After 100 hours, here are some base flooding suggestions and other ideas Megathread

TacticalHogTacticalHog Join Date: 2017-05-04 Member: 230229Members
Base flooding should be catastrophic, both visually and structurally. The devs nailed the 'structurally' part, but I feel like a lot more fear and immersion can be put into such an unnerving event.

Flooding suggestions:

- If hull breaches are ignored, they can enlarge, eventually being big enough for the player and... other things.. to get in.

- Cut the power to the rooms affected, with the possible exception of the Fabricator. This would make repairing more urgent, and the flooding would be more visible from the outside, since flooded segments would be dimmed. Maybe have red lights for partially flooded rooms, and no lights for fully flooded?

- Add an alarm to each main room that's flooded, who's sole purpose is to add to the chaos of your poor base's drowning. I would use something more eerie like this cacophany of mortar alarms ( or the Voyager alarm ( as /u/BrainFartTheFirst suggested instead of the over-used stock alarm ( that we get in most games and shows. Having the option to change the volume or alarm type would be a great addition, and bonus points if each alarm starts de-synced to any other active alarms, like in the mortar vid, adding to the disorder lol

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Other thoughts:

- Customizable oxygen warnings *please*. I keep getting warned at only ten seconds left of air lol. Letting us choose what times it warns us would be so helpful

- There should be two ways to use the scanner room, the current way, and then a mode where you get into something like the vehicle modification station, where you can click, drag, and zoom. Have the lights dim as well since currently it's hard to read terrain with other things in the background of the holographic. This would allow us to be able to read caves and other smaller details.

- A dead Reefback whose body/shell has turned into it's own habitat, thought of by my friend Old_Gregg

- Ability to upgrade light's strength on vehicles and our flashlight

- Have a large chunk of the Aurora that can be found at the bottom of a cave floor after having crashed through the thin crust between the cave ceiling and the surface

- Maybe add a scripted part to the Aurora explosion where a piece of debris lands near the player's life-pod, sort-of like this ( or maybe sounding like this (

- Another thing to add to the Aurora explosion would be small splashes/jets of white water simulating blurry-fast unseen shrapnel hitting the surf. All the Devs would have to script is tiny white jets of water shooting up from the waves at different times after the explosion, like this, but further away from the ship ( One more detail that could be added would be to have a sliver of metal shrapnel hit the side of the lifepod, further scaring the player fluidless. (


- Make the red planet smaller and maybe slow it down too, it would make it more realistic looking (increasing our immersion), and also make eclipses more dramatic (Hella well done by the way Devs, the effect is amazing.)

- Allow us to control interior base lights, possibly segment by segment. This can serve to save power, and make parts of the base more interesting, such as a dark aquarium room lit only by the bioluminescence of its inhabitants.

- Create a Base Manager. Similar in size to the Fabricator, and possibly looking like a submarine’s console (http://www.aishtechnologies.com/wp-content/uploads/2011/03/Consoles_Dual_Vertical_sm1.jpg), it would allow us to see the base’s power consumption and production, be able to turn off the lights in rooms and corridors as previously mentioned, and change the exterior light colours that are attached to the base. I’m sure there's a lot more you all could come up with, but I’m not very creative.

- Have Floodlights and other future stuff be able to take base power instead of only batteries.

- Allow light colour customization, with a system similar to the Sea Moth / Cyclops customization. Maybe also allow us to choose between changing all the colours of the lights at once through the Base Manager, or change them one by one so they can be different colours.

- Have scripted water currents that don't move or shift, but act as highways or barriers almost. They work both for, and against the player, and would make us have to consider our course more carefully. Riding a current could also lead to crashing into shelf cliff sides, or drop you into an abyss.

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Weather: This whole post is pretty good (https://www.reddit.com/r/subnautica/comments/48oia4/weather/), but I'll try to list the ones that would work best.

- /u/Exanime_Nix_Nebulus suggested to have solar flares that could mess with our electronics, making lights flicker and dim, causing base blackouts, messing with on-board navigation, compasses, and whatnot

- /u/Exanime_Nix_Nebulus also suggested having a scripted hurricane occur sometime after the Aurora explosion, with a few happening very rarely, and randomly afterwards. Hurricanes would create high waves that would damage bases on the water surface and have rain, thunder, and lightning. They would create underwater dust storms from the sand, reducing visibility. Having this hurricane would push the player to build deeper bases (maybe have bases above 50-100 Meters be damageable), or else fortify their surface base. Hurricane damage should just temporarily deplete your base hull strength, causing leaks and flooding, not completely destroying it.

- /u/NoNSFWsubreddits suggested that after the storm, the dust storm could have replenished the quartz.

- /u/Avantine suggested to have the hurricane force the player to abandon the lifepod, having it swept away or sunk in the storm.

- Maybe some dynamic, but less dramatic weather, such as light rain storms and fog which create less surface visibility and would reduce solar panel output. High winds would create larger waves, making mobility difficult at the surface, but not destroying things.

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So what are your thoughts? What would you add or take out from this list?

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