Cyclops docking bay
dexter397
U.S.A. Join Date: 2016-06-12 Member: 218486Members
I know it sounds crazy but it would be nice to see a room in the future that let's you dock the cyclops instead of letting it sit out in the open and i know it would be a pretty big room and that it would take a lot of space up and lots of time to code it, but it is just an idea i had and thought i would share it.
Comments
Replying to it only keeps it at the top.
But a hatch set in the command deck would work. And it could even draw power like the Seamoth. Which would be nice, as manually recharging those power cells at the base is kind of annoying.
This Cyclops docking concept has been in the Trello for a few months now altho no one seem to know if it will ever come to be. We all hope it does eventually tho
Two words: Time & Resources. Unknown Worlds has both in very limited quantities, and the time and resources that would be required for adding a new submarine - especially one large enough to house the Cyclops - just isn't something they can do right now. At least not before the 1.0 release.
Besides which, where would this sub even go? The Cyclops only has a few biomes it can really visit as it is, a sub larger than that would be limited to just hovering over the Dunes or Mountains and seeing very little use besides parking the Cyclops in it.
images.akamai.steamusercontent.com/ugc/1613797962878320616/6A4BEF22498A319F74201C4255469740A8BF82C6/
Did you forget to mention the part where if you tap those guiding rails with the cyclops, suddenly you get ocean rushing into your base?
I remember when I first built my cyclops. Clipped the moonpool as it was coming down. I didn't know anything had been amiss until after I was done playing in my new sub and found my base completely flooded.
I would rather not accidentally hit my base and start to make it flood cause it causes a bunch of leeks in the hull and it just gets annoying to fix them all cause of the flooding spreading throughout the base
As long as I play the game, every new game my base grow smaller&smaller. I dont feel to have the big one. It's like 1 room for my bad, 1 for garden, 1 for lockers (now I use T- and X-corridors instead) and so on. Biggest structure is hatchery for fish There are three of them to be honest...
And docking bay in my case must be compact. I dont want to build dry dock of enormous size! Why? There are no reason to do that, just waste of precious resourses. Variants that it on the end of corridor is pretty good - it makes possible to attach/detach submarine without harm to my base, without collisions and impacts.
Logically, the hatch on Cyclop is on the bottom, so the hatch on the base myst be on the ceiling. My suggest - make it like basic hatch, but buildable on the top of corridor or MP-room (in the center - like bioreactor). The problem of additioanal animation can be negated if Devs make a button "Dock" in the interface of the Cyclop, that appear when you near the hatch. Press it and Cyclop auto-piloting few meters and attach to base in right (and, that metters, predefined) position.
Some scrap drawing:
http://imgur.com/a/hwKhW
How do you put a Cyclops in a makeshift dock? Very carefully.
It is hard for me to navigate around my base in a cyclops cause it is slow and i am on the Xbox one so i have some problems to deal with too so careful is kinda difficult for me to manage