Some Realistic Base Ideas (Concept images and reasons provided)
JP193
UK Join Date: 2015-05-17 Member: 204597Members
Hey guys, I've not been in the forums since 2015 when I did a poll to find where people wanted to place solar panels, so hello again, and I'll get to showing my ideas.
I've helped out with a few games, albeit never as a coder or scripter, so I can only be *quite* reasonable in my suggestions.
1. Room Light Tweaking
2. Floor Openings
4. Observatory Junctions
4. Beds
(No image because you can imagine it)
I've helped out with a few games, albeit never as a coder or scripter, so I can only be *quite* reasonable in my suggestions.
1. Room Light Tweaking
- What is this idea? I had the largely ignored idea a while ago that we could be able to tweak the lighting in our bases, maybe even specific spaces between bulkheads.
- Why include this? Firstly, player bases stick out like a sore thumb. The windows can be seen even through murky depths, and good luck sightseeing. Secondly, entering destroys your nightvision at nighttime even in real life. Also having a home that doesn't look like a hospital will be moodier, prettier and cosier!
- How could this work? I'm thinking a menu like the vehicle displays, but with only the brightness slider. I don't know if it's possible to do in the engine, but the devs have changed base lighting multiple times, so maybe a more dynamic system can be patched in.
- How can this be balanced? Easy. Darker bases are more atmospheric and hidden, but brighter bases can be used as landmarks.
2. Floor Openings
- What is this idea? That we can make holes, balconies e.t.c. in rooms and maybe even corridors that are connected. Maybe just use glass without aquariums.
- Why include this? I loved the spacious feel of looking up through the glass ceiling of the new large aquarium (great job devs, btw) and I think that at the cost of materials and structural integrity, we could be able to make less cramped rooms. A high ceiling, or balconies overlooking lower floors, would make a base feel homely and lavish.
- How could this work? I know very little of how this would work, but since aquariums can stretch between floors, we can assume that their spaces can be joined together without instant crashes at least.
- How can this be balanced? The advantage is mainly visual effect, but you will sacrifice resources and pressure resistance by doing it.
4. Observatory Junctions
- What is this idea? That observatories could have multiple connections
- Why include this? It would look many times better than X-Corridors, with visibility above and below the player.
- How could this work? In terms of development, I don't know. But if generic rooms and moonpools can have attachment points patched in, then maybe here too.
- How can this be balanced? Doing this at intersections will be structurally weaker than X-corridors, and have less space than rooms. However, visibility will be increased.
4. Beds
(No image because you can imagine it)
- What is this idea? That we could place beds, maybe by scanning them first like chairs.
- Why include this? Decoration and also some actual use.
- How could this work? Just by being an interactive object that I imagine can change time. I *know* this is possible, because there are console commands for changing time, and we might not even need animations if the screen just fades out. I've also heard med bay chambers suggested, so *maybe* sleeping could restore health?
- How can this be balanced? It doesn't really need much balancing. It takes space and resources, but gives you a decoration that can pass time.
Comments
Actually the observatory isn't too small. If you connect hallways on all sides, it actually looks like the observatory fits perfectly into the grid system and looks like it should be connected to all of the tubes, but only the last tube attached actually opens into the observatory. The reason the observatory doesn't connect to more than one tube is just because that is how the devs made it work, not because it doesn't fit into the grid correctly.