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Also I also hope that they add a console which will control modules, like external modules and the inner engine console could be for inner upgrades like power, and things. External for depth module and any other ideas they have for the outer layer for it.
+1 for the idea though, i would actually use the Cylops then.
Oh youre right...just seen some ideas like that while scanning through more of the discussions.
But as more often it gets mentioned the more likely it will be noticed anyways ;)
Right there with you! Maybe it could even just be powered with a strong energysource like the nuclear reactor...
Hm...true. But is it actually bypassing if you have to do so? In almost any game there is a point where you dont really have to care about resources anymore isnt it? So mabye we would have to concider making the cyclops a bit harder to get (if were honest it dosnt even take that much time to get the cyclops at first - not that i would worry to much about that...im more of the explorer guy and grinding is just the way not the target for me...but like i said: just me)
I suppose it's a matter of philosophy, but I find I enjoy games more when they don't make me work around them to do what I want to do. Needing to have a ton of power to charge up massive batteries makes total sense to me, because it's a resource - if I don't have enough of a resource, I can't do what I want to do, and that's my own fault. Needing to have two Cyclops (or two Moon Pools & SeaMoths) to circumvent an artificial charging-speed limitation makes less sense to me, but I won't whinge or kvetch about it if that's how they go.
As for grinding vs. exploring... if you design the game right, they're indistinguishable. ;) This game pulls that off pretty flawlessly, IMO - I rarely go over the same areas except because they're near my bases and I have to cross that terrain repeatedly to get to places.
I guess thats true yeah :)
But all together i think we can say however this game is going to turn out in the end: its amazing! ;)
- Solar recharge module
So far I tried a solar recharge module (leave one upgrade slot empty and spawn powercells to recharge the Cyclops via debug console when the Cyclops hits 100m or less depth) This is similar to what we have with the Seamoth and it works well but I do not know if it is my preferred method. It is a little too easy and it does not help if you stay submerged for long periods, which is what I envision the role of the Cyclops - extended submerged expedition base-ship.
- Rechargable power cells
This works well and is the most flexible approach but it has a huge drawback, it makes the power constraint on the Cyclops practically non-existent. With 6 power cells The Cyclops can roughly go from one end of the game world to the other. If you simply craft 6 more, or 12 more or even 20 more - the resources are there, its just some grind - you can extend the range of the Cyclops almost indefinitly, which is a bad thing in my eyes. The Cyclops should have a power constraint, just not one that is as constraining as it is now.
- Recharge the Cyclops at a base
This also works well (with "works well" I mean that you can play the game and it is enjoyable) and at the moment would be my preferred method. There is still a power constraint, you have to plan your expeditions and you have to build and maintain a base network. There are places where there is renewable energy available (via solar panels and thermo generators) and there are places where you have to build and maintain fuel based generators. All in all this method would require the most thinking and planning and if I was a game designer, I would go for this.
There is, however, a bit of a problem. At the moment we have the opportunity to plug new power cells into our Seamoth and Cyclops, which is a good thing for emergencies but not if they are rechargable (see indefinitly expanded Cyclops range above) I would like to keep the emergency functionality without taking the power constraint off the Cyclops. One way would be a non-rechargable power cell which I do not like either. Maybe a single use "Emergency Power Pack"? It just does not feel comfortable.
Edit: Maybe this could work: A Cyclops comes with a "Rechargable Cyclops Power Cell" which can be removed from the Cyclops' engine core, but not manufactured by itself. This item is large and unwildly (3x3 tiles size) and can be recharged at a special container in a base. That way you keep the emergency recharge ability but would have to build more Cyclopses to get more power cells, which is impractical.
I admit the idea of keeping a half dozen emergency cells for the Cyclops seems a little unrealistic (what, does the player eat the drained cells when you swap them out?), but I guess I classify that in the same category as "what happens to all those used up water bottles?".
One other reason I'm not certain that a battery charger is a good idea is, needing to manage a dozen batteries' charge status seems like a pasttime only an accountant could love. ;)