A few thoughts and ideas (Cyclops/Base building etc)

notoriousnarynotoriousnary UK Join Date: 2016-01-29 Member: 212296Members
I could easily turn this into a "omg this game is the holy grail of survival" type thread but ill save that for steam o:) that said there are a few tweaks & additions that have been playing on my mind.

1. The Cyclops seems really easy to obtain & craft in survival, I've seen this mentioned in a few posts about maybe using fragments but the recipe itself seems really easy for the advantages it offers (I found lithium & stalker teeth within an hour of game play) and the pops out of the air in a mobile vehicle bay just doesn't make sense to me for the final version of the game (idea to fix in number 2 )

2. Cyclops Power is really really unbalanced (in my opinion) at the moment, I've seen on the Trello board and the forums that a battery recharge device is on the way but how about some variant of the moonpool dock on the top and transfer base power & access the sub from your base? perhaps use some of the models/animations from the moopool docking arms just flipped to dock down instead pull it up? it eats so much copper & quartz to keep crafting power cells constantly, but I like the ability to still carry a few on long trips rather than a solar charging option. (maybe you have to build this to unlock the Cyclops? )

3. Base Building part 1 Immersion - Building a foundation seems a little unnecessary why not change it into a foundation and a space similar to the multi-purpose room but at least one is required and provide the following functionality from it?
  • Shows the Structural integrity of the base (not where there is a problem but if there is one)
  • Power level (it annoys me that its on the HUD constantly when in the base, but this is early access)
  • O2 levels if some kind of O2 management system is implemented
  • More "looks cool" than an issue but maybe an item you can place that shows a hologram 3D map of the current base? ( I can imagine this might be a pain to do but oh my would it look cool )

4. Base building part 2 power - it seems odd from other games I have played where you can build a base and as long as you don't use the fabricator/devices etc. you always have power, why not add an underlying small power drain to each component similar to the hull integrity? add some interior "battery banks" that can hold some charge ? (make use of lithium or other later game materials for balance)

5. Last one - I'd love for alarms to sound inside the base/vehicles if severe conditions are met (Hull integrity/power/o2 etc. ) running round my base with red/amber lights flashing while sirens are going off. This is what I do now when I collide with it in the Cyclops o:)

Other than that the game is fantastic and I'm really looking forward to what is in-store this year! I would love to hear everyone's opinions on this.

Comments

Sign In or Register to comment.