Flappybat
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Energy usage is ok, minus a few tweaks needed like the power sapping Seaglide. Tools don't go through their battery too fast, the Seamoth lasts a good time and only needs you to hold a 1 slot powercell for backup power. The prawn lasts forever.
Yes agreed they should be able to use power.
I'd also like to see light poles with a different color on each side that you could use to market a route across the sea floor. If you have played SOMA you will know those. With a floating bea…I'm ok with it being damaging. It's another gameplay element that keeps things interesting.The seas are too calm. Variable waves and storms would be great. In the lore you can't live on the islands because it rains too much to grow crops.It's only reasonable to expect there to be 0 power drain when you aren't inside it. The power drain just sitting in it and not moving feels a bit excessive but I have only run out of power a few times so I can't call it excessive.Yellow fish blood I am fine with but disappointed they will change the Blood Kelp. The red looks amazing.The battery issues were horrible until I got a seamoth. It's fine when you have a seamoth as your main transport so needing a modification station to upgrade the seaglide probably pushes back the time you can upgrade it to it already being your seco…This would be a good use for the scanner room.They could be neatly tucked up then extend when you interact with them before doing the fade out.I would like to see cycling airlocks, they don't have to take very long with the futuristic technology. It would complicate hatches as you'd need enough space on the other side and a bulkhead door but then you have a more interesting, atmospheric an…