More advance tech?

SirensLureSirensLure Join Date: 2017-01-27 Member: 227328Members
I wouldn't mind having a few resource drones you can set up in base you insert a sample for the drone to use and it claims it is deployed (that way you don't even need to make a model) maybe give it a chance for failure or destruction depending on what you have around you and definitely make it slower than going out to collect it your self you can limit it so you can't insert precursor items or special items to keep the pacing close to what you wanted while allowing the player to multitask.

I was also thinking that a surface ship should be made available maybe after the crash of the sun beam that will allow the player to dock both the sea moth and prawn suit in. So if players want to move items from one base to another they can and even give it a bay for the cyclops so you can make some external upgrade such as search lights for lower depths, a sonar system to help aid with searching for bases or avoid large creatures at a range, or maybe even let it have an upgrade where it has a modification station so you can alter your vehicle that you have in your bay.

I also wouldn't mind seeing a recall or drone feature for a modification maybe later on after scanning the warper or maybe a certain precursor tech so it where if it has power it will be recalled to the connected moon pool if the moon pool is empty after a certain amount of build up time so if you die outside of your sea moth you don't loose it completely or help fix it if it is stuck.

Your character is stuck on an ocean world wouldn't mind seeing some of the precursor tech starting to be mixed in with the player's tech, even if it is late game stuff and simple such as power generator using the green cubes

Comments

  • Aviator1945Aviator1945 Appleton, WI Join Date: 2017-01-02 Member: 225904Members
    edited January 2017
    I think a surface ship of some sort is a nice idea. I was thinking It would be slightly larger than the cyclops with A Seamoth/PRAWN bay and be a bit faster than the cyclops. Now for the cyclops part, i was thinking that if they add cyclops docking (no promises) that it would be able to hook up to it somehow. I think a ship big enough to actually dock a cyclops inside it would be a bit to large i think. Another idea for the Seamoth/PRAWN docking is a crane in the back like modern research vessels. It would bring the vehicle up from the water and over the deck so you can access upgrades and maybe a vehicle modification station.You could attach air pump tubes from the boat and have a sonar inside that detects resources and creatures a certain length below the ship. Maybe a periscope below the ship to see around. Sorry about my ramblings, but i have so many ideas for a ship. I still have a few more ideas and a crafting recipe for it. BUT only if the Devs see this and want to hear them. I understand this would take a LOT of work so if you guys dont think this is going to happen, just tell me.
  • SirensLureSirensLure Join Date: 2017-01-27 Member: 227328Members
    It wouldn't have to be completely massive just a deck, docking bay, and cabin to steer it. The mod station would be great since it lets you swap to your needs if you need a prawn that is more mobile for the lost river you can or if you want to farm resources. If they really wanted to be nice they include an external mod station on it for your cyclops so you could have scanner drones on it instead of the default camera let you see the read out on the wall on the bridge. Give the player large spot lights for dark areas, maybe even a side mount for the prawn suit. I literally could come up with ideas all day the issue is what they feel is practical. Though I do really think that they should expand a little more on the tech
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