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Trasport for your seamoth/prawn (more so the latter one).
Storage/hauling cargo (add in some extra glass lockers and you can move a lot of stuff).
It's your home away from home when exploring new areas. Stealth for when you get or are going to near the big things and to big itself for warpers to do anything to you, at least while your inside it.
Early game before you can find the power cell charger just try and save using it until you need to, i.e. strip mining the aurora for new stuff.
It'll get easier once you can find the power cell charger, then you just need to make sure you don't leave the base without some spares, just in case.
....Just so long as you aren't going up hill to much. Or need to make a sharp turn. Or turn around. Or do much of any turning.
You're missing out on the fun. Underwater spiderman does whatever.
Cool thing about this game is that you don’t have to use certain vehicles if they aren’t to your liking. Or you can start out using certain vehicles and then stop altogether and be fine.
When I get the cyclops blueprint I usually make two. I’ll keep one at the surface. Limited upgrades. Carrier vehicle for my seamoth. And the second one I upgrade heavily and carry the prawn with. I use the second one to go down into the deeper areas. Where it starts to get tight and sketchy I take the prawn from that point on.
Playing like this makes it so I can completely cut out having stationary bases.
But like I said it really depends on how you want to play and how much time you want to devote to your specific play style. If you like having stationary bases in many places and only using the prawn for deeper exploration then more power to ya.
Anyway, the Cyclops can store days worth of food and water; hold tons of salvage, loot, supplies, and crafting stations; recharge and repair small vehicles; act as a refuge from most hostile creatures; and can be (carefully) piloted near the final areas of the game, areas where building a base would be annoying and expensive materials-wise.
It's pretty much a vital part of the endgame, unless you want to build chains of habitats, which is certainly an option.
Plus, the Cyclops is cool and fun to use. My one gripe with it is that placed lockers float way out from the walls visually, which looks silly.
That's one of the other gripes I have with Subnautica. The final upgrades should come a bit sooner, so that you actually have time to use and enjoy them.
Might be different once the final sequence is added in 1.0, though, depending on how much work it is to get the thing ready.
It's a time and resource sink that has almost no return
Smart inventory management + Prawn is all you need
Edit: Not meant in a mean way tho... haha