Cyclops (and other subs) power and upgrade potential- and a wishlist, and why.
EvilSmoo
Join Date: 2008-02-16 Member: 63662Members
Cyclops power is in a weird place. I'm powering mine infinitely with a cell charger. Take empty cell or two, and swap it with cells from the charger. Cells charge faster than they empty. This is silly. I like it, but it is still silly, and I have to admit that this isn't really immersive or balanced. Way too big for a feedback form ingame.
I do like it with infinite power, though. But I think it needs alteration.
Cyclops Power:
(By "minisub" I am referring to Prawn and Seamoth and any other small future ship(s) that dock with Cyclops. And upgrades are pretty much one of each, for multiple water filters you make a base, for example.)
Cyclops upgrades:
(Should some upgrade slots be dedicated? Or should people be able to stack +1000 power upgrades for a huge battery, and just charge at bases?
Cyclops features:
I do like it with infinite power, though. But I think it needs alteration.
Cyclops Power:
- 6 upgrade slots, and other upgrade points as well.
- Main power not cell-based. Power is not taken from cells. Cell charger works, but that's for small subs in the field, not a main power system. 1000 base power, 2000 power with an upgrade module- an upgrade slot used.
- Solar power comes standard. Easily not an issue above 450m if you stay out of caves.
- High-speed Bioreactor. Catch fish, stick em in. Add this with the bioreactor blueprint. Stick it under the tail? Habitat-module built, not upgrade slot.
- Propulsion gun turret that sucks in any little fish that swim too close. 4-slot reactor, and 4-slot tank near it to pull fish for food. You add this once you get the propulsion gun turret module... we ARE getting a prop gun turret, right? It could pick up resources, too! Habitat-module built, not upgrade slot.
- Reactor slot. One-cell reactor, stick in a rod, and it charges. You add this once you get your reactor, same blueprint. Habitat-module built, not upgrade slot.
- Thermal-power upgrade applies to Prawn AND Cyclops. Park it near a vent until the power accumulator fills. Upgrade slot, like Prawn.
- Charging from accumulator and power transmitter- and sucking power from bases. I assume the accumulator is going in, it made it into the wiki.
(By "minisub" I am referring to Prawn and Seamoth and any other small future ship(s) that dock with Cyclops. And upgrades are pretty much one of each, for multiple water filters you make a base, for example.)
Cyclops upgrades:
- I want to mess with the cargo and upgrades of docked minisubs.
- I want a scanner room in the Cyclops. Makes a LOT more sense than immobile rooms, both for camera drones and resource scans, no?
- Water filtration machine- why not? Definitely needs an on/off switch, since it's power-hungry.
- 32-slot planter upgrade or standard. 6 large plants, or multiple small plants. I loev plants.
- 2 remaining slots after power-doubler and thermal generator, for 2 defensive upgrades.
(Should some upgrade slots be dedicated? Or should people be able to stack +1000 power upgrades for a huge battery, and just charge at bases?
Cyclops features:
- All subs need to glow around them when you get out. I get out when it's dark, and the ENTIRE thing is pitch black. This goes for Cyclops, Prawn, Seamoth. The headlights work, but the subs need running lights near them as well, and the Cyclops needs a light straight down from just in front of the vehicle bay.
- Two subs. The Cyclops is PRETTY, but I do not feel it uses internal space efficiently. I'd like to switch between subs. Somehow. Maybe the bay could stretch a little? It looks ALMOST big enough for two, and maybe the planter could integrate...
- RESOURCE STORAGE. A resource rack system that stores quantities of resources, not just a few lockers. I can make lockers, I don't need 5 small built-in lockers. That entire section is not efficient use of space. Having it store quantities of titanium, quartz, etc, would be useful.
- Automatic offloading of resources from minisubs. Mainly for Prawn, claw/drill loadout. (Why can prop arm not pick stuff up? Soon, hopefully.)
- Some way of getting a Prawn back into a Cyclops if you accidentally fall out of jump range? I *suppose* you can swim back, but I'm not a fan of that in some areas...
- Auto-spotlights for nearby large lifeforms?
Comments
Bigger boat, bigger upgrades, seems to make sense.
Also, the, uh, bump-thing in front of the main engine would be a great place for that reactor to be built. Looks all reactor-ey already, even.
But the side of the engine opposite the upgrade panel, along with the ENTIRE room under the engine is entirely unused. There is nothing to do beside walk there. Perhaps even the Seamoth should dock in the rear, under the engine, and the Prawn should dock in the middle?
But yeah, for a future (*cough Subnautica-2 multiplayer cough*) sub or spaceship that HOLDS the Cyclops, levels would be a good idea.
Definitely a scanner would be more useful in a sub than stuck in a room in a base.