • 400
    • 100 per Power Cell
    o 4
    o 4 Small, 4 Large
     Improved Thruster (increases maximum speed by 34 meters per second)
     Heat Tolerance Panels (doubles acceleration rate)
    • Small: Minnow Torpedo Tube (can cycle through SANIK, Cleave, Chronus, Vibro, Mole, Swarm, and ILLUMA warheads)
    • Large: Two Minnow Torpedo Tubes (can cycle through SANIK, Cleave, Chronus, Vibro, Mole, Swarm, and ILLUMA warheads)
    • Large: Goliath Torpedo Tube (can cycle through SANIK, Cleave, Chronus, Vibro, and Mole warheads)
    o Because Piranha. The same variety of weapons as the Raptor, but can hold more of them.

    • CS-3 (Combat Submersible)
    o Megalodon (Heavy Undersea Fighter)
     75 meters
    • 17 meters per second
    • 1 mps/s
    • 500 meters
    • 1000 meters
    • Hull breach below 250 meters
    • 34 meters per 1 power
    • 3200
    • 100 per Power Cell
    o 16
    o 16 Small, 8 Medium, 4 Large, 8 Internal
     Improved Thruster (increases maximum speed by 17 meters per second)
     Heat Tolerance Panels (quadruples acceleration rate)
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 750 meters)
    • Small: Minnow Torpedo Tube (can cycle through SANIK, Cleave, Chronus, Vibro, Mole, Swarm, and ILLUMA warheads)
    • Medium: Two Minnow Torpedo Tubes (can cycle through SANIK, Cleave, Chronus, Vibro, Mole, Swarm, and ILLUMA warheads)
    • Medium: Goliath Torpedo Tube (can cycle through SANIK, Cleave, Chronus, Vibro, and Mole warheads)
    • Large: Four Minnow Torpedo Tubes (can cycle through SANIK, Cleave, Chronus, Vibro, Mole, Swarm, and ILLUMA warheads)
    • Large: Two Goliath Torpedo Tubes (can cycle through SANIK, Cleave, Chronus, Vibro, and Mole warheads)
    • Large: Angel Torpedo Tube (can cycle through SANIK, Cleave, and Vibro warheads)
    • Internal: Storage Compartment (16 storage lockers with 6x8 storage)
    • Internal: Living Area (16 beds, 16 footlockers with 4x8 storage, and a fabricator)
    • Internal: Laboratory (fabricator, DNA analyzer, fragment analyzer, and any other crafting stations added in the future)
    • Internal: Advanced Scanner Array (Shows the temperature of surrounding water, pressure in kilograms per square centimeter, life signs within 250 meters, and mineral types within 250 meters)
    • Internal: Sonar Emitter Sonar Emitter (allows sonar pulses every ten seconds, similar to the SeaMoth)
    o Now we get to the biggest combat vehicle in this list. Based on IRL attack submarines such as the Seawolf, Los Angeles, and Virginia class in the employ of the US Navy. Like the prehistoric predator it’s named after, this giant is the most vicious fish available.

    • CT-1 (Cargo Transport)
    o Turtle (Light Cargo Submarine)
     20 meters
    • 10 meters per second
    • 0.5 mps/s
    • 500 meters
    • 750 meters
    • Hull breach below 700 meters
    • 25 meters per 1 power
    • 200
    • 100 per Power Cell
    o 2
    o 4 Large, 6 Small
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 250 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (Increases max speed by 2.5 meters per second)
     Heat Tolerance Panels (Quadruples acceleration rate)
    • Small: Small Storage Tube Compartment (8 storage tubes with 2x8 storage)
    • Small: Small Storage Crate Compartment (8 storage crates with 3x3 storage)
    • Large: Large Storage Tube Compartment (16 storage tubes with 2x8 storage)
    • Large: Large Storage Crate Compartment (16 storage crates with 3x3 storage)
    • Large: SeaMoth Dock (Docks the SeaMoth utility submersible)
    • Large: Sailfish Dock (Docks the Sailfish personal transport)
    o Shaped somewhat like its namesake. This sub is a big, flattened sphere, with thrusters on the side that look suspiciously like flippers, and a cockpit shaped like a turtle’s skull.

    • CT-2 (Cargo Transport)
    o Herakles (Heavy Cargo Submarine)
     50 meters
    • 5 meters per second
    • 0.25 mps/s
    • 1000 meters
    • 1500 meters
    • Hull breach below 1250 meters
    • 10 meters per 1 power
    • 800
    • 100 per Power Cell
    o 4
    o 1 Large, 2 Medium, 2 Small
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 250 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (Increases max speed by 2.5 meters per second)
     Heat Tolerance Panels (Quadruples acceleration rate)
    • Small: Small Storage Compartment (4 storage lockers with 4x8 storage)
    • Small: Laboratory (DNA analyzer, fragment analyzer, and any other crafting station added in the future, with the exception of a fabricator)
    • Small: Miniature Biosphere (8 Aquariums)
    • Medium: Storage Tube Compartment (8 storage tubes with 2x8 storage)
    • Medium: Storage Crate Compartment (8 storage crates with 3x3 storage)
    • Medium: Living Area (4 beds, 4 footlockers with 4x8 storage, and a fabricator)
    • Large: Large Storage Tube Compartment (16 storage tubes with 2x8 storage)
    • Large: Large Storage Crate Compartment (16 storage crates with 3x3 storage)
    • Large: SeaMoth Dock (Docks the SeaMoth utility submersible)
    • Large: Sailfish Dock (Docks the Sailfish personal transport)
    o Very odd-shaped. It’s a big tube, with an engine hanging off the back, and a huge, curved underbelly section for the storage.

    • CT-3 (Cargo Transport)
    o Strongarm (Seafloor Crawler Lifter)
     40 meters
    • 7.5 meters per second
    • 2.5 mps/s
    • 2500 meters
    • 5000 meters
    • Hull breach below 4500 meters
    • 15 meters per 1 power
    • 400
    • 100 per Power Cell
    o 4
    o 4 Small, 1 Large
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 1250 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (Increases max speed by 3.75 meters per second)
     Heat Tolerance Panels (Doubles acceleration rate)
    • Small: Living Area (4 beds, 4 footlockers with 4x8 storage, and a fabricator)
    • Small: Small Storage Compartment (4 lockers with 4x8 storage)
    • Small: Advanced Scanner Array (Shows the temperature of surrounding water, pressure in kilograms per square centimeter, life signs within 250 meters, and mineral types within 250 meters)
    • Large: Large Storage Compartment (8 lockers with 6x8 storage)
    • Large: Sailfish Dock (Docks the Sailfish personal transport)
    • Large: SeaMoth Dock (Docks the SeaMoth utility submersible)
    o Able to grab onto Snails and SeaStars using special connection clamps on the underside. Able to carry a single Snail, or four SeaStars.

    • PT-1 (Personal Transport)
    o Sailfish (Personal Undersea Transport)
     8 meters
    • 136 meters per second
    • 136 mps/s
    • 500 meters
    • 750 meters
    • Hull breach below 500 meters
    • 272 meters per 1 power
    • 100
    • 100 per Power Cell
    o 4
    o 0
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 250 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (Increases max speed by 68 meters per second)
     Heat Tolerance Panels (Doubles acceleration rate)
    • Not applicable
    o Again, something shaped somewhat like its namesake. The Sailfish submersible is meant as a one-man personal transport. The real-life sailfish is the fastest fish known. So, it fits.

    • PT-2 (Personal Transport)
    o Colony (Group Undersea Transport)
     60 meters
    • 68 meters per second
    • 34 mps/s
    • 200 meters
    • 300 meters
    • Hull breach below 250 meters
    • 100 meters per 1 power
    • 12800
    • 100 per Power Cell
    o 8
    o 8 Small, 2 Large
     Hull Reinforcement (increases safe depth, crush depth, and implosion-if-damaged depth by 250 meters)
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (Increases max speed by 34 meters per second)
     Heat Tolerance Panels (Doubles acceleration rate)
    • Small: Small Storage Compartment (16 lockers with 6x8 storage)
    • Small: Bunks (16 beds and 16 footlockers with 4x8 storage)
    • Large: Sailfish Dock (Docks the Sailfish personal transport)
    • Large: SeaMoth Dock (Docks the SeaMoth utility submersible)
    • Large: Ogre Bay (Docks the Ogre light engineering mech)
    • Large: Large Storage Compartment (32 lockers with 6x8 storage)
    • Large: Living Area (16 beds, 16 footlockers with 4x8 storage, and a fabricator)
    o Meant almost as a sort of troop carrier.

    • PT-3 (Personal Transport)
    o Skimmer (Personal Surface Transport)
     24 meters
    • 340 meters per second
    • 170 mps/s
    • 0 meters
    • 5 meters
    • n/a, diving unavailable
    • 1700 meters per 1 power
    • 100
    • 100 per Power Cell
    o 2
    o 1
     Power Upgrade (doubles maximum power storage and the amount of power harnessed from one Power Cell)
     Improved Thruster (Increases max speed by 170 meters per second)
     Heat Tolerance Panels (Doubles acceleration rate)
    • Personal Storage (a single 6x8 storage compartment)
    • Shock Absorber (cuts the hull damage taken from collisions down to one eighth)
    o Unable to dive, but capable of traveling at Mach 1 over the surface of the water. If you want to get from point A to point B, why not travel supersonic? And, with both upgrades being Improved Thrusters, this speed goes up to Mach 2.
  • LordDerpLordDerp Netherlands Join Date: 2015-09-10 Member: 207871Members
    edited September 2015
    Gonna read all of this, very interested to see what you've come up with

    EDIT: Love the ideas man, beautiful as always. Perhaps you and @tarek can team up, and make illustrations?
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    LordDerp wrote: »
    Love the ideas man, beautiful as always. Perhaps you and @tarek can team up, and make illustrations?

    Thanks. That's nice to hear. And, that's a good idea... I've been working on some concept art for a few already, actually. Should release the Monarch, Duck, Tubeworm, and Snail pretty soon. Knowing what @tarek can do, I'd love to see if he can do anything. I still consider his drawings far better than any 3D models I've ever made.
  • RustyRangeRustyRange Join Date: 2015-09-14 Member: 207955Members
    All pretty amazing Ideas for Vehicles in Subnautica
    For the Most of the Ideas, are they meant for Multiplayer of Subnautica? (If Released) It has Cargo transports (CT's) and PT-2 (Group Transporter) CS's (Fighters) FF's (Command Hubs) and AM's (Airborne Transport) It all Seems like Multiplayer due to Multiple Players being in a Hub, Warefare, Group Transports ETC... Overall Love the Ideas, Hope they add Multiplayer for most of these Vehicles!
    Also Love the Colossus!
  • SojoSojo Florida, USA Join Date: 2015-09-20 Member: 208061Members
    I think at the end of the day that the point of building bases is to use them, and granted they are very new so we don't really have that yet, but I'm sure we will. Therefore I doubt they will ever make a sub bigger than the Cyclops, which already functions as a mobile base and currently makes bases nearly useless.

    Now, if the map is eventually much bigger and deeper and we have multiplayer, then the number and size of vehicles you suggest might be viable. Just my opinion. I appreciate all the detailed hard work!

    Also, something like one of your Floor Crawlers, which I imagine as a small mobile base on the deep sea floor, perhaps where the Cyclops couldn't squeeze in, and especially if the Exosuit could dock with it, sounds cool and useful. Someone else, made a drawing of such a thing with four spider-like legs.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    I mean, I can appreciate the effort you put into writing this all down.
    Really I can. And I don't mean to rain on your parade.
    But none of these are ever going to be a thing.

    The point of having a customizable submarine like the Seamoth is that you'd be able to take the base model and repurpose it into several of the vehicles you've suggested.

    This should be considered when thinking about how these ideas would fit into the game.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    RustyRange wrote: »
    All pretty amazing Ideas for Vehicles in Subnautica
    For the Most of the Ideas, are they meant for Multiplayer of Subnautica? (If Released) It has Cargo transports (CT's) and PT-2 (Group Transporter) CS's (Fighters) FF's (Command Hubs) and AM's (Airborne Transport) It all Seems like Multiplayer due to Multiple Players being in a Hub, Warefare, Group Transports ETC... Overall Love the Ideas, Hope they add Multiplayer for most of these Vehicles!

    The majority of the vehicles detailed here are meant to be focused toward multiplayer, but usable in single-player. The Roc, for example, would normally have a crew of somewhere around 8-16, but could technically be manned by one person.
    RustyRange wrote: »
    Also Love the Colossus!

    Thanks. That's kinda been my "pet project" of sorts since joining these forums.
    Sojo wrote: »
    Also, something like one of your Floor Crawlers, which I imagine as a small mobile base on the deep sea floor, perhaps where the Cyclops couldn't squeeze in, and especially if the Exosuit could dock with it, sounds cool and useful. Someone else, made a drawing of such a thing with four spider-like legs.

    Yep, that was @04Leonhardt's idea, and @tarek's drawing. The reason I suggested tracked vehicles, rather than walkers, is logic. If you look at mechanical walkers, they would need such precision piloting that they'd be pointless. Exosuits and humanoid walkers are fine if they're connected to a special interface, so that the pilot's movements are mirrored by the machine. But a four-legged walker would take such precision piloting to not fall over, that the max speed would be less than half of a meter per second.
    I mean, I can appreciate the effort you put into writing this all down.
    Really I can. And I don't mean to rain on your parade.
    But none of these are ever going to be a thing.

    The point of having a customizable submarine like the Seamoth is that you'd be able to take the base model and repurpose it into several of the vehicles you've suggested.

    This should be considered when thinking about how these ideas would fit into the game.

    The thing is, the SeaMoth seems to me to be a "general" vehicle. Vehicles like that are amazing, but due to being able to perform many roles, they aren't as specialized to any one. If you go with something like the Monarch, it doesn't have the conventional abilities of the Moth, but it can dive far deeper than even the most-upgraded SeaMoth. What I'm suggesting isn't a metric ton of reskins. I'm suggesting that we have our current versatility-oriented vehicles, and add some vehicles that are extremely specialized to their roles. The SeaMoth can't fly, it can't dive to 20 kilometers, and it certainly can't carry thousands of items. The reason for all of the other vehicles I suggested is to fill specific roles more than the SeaMoth can.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    edited September 2015
    The_Shark wrote: »
    Yep, that was @04Leonhardt's idea, and @tarek's drawing. The reason I suggested tracked vehicles, rather than walkers, is logic. If you look at mechanical walkers, they would need such precision piloting that they'd be pointless. Exosuits and humanoid walkers are fine if they're connected to a special interface, so that the pilot's movements are mirrored by the machine. But a four-legged walker would take such precision piloting to not fall over, that the max speed would be less than half of a meter per second.

    So somehow jet fighters based on aircraft that for some reason work the same underwater are fine, but a mech that walks fast is suddenly not ok because it needs "precision piloting" that isn't controlled by an AI or hand waved by virtue of it being a game?
    The_Shark wrote: »
    The thing is, the SeaMoth seems to me to be a "general" vehicle. Vehicles like that are amazing, but due to being able to perform many roles, they aren't as specialized to any one. If you go with something like the Monarch, it doesn't have the conventional abilities of the Moth, but it can dive far deeper than even the most-upgraded SeaMoth. What I'm suggesting isn't a metric ton of reskins. I'm suggesting that we have our current versatility-oriented vehicles, and add some vehicles that are extremely specialized to their roles. The SeaMoth can't fly, it can't dive to 20 kilometers, and it certainly can't carry thousands of items. The reason for all of the other vehicles I suggested is to fill specific roles more than the SeaMoth can.

    Then why have 3 different things for one specific role?
    Why do we need 3 ships that do the exact same thing "but bigger"
    Why do we need 3 flying aircraft carriers that do the exact same thing "but bigger"
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    The_Shark wrote: »
    Yep, that was @04Leonhardt's idea, and @tarek's drawing. The reason I suggested tracked vehicles, rather than walkers, is logic. If you look at mechanical walkers, they would need such precision piloting that they'd be pointless. Exosuits and humanoid walkers are fine if they're connected to a special interface, so that the pilot's movements are mirrored by the machine. But a four-legged walker would take such precision piloting to not fall over, that the max speed would be less than half of a meter per second.

    So somehow jet fighters based on aircraft that for some reason work the same underwater are fine, but a mech that walks fast is suddenly not ok because it needs "precision piloting" that isn't controlled by an AI or hand waved by virtue of it being a game?

    You've got a point there. To be honest, I'd love to see both. Walk up the wall in a Leatherback, jump from a 90-degree ascent to be picked up mid-water by a massive sub... that would be amazing. Either way, I was just commenting on why I personally didn't mention any mech ideas that weren't bipedal.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Hell multiped mechs are much more practical than bipedal ones.
    They're more stable on the ground, harder to knock over, and able to retract a foot should the terrain they step onto give way.
  • SojoSojo Florida, USA Join Date: 2015-09-20 Member: 208061Members
    For the multipedal craft/mechs, an AI can do the actual movement. As the pilot you just more your joystick, or whatever, forward to tell the computer you want it to move forward. So that's not an issue imo.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    edited September 2015
    A transforming Sub Mech would be rad.

    It'd be a bit squishier, but faster moving than the regular Exosuit, but would make up for it with being able to transform into a fast craft with a bit more armor than the Seamoth.

    So you get both vehicles in one, but is more shitty at its jobs than its specialized counterparts.

    I just wanna nyoom in, transform, punch a reaper in the schnozz, transform again and nyoom the fuck outta there

    EDIT: I just described the Triseed VS from Lost Planet 2.
    It's robot mode
    latest?cb=20120418192457

    It's submersible/spaceship mode
    latest?cb=20120418192639

    And it's third VTOL aircraft mode
    latest?cb=20120418192549

    I don't give a shit I wanna play with it.

    inb4 the forums make these images really really tiny
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    Hell multiped mechs are much more practical than bipedal ones.
    They're more stable on the ground, harder to knock over, and able to retract a foot should the terrain they step onto give way.

    Good point. I'd hope that the feet were large enough though... imagine how difficult it would be to prevent each step from slipping otherwise.
    Sojo wrote: »
    For the multipedal craft/mechs, an AI can do the actual movement. As the pilot you just more your joystick, or whatever, forward to tell the computer you want it to move forward. So that's not an issue imo.

    *nod* Another good point. In fact, I might start working on some ideas for quadrupeds and/or hexapeds.
  • TIEbomber1967TIEbomber1967 California Join Date: 2015-09-23 Member: 208109Members
    I'd like to have a speed boat. A vehicle that could only be used on the surface, but you could travel 2 or 3 times faster than any other conveyance. It would have a moderate amount of storage (5x5).
    And since it's an open air vehicle, the Skyrays (seagulls) need to be able to poop on you (for the FULL beach experience).
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    I'd like to have a speed boat. A vehicle that could only be used on the surface, but you could travel 2 or 3 times faster than any other conveyance. It would have a moderate amount of storage (5x5).

    That's kind of how the Skimmer was designed. It can't dive, and if by some fluke it goes below five meters underwater, it starts to take damage. Maximum speed is Mach 1, so it makes "speedboat" seem like an understatement.
    And since it's an open air vehicle, the Skyrays (seagulls) need to be able to poop on you (for the FULL beach experience).

    Yes.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Again, I don't think a pure surface speedboat would be a good idea.

    Something like this:
    the-samba-pwc.jpg
    That could stupid fast on the surface and underwater.

    Give it like a max depth of like 50m and no upgrades or anything since it's so compact.

    Essentially an up scaled SeaGlide
  • SojoSojo Florida, USA Join Date: 2015-09-20 Member: 208061Members
    I think that would be cool 04LeonHardt, but it wouldn't be useful from a gameplay perspective until there is a "surface biome". Currently there only thing to see above water is the Aurora, the Floater Island, and the Mountain Island. Now if they add a cool "alien" sky (two moons, rings system, etc.), more flying animals, more things sticking out of the ocean, and of course dangers on the surface, then I think this would be fun. I especially like the idea of an animal overturning you and your craft sometimes or a giant flying creature trying to snatch you up, etc. Currently we are nearly invulnerable on the surface.
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    Again, I don't think a pure surface speedboat would be a good idea.

    Something like this:
    the-samba-pwc.jpg
    That could stupid fast on the surface and underwater.

    Give it like a max depth of like 50m and no upgrades or anything since it's so compact.

    Essentially an up scaled SeaGlide

    That's what the Sailfish is meant to be. Super fast, dive-capable (though not very much), and ultra-compact. The Skimmer is meant to be a trade-off of sorts. You trade the ability to dive for the ability to go several times faster.
  • Seamothwizard44Seamothwizard44 Join Date: 2015-09-17 Member: 207995Members
  • Enderguy059Enderguy059 Australia Join Date: 2015-10-15 Member: 208486Members
    I absolutely love the list, but from what I can see, the colossus is going to be half the size of the Aurora!
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    I absolutely love the list, but from what I can see, the colossus is going to be half the size of the Aurora!

    Thanks! And, yep. Sounds about right. The Colossus is designed to act as a "mothership" of sorts, and being big can't hurt. It would take sound 2 full seconds to go from the front to the back.
  • tettignotettigno Hungary Join Date: 2015-10-25 Member: 208733Members
    edited October 2015
    Interesting ideas,...
    For (most of) them to be usable you'd need a brutal amount of the planet to be explorable. I mean...mach 5-6, and all, it would be unthinkably hazardous. That would be a 1-2 seconds travel from one corner to the other of the current playable area. Not to mention the GPU load :P
    Also, those fortress-"beasts" would not even fit the available space... I mean The Colossus is 680meters long??? more than 12x the length of a Cyclops? I can't even imagine that. I mean. for what? To house all type of vehicles?

    In my mind, if I ask the question: Why do I want to go underwater? There should be easy answers.
    1.fight some specific target (2,3 ships) the deeper you go, "the bigger, and harder to deal with"-type of enemy you should encounter.
    -target is relatively small, seamoth could be used (lurkers, sandsharks, and the like) [low depth]
    -target is big, we need a battle sub for sure ( reaper leviathans, and the like) [mid depth]
    -target is...OMG, this could need a more agile version, maybe an upgrade of the previous one (the really BIG ones) [abyssal]
    2.explore whatever I want (1,2 ships)
    -a small thing like the seamoth is enough, with maybe an upgraded version [1-2 dedicated subs for later game]
    3.collect whatever I want (1,2 ships)
    -can be the upgraded seamoth with more cargo capacity or another mining-cargo vehicle [1-2 dedicated subs for later game]
    4.build whatever I want (1,2 things )
    -the exosuit options1,2 you wrote are good for this purpose [for mid-end game deep/abyssal constructing/exploring]
    And there is the matter of fast traveling, which can be done with a boat. (1ship, maybe a jet, but flying is not really the thing for this game [ although I also could "bare" the experience, I just find it a bit unnecessary ])

    Your ideas are good, and would function as precious material-sinks,(which we really need as goals to aim, and do the work for) but I think most of them could just be an upgrade of the basic type, or at least far less massive.
    We now have a mobile base, the Cyclops, and a small, all round sub, the Seamoth. These could be used for the beginning stage of the game, but later on, you'd have to have dedicated subs, but not so many, and definitely not that big. I'd like my subs to be more agile than to be unusably big.
    The megalodon is 75m long, about 1,5x the size of a Cyclops, with a relatively shallow, max.1000m (upgraded) operation zone. I'd even have problems with maneuvering a Cyclops-sized sub in a battle without crashing into something around. I'd rather use the Duck, or piranha. Megalodon should be an abyssal battle-sub for those unthinkably big monsters not yet in the game, for wast-deep areas where it can actually turn around without hitting anything. As you have the deep sea explorer ships, for 10km+ but what to fight hostile life there with? that should be the Megalodon.

    Crawler can be OK, but then again, it should offer something really huge of a benefit. Otherwise, I'd just build a base there. for 20Ti and some glass.

    Good work, anyway, you really took the time, which is admirable. It only needs a bit of a rethink, and some adjusting I think.
    But I can always be wrong :P
  • SPIRIN1224SPIRIN1224 Moon Join Date: 2015-04-15 Member: 203469Members
    edited November 2015
  • TigatronTigatron Latvia Join Date: 2015-11-17 Member: 209319Members
    Great ideas indeed. But I guess we wont see any extra large subs for a while, for whats the point of gigantic sub if we dont have an entire ocean to float it around? The island map we got at the moment is way too small for such enormous projects.
  • ikwiatkoikwiatko Poland Join Date: 2015-11-18 Member: 209333Members
    Love your ideas MAN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • The_SharkThe_Shark USA Join Date: 2015-08-24 Member: 207433Members
    Tigatron wrote: »
    Great ideas indeed. But I guess we wont see any extra large subs for a while, for whats the point of gigantic sub if we dont have an entire ocean to float it around? The island map we got at the moment is way too small for such enormous projects.

    Thanks, and I'm aware of that. All of these (except maybe the Monarch and the Loosejaw) are more meant for extreme long-term, rather than anything even approaching "soon."
    ikwiatko wrote: »
    Love your ideas MAN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Thanks. I try.
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