What kinds of submarines do you want in this game?
Eddie894
United Kingdom Join Date: 2015-10-27 Member: 208795Members
United Kingdom Join Date: 2015-10-27 Member: 208795Members
Comments
http://forums.unknownworlds.com/discussion/139462/weekly-poll-submarine-types-classes#latest
The Seamoth is perfect for those quick explorations and visits.
The only thing that would get me is a modular submarine construction like the seabase, but with less parts and streamlined for a good looking hull. Different or upgradeable modules changing the overall cyclops look. 1 or 2 mid modules making it a long or short sub. Heavy pressure armoring should change the look too. A transparent front or not. A drive with a normal turbine or advanced jet drives. Mid modules carry the seamoth, exosuit, drone sets or more capacity for energy or torpedos.
also a special terraformer ship
maybe a more specialised sub for survival mode wich suits better needs for hunger stat, etc
and last some kind of material detector sub with a sonar you can change for wich material you are searching for
what u guys think ?
"Behold the power of Mother Russia!"
while sitting completely immune in this thing:
http://forums.unknownworlds.com/discussion/138659/megaclops-with-pics-d/p1
or this:
It's dangerous to go alone. You'll need this...
There could be monsters in the deep that eat through metal or seek for metal to eat it.
Down in the deep you might meet monsters that drain your energy, so you need some sub thats immune to draining.
The reefback sub is also good for mimics and can bypass an army of seadragons that ignore reefbacks.
Super sub that is 10 cyclopses long
You wouldn't need to pilot that monstrosity very far.
Just pivot the sub in place, have exit hatches at both ends, and ride a Segway to your destination.
It'd also be nice to have a Seamoth upgrade that allows the sub to follow you after you leave it. Oh, and some stronger torpedoes would be nice, too
Despite a "super-massive vehicle" being the first idea I ever proposed on the SN forums, I have to say that it would be rather impractical, at least until the if and when point that the map is bigger, multiplayer is added, and some honest threats to absolutely anything smaller are thrown in.
Or maybe bigger than the Cyclops, to cripple its ability to maneuver, but a lot slower, and not as versatile. It could have a pair of bays for Moths and Exosuits, some storage, and maybe a dormitory-like area, all crammed in the front 40%. In real-life Los-Angeles-class nuclear attack submarines, 60% is dedicated just to the engine and engine room, so the proportions wouldn't be too far-fetched.
Now that someone's mentioned the idea, so that I actually am thinking about it... want. So much want, and then some.
Witness the power that technology can impart unto us!
Do you want to crash your computer?
Well, I want a subarine bigger than the cyclops, which needs a whole crew to fully funcion.
Maybe equipped with some long-distance rockets.
But i also want a submarine or an upgrade system for one, which allows me to interact with loot without leaving the submarine.
Like, with some robotic claws.
I also want something like a ground-bound vehicle that hooks itself into solid stone floor.
I like this one and think it should be 2.5x the size of the Cyclops.
no no no have it dock 10 aruras
Anyway, I feel we're missing some key things to the submarine game. The Seamoth seems very well fleshed out. It's upgradable, and modular as far as it's possible within it's fairly small frame. Some new goodies may eventually hit it; but it's very rounded thusfar.
Inbetween the Cyclops and the Seamoth, something is missing. A nimble sub that has some interior space. Maybe even space for an exoskeleton. It should be able to have some interior storage space, a fabricator, and some basic things. A small space to make your own. I would much prefer it if it was as modular as possible. Want a shallow water sight seeing sub? Add windows and a research facility of some sort. And an external scanner. Want a sub for exploration? Maybe a sonar, reinforced panels, vortex torpedo's, a ship sized repulsion cannon, exoskeleton bay... you name it. Not just interior modularity, but also external. Maybe some modules can be stuck on; for example, either extra interior space, or an exo-skeleton bay?
The Cyclops needs a similar modularity treatment. It also needs some love in terms of practical interior space. It's a 54 metre submarine, but it honestly feels like it only has the useful interior of a sub less than half that size. The sub needs a more practical, more modular interior.
Also, we need a way to dock the Cyclops to a base
Also, I would love it if the cockpit displays were functional, displaying actual depth, sub stats and a seaglide-style map.
Having actual instruments to look at instead of HUD elements is somewhat clunky but incredibly immersive.
Also, I'd love to have a small crew compartment, even if sleeping never becomes a thing it's good for flavor.
And yes, a dock would be awesome! Maybe an access tube that fits the bottom hatch, auto-docking when you get close, like the seamoth dock?
(of course not in creative mode)
Then good luck navigating with a sub where you can't see into the direction where you want to go (downwards). If you made it into the great inactive lava cave system you should tell me how good it feels to navigate the cyclops.
So do I need a another sub that might be even bigger (and therefore get stuck between the stalagmites and stalagtites)?
No, hell. I need a sub where I can see in the direction I navigate. Certainly not bigger than the cyclops if the caverns of the deep don't allow much bigger subs to pass through bottlenecks. Better a sonar upgrade module for the cyclops like the seamoth.
And if you have still doubts about a 3rd sub, than you can simply look at the Subnautica Roadmap at Trello. And it makes sense, considering the whole lot of work that needs to get done.
This is why we need improved navigation tools for the Cyclops. Even just an implementation of the Seamoth sonar in the Cyclops would make a world of difference in its functionality.