OH NOOOO another cyclops dock discussion
gunmetal563
Join Date: 2015-09-30 Member: 208239Members
their has been many ideas of a cyclops dock and several of how it could couple with the base so it can recharge and you can move in between base and sub without getting wet my question is this a mut point, as it is it would ether require redesigning the cyclops or designing a new base module
Comments
Not a bad idea! i really like that! it's so creative and well thought out!
When I took my dog out to the dog park, I was thinking a little bit about potential ideas to replace having such a massive module. One such idea was, what about a module about the size of two Multipurpose room's stacked atop one another or however tall it's needed envelope the front of the sub.
As you near the module, the module will extend out a lit platform, "guiding you in" {In reality, the ship would initate docking procedures automatically, akin to how the seamoth docks}. The module would be open until dock, where form-fitting doors would lock around the front of the ship, small cable umbilicals would extend and begin refueling the sub with power. As you're leaving the helm of the ship, the water would be draining from the module and a small light near the exit door would light up green, giving you the go ahead to exit the ship. Would be a lot smaller than an entire docking bay but it'd retain the security of a solid dock, plus it's a lot cooler than a simple junction.
The game is all about huge scale anyway. Just add in 4x larger rooms to compensate and the cyclops moonbay won't seem as big anymore. Besides one room capable of four bio reactors is easier to service then climbing a ladder to access one bioreactor per floor, and it gives ppl a reason to hunt down all that titanium.
What we need is actually a docking room in which you enter face first (Cyclop’s face I mean) into the wall. So imagine a square room where you have the shape of the Cyclop’s front embedded in the wall (as if you had pushed the Cyclop’s face into a soft surface, leaving a print). You would slowly attach yourself to the wall which would close around the nose of the Cyclops (to make it airtight). Then, the eye of the Cyclop (the round glass panel) would simply open forwards, a footbridge would extent your way and you would step out of the Cyclops inside your base. Once docked, this means that most of the Cyclop’s body would still be out in the water, only the first few meters would be embedded in the wall of the room.
i had a similar idea, but it would also serve as a cyclops modification station too, making the cyclops more modular, being able to change the engine for a fission reactor or installing a cargo section to the empty are a just below the engine room, or even changing the seamoth bay for somthing else entirely. i imagine that my idea is a bit too much work but having that kind of customization would be awesome imo
Also I had this idea of the "garage" Cyclop's dock. But I thinks its adds more immersion when the water was pumped up the "windshield" will open up and a bridge will slide to you. Something in this kind...
I'm generally not really happy with the entrance to the Cyclops. Its not bad. But it should not be the only one.
BTW: I'm happy when the dev's are fix the seamoth release of the Cyclops.
Greets After_Midnight
It should have its own modification station so you can get something like a larger storage amount for the lockers down below or something like that . They could also have it so that when the cyclops gets pulled in theres some glass and then you can exit from a hatch