Camera Upgrade Module For Vehicles

5Raptorboy5Raptorboy Join Date: 2015-05-29 Member: 205021Members
I think it would be cool to be able to get a camera module for the 3 vehicles. Have them work exactly like the cameras for the scanner room, and make it cost some titanium, a wiring kit, and glass. Then if you are in the seamoth, cyclops, or prawn suit, you can send out the camera to scout out and see if there are predators, fragments, or resources nearby from the safety of your submarine. Not much else to this suggestion.

Comments

  • ryansearcyakryansearcyak Alaska Join Date: 2018-03-01 Member: 238451Members
    edited July 2018
    I can see the potential for a Cyclops Scanning Module, but not necessarily a portable Scanner/Scouting Camera as a way to find resources or dangers.

    -The single greatest limiting factor of having a Scanning Module for the Cyclops is power consumption.
    It would be usable while piloting the Cyclops making it a 'scan as you go' option, but would use more power. Power consumption can be offset when used in conjunction with the Engine Efficiency Module and the Thermal Reactor Module (while in a hot area).

    -It would lack most Scanner Room features and upgrades.
    The only upgrade that would be compatible is the Scanner Room HUD Chip (only obtainable via Scanner Room). It would lack the special fabricator, upgrade slots, and camera ports. The Scanning Module would only work at the same speed and range as a Scanner Room with no upgrades.

    -Resources that can be scanned would show up as a sub-menu on the HUD.
    Can only be accessed while at the helm. A Scanner button would appear on the right side, pressing it would activate the sub-menu in the middle of the HUD, providing a list of resources to scan. The sub menu would stay on the HUD until deactivated. The Cameras on the Cyclops would also be able to pick up resources just like the Scanner Room Cameras.

    -It would be limited to only resources.
    Scanner Rooms are able to scan for nearby Reefbacks and Reaper Leviathans, not sure about the others, but the Scanning Module would only be able to strictly scan for resources. This is to avoid making the Cyclops Sonar Module worthless.

    The idea behind imposing such limits to the Cyclops Scanning Module is to make it as basic as possible, in the same way the other Cyclops modules are very basic. The only convenience it should have is a way to scan for nearby objects without the hassle of building the Scanner Room and a power source for it.
  • LavLav Minsk, Belarus Join Date: 2018-06-18 Member: 241524Members
    I'd expect Cyclops module to have less range than scanner room actually, and thus use less power. It doesn't need that big a range anyway, you can always just move the sub itself.
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