Let us stack seamoth Upgrades again!

XenogathXenogath Germany Join Date: 2017-03-16 Member: 228977Members
Don't get me wrong, i think moving the upgrades to the modification station to make them even better was a great idea.

But why remove a stacking option? Having limited upgrade slots opens up so many possibilities to specialize your seamoth. Maybe into an exploration vessel using 2 upgraded pressure compensators, a scanner and a power efficiency module. Or sort of a freighter with 4 upgraded storage modules.
Removing the option to stack kind of forces players into making the seamoth an all-purpose-vessel which gets better at everything in time. Some may want exactly this, but then again, an option to stack doesn't really affect those players.

As for the argument that having 4 upgraded mods might be over the top (e.g. for the pressure compensators), i believe it would be perfectly possible to find the right balance between upgrading mods and stacking them, so that both options are viable.

Another possibility would of course be adding more upgrades that interact with each other, so that you can find 4 modules that all contribute towards your prefered field of application. My point is simply that it would be a shame if you couldn't properly specialize your seamoth.

Comments

  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    The problem there is the Seamoth (or Cyclops) can rapidly become overpowered. Having an early-game vehicle that can reach the deepest depths throws off the mid- to late-game dynamic. Beyond that, limiting a vehicle to single upgrades, such as a single pressure compensator, acknowledges that there are limits to technology and structure. Besides, let's not forget you're a single survivor with limited resources; you don't have the equipment or resources to be doing massive re-engineering work.

    It's not just about pressure, either. If you stack a bunch of power mods, you break the power cell limitation. If you stack a bunch of storage mods, you've sharply reduced the need for the Cyclops until late-game.

    But when you get right down to it, by requiring players to choose which single mods they want to use, the current design forces a player to weigh options and create a plan. If there are no limits, then anything becomes relatively easy; by constraining your options, the game places the burden of planning and execution on the player. In a survival game, coming up with a workable plan and making solid decisions is a core mechanic.
  • DracobombaDracobomba Join Date: 2016-04-08 Member: 215502Members
    If you stack a bunch of storage mods, you've sharply reduced the need for the Cyclops until late-game.

    You can stack storage mods. It adds multiple compartments to the seamoth and larger space to the Prawn suit.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    You can also stack Perimeter Defense Systems, and activate them by cycling 1-4.
  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    Dracobomba wrote: »
    If you stack a bunch of storage mods, you've sharply reduced the need for the Cyclops until late-game.

    You can stack storage mods. It adds multiple compartments to the seamoth and larger space to the Prawn suit.

    Really? I could've sworn the storage grid didn't expand. I'll look again; thanks!
  • undefilerundefiler Join Date: 2017-03-02 Member: 228496Members
    The grids don't expand on the moth, but you do get new compartments on the sides/back depending which slot you put the upgrade in.

    Storage doesn't stack at all on the PRAWN though, iirc to my great dismay.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    The grid doesn't expand on the PRAWN past 1st module?
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