Ship Graveyard Simulator 2

Ship Graveyard Simulator 2

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No Hazards in Floating Cities
So I know some people are upset about the fact that some of the ships are incomplete or repetitive. Neither of these really bug me , since it makes sense for ruined/wrecked ships to show up in a graveyard and the repetitiveness of the game makes it great podcast material.

The thing that bugs me is the lack of hazards. No gas valves, no steam pipes, not even junction boxes. Is there a reason for this? I can't help but feel that the hazards in Steel Giants were much better designed. They were often hidden away, behind bulkheads or under gratings. They introduced a nice light element of danger and challenge that the ships in Floating Cities are lacking.

I know the cruise ships are civilian vessels, but they still need power, fuel, etc. I'm holding out a little hope that these might be added in a patch, but not much. I'd be curious if the devs could tell us why these features were cut from Floating Cities.
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Showing 1-4 of 4 comments
Pesky Jan 22 @ 4:42pm 
I consider each safe, and each object which unexpectedly needs a bash, far more annoying than a hazard.
Canjul Jan 23 @ 1:43am 
Originally posted by Pesky:
I consider each safe, and each object which unexpectedly needs a bash, far more annoying than a hazard.

The bashables don't bother me too much since they're usually stuff that's attached to a wall. Just imagine if there was a screwdriver mechanic where we had to undo them.

The safes are annoying, especially because there's no upgrades to make them easier. Bethesda tyle lockpicking should have Bethesda style upgrades.

The point of my post was less about the new features and more about asking why base game ones are absent. Floating Cities ships should have both.
the first ship of the dlc has a small electricity hazard
Canjul Jan 24 @ 2:58pm 
Originally posted by redknight4 ﴾Σ﴿:
the first ship of the dlc has a small electricity hazard

Sure, but...compare that to any single Steel Giants ship.
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Showing 1-4 of 4 comments
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Date Posted: Jan 22 @ 3:25pm
Posts: 4