Upgrades for the Cyclops
Discoverer
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.
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.
Comments
http://forums.unknownworlds.com/discussion/144511/more-upgrades-for-the-cyclops-and-more-functionality-out-of-the-seamoth-sonar#latest
These are just a few ideas that would be pretty cool to see used in or applied to the Xbox One version of Subnautica, maybe as an Update!!!!!!!
Look at this thread here. It's really impressive.
http://forums.unknownworlds.com/discussion/144386/bigger-submarine-concept-my-own-3d-model/p1
What I'd really like to see in the Cyclops is a Scanner module based on the Scanner Room. MK1 could give you access to camera drones for the cyclops for exploring deep areas and seeing if they're worth trying to get to, MK2 could scan for resources like the scanner room
Cyclops Hull Plate Enhancer: Increases the Cyclopes durability and crush depth. Increases crush depth by 50m and reduces damage by 25%.