I think the devs should add a "fast-travel" for the cyclops.....
Bobthedog1
US Join Date: 2016-03-13 Member: 214175Members
US Join Date: 2016-03-13 Member: 214175Members
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I suppose if you could designate beacons as destinations? So the Cyclops could do a simple ground-follow pointed at the beacon, and when it gets blocked, just shut off the autopilot? Basically ANYTHING that triggers the prox alarms should probably turn off any autopilot.
Could work, possibly. Put some floating beacons near the surface in various areas, and have it auto-drive itself around, while you do other stuff. If the beacons are on the surface, you only have to worry about the shallowest places, the mountain, floating island, and Aurora.
@Bobthedog1
I think too many people would rely on this if the system was robust. Hypothetically the system works perfectly, it still brings up issues as a design choice:
This is all assuming that the system is perfectly integrated, which is a whole issue in itself:
- Cheers Capta
I'm almost convinced that anyone who wants fast travel in a game like subnautica doesn't even enjoy playing the game, literally a majority of the fun of the game is getting to see every nook and cranny of a beautiful oceanic alien world.
So just to put this out there.......... I've been playing Subnautica for about 10 months (hundreds of hours played). I've explored the lay of the land quite extensively. My base is mainly near the wake of the Aurora, which means if I want to take the Clops over to Floating Island, the Lava Zones, or elsewhere it takes me a little time. I'd just like an option to get me along a bit quicker. For a diver who has spent 30+ minutes just watching the movements of shuttlebugs in their habitat, I have thoroughly enjoyed the vast and amazing SN world. Until the full release comes out, I just find new areas to setup mini bases and staging grounds. I still enjoy messing with reapers, sandsharks, and the lot but I'm ready for a little extra content =D
As to how? Make a large floating barge. Something like 6 MFRs and 2 moonpools, plus a Cyclops dock and power system. So you can load up everything into the barge, dock your stuff, and trundle off to... procedural maps or wherever.
Upside is the obvious mobility.
Downside is, the 2 moonpools are stuck at the surface, along with the rest of the stuff. So you need subs, and bases in deeper areas.
Plus, somewhere around official release (maybe before it hopefully) we are supposed to get some kind of fast travel meanings via the Base Teleporter system. How it will work exactly remains to be seen tho.
Also, as a side note, Cyclops Dock is in there as well. Hopefully this is something that will happen since the community has been asking for it since forever
I think it will be more relevant addition after teleporting comes to life.
Unless "fast travel" just means auto-lock on visible signals, otherwise...
Sorry. Awful idea!
Yeah, using warpers to develop stationary structures that can link to eachother is fine. I don't see a problem with warping between bases if the only way you can do it is by killing/ researching warpers in their natural environment (which will probably be somewhere very dangerous) to get that technology. It should require that you study warpers, have a lot of exotic materials, and have a ton of energy at your bases.
I am mostly just laughing behind the idea but it could kinda work :P
- Capta
Lol I was thinking that, but if you fixed the camera to a degree angle i.e.
Then you write it to render things within the visible range. Decrease the transparency of the tubing from the internal fluid (allows things out of a certain range to not be visible, hence no being needed to render). The terrain is preloaded in pathway of the tubing, which occurs while the player sits in the tube bay with a countdown (1.2.3.4.5). I don't work with 3D games haha, but that sounds like a **** ton of work. Still just mostly a joke idea :P
Disagree. Traveling with a sub seems to be about the maximum speed that the engine can handle pop-in of terrain. Certainly lower spec machines would choke on any more speed. Teleporting (just via via the warp command currently) also hits extreme pop-in issues, but that could be covered by a few seconds of flashy lights.
IMO Fast travel should be implemented but as a late-game option and be more resource-intensive to use. Like if warping becomes a thing, have it require 1000 Energy per use and a limited cooldown between uses. Personally I'd want it to use as a risky emergency escape clause: If you're suddenly attacked by a Reaper you can risk using it to run away; you're safe from the immediate threat but you find out it teleported you 800 meters away from your base into a school of Bonesharks.
Speed increase: not necessary, it's supposed to take time to move what is essentially a mobile base.
I wouldn't mind seeing not an autopilot but an auto-run. That is, line up the cyclops, hit "go" and then be able to leave the steering wheel to do other things while it travels in a straight line. Things like manage my onboard storage, or duck out to harvest materials as the cyclops goes past. This does of course bring the risk of losing it to the open abyss area, but it'll eventually run out of power, and it has a beacon, so even if that happens you could recover it with a solar powered seamoth. This would become even riskier once the cyclops is able to be damaged by running into things. I think all of that would add some dimension to the post-cyclops game, and remove some of the tedium of piloting the cyclops across the map, without reducing the time it takes.