Upgrades for the Cyclops

DiscovererDiscoverer S Join Date: 2016-08-18 Member: 221485Members
When adding upgrades to the Cyclops, you don't have a lot of options to choose (either the efficiency module or the pressure compensator). So here I suggest a few ideas for the Cyclops upgrade panel.

1.Solar charger module: the upgrade allows to slowly recharge the vehicle when near the surface, but becomes useless when descending at a few hundred meters.

2.Turbo propulsion module: slightly increases the movement speed of the Cyclops (higher top speed, turns a bit faster, etc).

3.Radar module: every few seconds (around 5?) the radar shows the terrain around you (it's like the Seamoth radar, but it's automatic). It drains a bit of energy every time the terrain is shown.
Notes: you should be able to deactivate the module with a button. It might have a smaller range than the Seamoth's radar. Only active when onboard the vehicle.

4.Ultrasonic repulsion module: this module will prevent any hostile animal from getting too close to the Cyclops (a few meters). Slowly drains energy while the module is active.
Notes: you should be able to deactivate the module with a button. Only active when onboard the vehicle. It won't affect the Sea Dragon and the Sea Emperor:
1. The Sea Dragon is inside a chamber where the Cyclops can't get to.
2. The sea Emperor is too deep for the Cyclops to reach it.

5.Upgradable efficiency module: instead of obtaining a 400% efficiency module from the Aurora, we should get a 200% module, that we can upgrade in the modification station for duplicating the efficiency.

These are only a few ideas. Post yours in the comments! The more the better!

PD: Sorry for any grammar mistakes. I am not english.

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