Do you want more upgrades SLOT for Cyclops/Seamoth/Prawn?
Sam_Starfall
Join Date: 2017-05-21 Member: 230665Members
All is in the title.
And yes I know.
I know making choices and sacrifice is the point. However it is not contradictory when the additions are very specifics/limited and yet you face too many situations.
Myself there are some modules that I simply do not use because
- Either it's a pain to carry them and switch them (outside moonpool/cyclop)
- They are too specific and I would have to sacrifice critical equipments that I can't spare.
- They are too limited by themselves (torpedoes)
Of course we don't have infinite space available, there will be limitation & incompatibility. But just like on the prawn, equipment like "more efficiency" is just a stats modifier.
Giving the Seamoth two "stats" slot for example would allow 4 storages upgrade and the Pressure compensator
Also it doesn't have to come freely.
- the Seamoth electric defense could use more energy (forcing you to get efficiency or recharge)
- a upgrade purely for speed would use more power (costing another efficiency/recharge upgrade)
- two armor upgrade would increase energy-use (because it's heavier to keep afloat, or reduce prawn jump)
One interesting thought I had, is that if you lose a subs with more upgrades, you are even more likely to come back to scavenge them than if they were safely stored forever at home.
And yes I know.
I know making choices and sacrifice is the point. However it is not contradictory when the additions are very specifics/limited and yet you face too many situations.
Myself there are some modules that I simply do not use because
- Either it's a pain to carry them and switch them (outside moonpool/cyclop)
- They are too specific and I would have to sacrifice critical equipments that I can't spare.
- They are too limited by themselves (torpedoes)
Of course we don't have infinite space available, there will be limitation & incompatibility. But just like on the prawn, equipment like "more efficiency" is just a stats modifier.
Giving the Seamoth two "stats" slot for example would allow 4 storages upgrade and the Pressure compensator
Also it doesn't have to come freely.
- the Seamoth electric defense could use more energy (forcing you to get efficiency or recharge)
- a upgrade purely for speed would use more power (costing another efficiency/recharge upgrade)
- two armor upgrade would increase energy-use (because it's heavier to keep afloat, or reduce prawn jump)
One interesting thought I had, is that if you lose a subs with more upgrades, you are even more likely to come back to scavenge them than if they were safely stored forever at home.
Comments
edit: dear god what was I thinking when I thought of this?
I don't think it's a good idea thought, it work as a 'gate' (no more upgrade until you get the expensive slot upgrader) but it feel needlessly recursive. Loosing on to get more... also we will inevitably try to craft more to see how many you get, it would be a shame to discover you reached the limit.
Might as well give players the 6 slots then let them discovers that spamming X upgrade just lead to unexpected result (like going all Armor and loosing energy?)
I've also wondered if there was a way to make torpedoes viable. As it stands: 4 torpedoes is not enough to scare off enemies.
I'm actually surprised there's torpedo AT ALL in this "no gun" games.
I wonder if they had planned to use them to break open walls or other.
Now the CYCLOPS I wouldn't mind seeing more upgrade slots for.
Just kidding.
You are entitled to your taste but I disagree with your saying it fit "choice and consequences" better than having more slots.
Just like Smallpox5m4llP0X I always use Pressure, Armor, Storage for a minimum, so only the last slots vary.
"choice & consequences" imply combination with consequences to your choices.
Right now, there's only 3 slots to combines (first is always pressure) and the consequences aren't our choice, we are just denied the use of all features at once.
To have real choices you need spare slots that if used carelessly, have consequences.
For example: what if the devs made so that too much storage slow you down? too much armor weight you down (draining energy)? what if they added a speed upgrade (that tied with noise)?
QUESTION:
How many of those who voted to keep 4x slots would change their mind if more upgrade (or interplay between them/features) were available?
Pressure, yes, the other two, no. Or at least, I've been doing fine without them. Sonar I have on me, but find I don't use that much (might be because I've come to know the map so well + I rarely visit the JSC anymore). Also thinking of "retiring" power efficiency and I've never used solar. Torpedoes I only use when I feel like fooling around, but it could do with more options (ink torpedoes, flash torpedoes?).
The same is true for the Cyclops. Pressure, yes, but everything after that isn't that interesting. Safe travel is easy, so fire suppression system is not truly needed. I have the shield, but literally never use it. Power efficiency I only keep to spare me the hassle of exchanging powercells manually. I've been thinking of installing vehicle repair as due to it's passive nature I'll make use of it where I rarely do the active ones.
I tend to stick the plasma cutter, repair tool, flashlight, spare seamoth battery, Ion crystal, an artifact and a few torpedoes in my storage. This makes using torpedoes viable and frees up space in my main inventory for whatever I am exploring. With this I can do wrecks just as easily as other areas.
The armor feels essential, to me. Nothing worse than running to a point and the map spawning a spadefish right in front of you and BOOM 10% HP gone! Or come back from exploring a wreck to find 2 bonesharks chomping on your baby. At least the armor makes it goes from dead to 20% HP left as you stasis shank those bastards.
Perhaps a neat compromise might be the Hull upgrades for each vessel get their own slot, freeing up one other slot for something else.
(I know it seems convaluted but If we ask for more slots won't it be more work for the devs and won't Subnautica's release be delayed further?)
The problem isn't using "all the modules", it is to make the players choice an actual conundrum with gain & loss
If you had specialized subs, the player wouldn't be responsible if it suck at what he tried to gear it for. He would just think "meh, solar-panel isn't useful on an 'offensive' subs" and only use the only configuration that work (since all other are so easily crippling).
Plus, what do one even mean by 'offensive' ? Less armor more torpedo? In a game built around pacific exploration?
More slots mean you can have modules with downsides to compensate for all the good they do. Being able to use Sonar & DPS together would result in using more power, giving you a reason to use efficiency or solar/thermal upgrade.
And that's not considering the possibility for more module, which would be pointless now when there is only 3 slots free.
The solar charger is extremely usefull. My seamoth is almost always at 90% power or higher as I just park in the sun when out on adventures.
Anyone use the Engine Efficiency Module? Does it effect things like the PDD's full burst?
Upgrade that recharge energy are only useful if you have reasons to drain more of that power. Thing is, the Seamoth itself don't use that much power and you'll only have two free slots for upgrades some of which don't use more energy.
So if you took energy upgrade you don't have space for anything using it
And if you didn't take one the energy upgrade will dry your energy (and it's easier to switch powercell once in a while than carry several upgrades to be switched at moment notice)
I mean, do you imagine yourself going out of the Seamoth as you are attacked to replace a sonar by a defense module?
And again, don't go thinking the game would be too easy if you had more upgrades.
If you had more upgrades you would use them more often, you would feel more confident, taking more risk because you've got armor AND defense AND you have storage to carry more loots (before going to safety) AND to top it off you would think you can escape easy because you have a Sonar.
Well? use the above and you'll be out of energy faster while staying longer (since you have storage) and that's putting aside the possibility of adding downside tied with the benefit effect.
I mean, just imagine if using the Sonar attracted some rare hostile?
All for today, I'm hoping it will be considered for expansion. Even as a DLC I'd buy a good one, and if it's free? I'm buying the game for a friend.
No, the efficiency modules only apply to energy lost from movement. I'm not entirely sure if anything built inside the Cyclops also benefits from the efficiency module, but modules do not receive a cut.
Forces you to use your nogin
This could be done by adding special slots for the depth upgrades, and by integrating the efficiency boost into the base Cyclops.