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Would be less of a pain and be actually nice to have them. I also have the same tiring issue of constantly opening the damn doors that I dont even use most of my hallways and just swim from place to place instead.
I ran into this by accident. I had a lot of bulkhead doors (10+) in my base. One day, poof, they just open and my character's position shifts a little. I liked the ease of movement, but it does make the bulkhead feel like a regular door.
Maybe the best option would be:
Option 1: Default Animation
Option 2: No Animation (Opens like bulkhead doors on the Cyclops)
Option 3: A faster version of the default animation. (around 2x speed perhaps? But, in a someone realistic speed of movement)
1. Remembers State from prevous use. (Open/Closed)
2. Closes automattically when the base suffers a leak to prevent water from entering non damaged sections of the base.
This is simply IMO and thought to add my voice to the collective suggestion.
The idea of the doors closing automatically during a leak would be awesome. The idea of the doors open/closing upon approach is also nice. I'd guess, if they implimented this, it would be with a new bulkhead blueprint (Like a Bulkhead MkII or something).
Was in Moonpool when I saved. Went to leave, got halfway down the hallway when I realized the bulkhead animation didn't play, and the door had just clipped straight to the open visualization and spawned me on the other side.
Went back, sure enough, that door opens and closes instantly with no animation.
Tried the next one on the adjacent Moonpool for the PRAWN. It displays the animation. And after that, so did the original one. Now I can't make them not play the animation. But until I'd opened that 2nd door, that first one would not play the animation ever.
Very odd.