The old roadmap was more like Science Fiction than real, but the new one looks far more real.
I still think the devs should concentrate to just finish the game now, because it will still take them lots of time to just finish it without any additional content.
Yes it's much more realistic that way. this means the game will probably be out for Xmas which is much more plausible.
What I would say is cut the "creatures attack base" part and keep it for the first update. The reason is that for me, creatures base attack only makes sense if you have a certain level of control over your base, i.e. you have a control room where you can (i) turn on or off lights around your base (to attract or repulse creatures), (ii) you can affect the distribution of energy in your base (say cut the power on the attacked section and use it elsewhere, or the opposite if you can electrify your base, you would cut power elsewhere and increase the electric field on the attacked section), (iii) close blast door to contain any flooding, (iv) launch counter-mesures, etc.
Without giving us certain tools to deal with said attack, then they simply become a way to slow progression. Creatures attack, you get out and shoot at them (torpedoes or repulsion canon), repair your base and go on. It will be fun the first couple of times and then I fear players will see it as a waste of time (especially since flooding does nothing to your base).
What is most probable, that you are going to come back from an expedition deep under water to prevent your base from flooding, or that you're going to let them attack your base and flood it, and deal with the repairs once you are back? My money is on the latter one.
So you need to implement at the same time (i) real consequence to an attack (destoyed sections of base, flooding kills all plants inside, slowly damages equipment, etc.) and (ii) a way to progressively reduce the impact of said attacks, or even negate them, through the building of a defense system, so that in the end game, only attacks from certain big creatures will require your attention.
Since I have not seen any mention of such defense system, then I would suggest scrapping that part for now.
From my point of view, you should focus on the transfuser and the serums, and if possible, a docking system for the Cyclops.
Now I know what you think: you don't have time for an unplanned event such as the Cyclops docking but I feel it could be done very easily. Why not make a simple docking system that is just something that connects the Cyclops entrance and a vertical connector ? So a bit like a hatch that you build at the end of the vertical connector, except its purpose is to lock in with the entrance of the cyclops. Done. You can now safely go from inside the Cyclops to inside your base.
I'm also curious to see how the temperature gating for player will work with building bases in the lava zone. Does it mean we can use the habitat builder from inside the Exosuit?
Calarand77lurking in general forumsJoin Date: 2016-01-22Member: 211786Members
Very happy to see the delay being more than just a couple of weeks, strange as it may sound coming from a player. It means more time to polish the game, iron out the bugs, and make everything more awesome. I can wait for that.
UWE's original plan was to develop and release SN in 12-18 months. Had SN been a flop, that would have been the end of it. But as long as SN is popular (released or not), UWE is the kind of company that will keep expanding and supporting it.
yomamaOn the freewayJoin Date: 2016-04-17Member: 215861Members
Now as long as One Man's Sky gets released in August and not delayed again. Really don't want that coming at exactly the same time as SN. Although with the $60 price tag for OMS people may wait, or will at least have time to replenish their game budget!
Comments
https://trello.com/b/KbugnSRJ/subnautica-roadmap
Yes it's much more realistic that way. this means the game will probably be out for Xmas which is much more plausible.
What I would say is cut the "creatures attack base" part and keep it for the first update. The reason is that for me, creatures base attack only makes sense if you have a certain level of control over your base, i.e. you have a control room where you can (i) turn on or off lights around your base (to attract or repulse creatures), (ii) you can affect the distribution of energy in your base (say cut the power on the attacked section and use it elsewhere, or the opposite if you can electrify your base, you would cut power elsewhere and increase the electric field on the attacked section), (iii) close blast door to contain any flooding, (iv) launch counter-mesures, etc.
Without giving us certain tools to deal with said attack, then they simply become a way to slow progression. Creatures attack, you get out and shoot at them (torpedoes or repulsion canon), repair your base and go on. It will be fun the first couple of times and then I fear players will see it as a waste of time (especially since flooding does nothing to your base).
What is most probable, that you are going to come back from an expedition deep under water to prevent your base from flooding, or that you're going to let them attack your base and flood it, and deal with the repairs once you are back? My money is on the latter one.
So you need to implement at the same time (i) real consequence to an attack (destoyed sections of base, flooding kills all plants inside, slowly damages equipment, etc.) and (ii) a way to progressively reduce the impact of said attacks, or even negate them, through the building of a defense system, so that in the end game, only attacks from certain big creatures will require your attention.
Since I have not seen any mention of such defense system, then I would suggest scrapping that part for now.
From my point of view, you should focus on the transfuser and the serums, and if possible, a docking system for the Cyclops.
Now I know what you think: you don't have time for an unplanned event such as the Cyclops docking but I feel it could be done very easily. Why not make a simple docking system that is just something that connects the Cyclops entrance and a vertical connector ? So a bit like a hatch that you build at the end of the vertical connector, except its purpose is to lock in with the entrance of the cyclops. Done. You can now safely go from inside the Cyclops to inside your base.
I'm also curious to see how the temperature gating for player will work with building bases in the lava zone. Does it mean we can use the habitat builder from inside the Exosuit?
Osy