ideas and suggestions

HicksArmorHicksArmor united states Join Date: 2016-02-02 Member: 212499Members
the following contains suggestions and gameplay issues all based on the main topic of Subnautica
basically a little of everything

This is entirely up to the Awesome developers to decide what to or what not to add

Awesome Developers will always have final say so on everything no matter what is posted by me or by anyone else
DEFINITELY Needs to be fixed

Please improve or speed up Subnautica game loading time (normal game mode, experimental game mode)

It seems gameplay is the slowest when adding to a base or an area, using habitat builder, the more added items the slower it takes the habitat builder to construct 1 extra item

What do the AWESOME DEVELOPERS recommend on How many constructed seabase corridors or anything of this size in one general area?

the main menu screen shows the following:
new game
load game
options
etc

I would like to see: a place to apply, add and remove mods to and from gameplay

I would like to see a main menu tab that pulls up the subnautica wiki, the guides and a detailed list of not only the upcoming updates but what the updates contain

please add a HELP PAGE to main menu

a help page that covers everything from simple, gameplay and its functionality to the most severe such as (bug) (error)(compatibility)(game freeze/crash) issues.
main menu (IDEA)

THIS LIVE CHAT main menu option all it does is. it allows the developer to not only communicate with the players while they play but it also allows the developers see the exact problem when its actually happening in game.
in-game (IDEA)

If The Awesome Developers want to add any Subnautica Addons but don't want the player to go through the pain of exiting game in order to download the content

A in-game structure called ("SHOPPING CENTER") could be the answer that your seeking.

this structure allows the game and the outside add on content to be available for purchasing and downloading and never have to exit the game, pause the game or even restart the game.

The shopping center in Subnautica acts like a REAL LIFE STORE

Player walks in.
Player selects item
Player pays for item with real money.

The shopping center idea is entirely up to the AWESOME DEVELOPERS OF SUBNAUTICA
gameplay Suggestions that would make Subnautica gameplay better and possibly easier to understand

*The thermometer- great.
Not everyone can understand (celsius)

*Compass-great.
On heads up display have a map of players location and movement, add compass to map

Heads up display needs a map containing the following: Labeled biomes of surface and underwater all depending on where the player is at ("which should be one of two locations") either on surface Or below the surface

Heads up display map should also contain the players current depth, the outside water temperature at that depth and how all that is (affecting-effecting) the player. (All that) meaning: water pressure, temperatures of player and temperature at that depth, oxygen supply, etc
in-game content suggestions

Underwater vehicles.

Different types of vehicles, for different types of tasks, tasks include: gathering resources, combat, etc

All vehicles are ("SURFACE RESTRICTED") unless dev's say otherwise

Different types of vehicles, for different types of tasks, tasks include: gathering resources, combat, etc

Combat vehicles range from small and fast to massively slow heavily armored and heavily defended vehicles

*Small Combat vehicles include: fighter, bomber, interceptor, troop transport dropship, vehicle transport dropship,and gunship

*medium combat vehicles include: barricade runner, troop transport, destroyer, cloaker, and infiltrators

*large combat vehicles include: battleship, immobilizer, torpedo brute

*underwater carrier class: ocean carrier, transports troops, supplies, and vehicles to and from destination

*capital sub class-mobile base. anything and everything a base or a command center needs is all here

Different types of vehicles, for different types of tasks, tasks include: gathering resources, combat, etc

Ocean floor hover combat vehicles
*Hover tank
*hover transport
etc

Ocean floor (NON ARMORED) vehicles.
*H-bike
*h-marine car
*h-glider
etc

resource gathering, exploration and research:

*mining Sub-
this bulky slow moving hulk of a sub combines resource gathering, exploration and research all into one
equipped with grab arms and a laser
non vehicle related

in-game content suggestions

more available corridors and structures

ability to climb ladders that are placed underwater on the outside of structures

Seabase multipurpose corridor hub with 7-8 corridor connection ports.
Looks exactly like the (multipurpose room)
except only used for connecting multiple corridors into one

Seabase medical bay, seabase vehicle garage, seabase green house, seabase control room, seabase command center, seabase multi room apartment, seabase military and naval barracks, seabase cyclops docking bay

Seabase shield, attachable seabase outer defenses. Cloaking device

crafted handheld sonar and radar for players, bases and vehicles

crafted wrist watch, subnautica world time zones

Underwater booby traps-(awesome dev's decision)

terrain related tools 1 tool per type of terrain

Hammer, mallet, jackhammer, Drill, laser,ETC
customization options-(MISC

Player customization options for both new games and saved games: appearance, garments, body and gender types, etc
(AI-A.I.)
in game

building a massive seabase which seems to be where and what everyone wants to do or is already heading in that direction. Therefore 1 player cannot possibly manage an entire seabase on their own

Playing in creative mode is great however in creative mode the player does not die, doesn't get hungry or thirsty, oxygen is unlimited,etc my point is all these items in creative mode that address these daily needs are not being used, I suggest that AI be implemented into creative mode

In creative mode the AI should behave like this:

Containing creative mode and survival mode and how game works with two game modes combined into one

1. In creative mode -(Player ONLY).
2. AI only responds as if (Survival) were enabled basically

Two game modes (creative)-(survival) that are completely different from each other be combined but completely separate player from AI. It should look somewhat like this

1Player is always in and only behaves and responds to (creative).
2. AI is always in and only behaves and responds to (Survival)

AI Factions:
friendly
neutral
hostile
Player interaction and decision making determines if the faction becomes your ally or enemy

Perhaps adding AI families and AI personel to Subnautica.

Turning a small base into a city

Player and AI communication system. Player gives AI command AI responds and vise versa




this is all this player has

thank you for reading

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