Trailmakers
Mr. Blue Sky Dec 22, 2021 @ 4:25am
High Seas - Just chasing artifacts???
First goal is to bring artefacts to their respectively colored portals: Green, Red, Blue and there are 35 for each color.

This is monotonous - are there any other missions I can do in between or is that what the main campaign and other modes are for?

Does High Seas offer anything else aside from the artefacts mission?
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Showing 1-15 of 16 comments
alvaroping1 Dec 22, 2021 @ 5:32am 
you can just use it as a sandbox map, with the addition of wind and waves
Mr. Blue Sky Dec 22, 2021 @ 10:54am 
Originally posted by alvaroping1:
you can just use it as a sandbox map, with the addition of wind and waves

Alright, thanks for the info
Blackguard Dec 23, 2021 @ 8:28am 
Originally posted by alvaroping1:
you can just use it as a sandbox map, with the addition of wind and waves
The high seas 'expansion' was just an empty sandbox map with like a few parts that you can't even use in other maps.

Its really bad.
Mr. Blue Sky Dec 23, 2021 @ 5:13pm 
Originally posted by Blackguard:
Originally posted by alvaroping1:
you can just use it as a sandbox map, with the addition of wind and waves
The high seas 'expansion' was just an empty sandbox map with like a few parts that you can't even use in other maps.

Its really bad.

So far it's been good for testing ships

Anything below the ocean worth making a sub for?
Sh1j1ko Dec 27, 2021 @ 9:54pm 
Hi guys, I don't understand the point of these artifacts... are they simply for collecting or do they serve a purpose?
Mr. Blue Sky Dec 28, 2021 @ 4:53am 
Originally posted by Sh1j1ko:
Hi guys, I don't understand the point of these artifacts... are they simply for collecting or do they serve a purpose?

What I've gathered, like the main campaign, they're to get you accustomed to the parts and how to consider physics when building.....you'll notice a lot of the artefacts in really dumb ass places.
Sh1j1ko Dec 29, 2021 @ 1:04pm 
OIC, the artefacts give you a reason to build and experiment... kinda the point of the game huh! LOL
Mr. Blue Sky Dec 29, 2021 @ 3:28pm 
Originally posted by Sh1j1ko:
OIC, the artefacts give you a reason to build and experiment... kinda the point of the game huh! LOL

Yeah, that's kind what I said - would be nice that there were other different missions as well
like exploring underwater caves, sunken ships and such
Darkling Dec 30, 2021 @ 4:50am 
The real question is whats the point of the compass block?? Not sure there's a point to using it on any map outside of high seas where it's already useless thanks to the HUD
Last edited by Darkling; Dec 30, 2021 @ 4:57am
alvaroping1 Dec 30, 2021 @ 4:53am 
Originally posted by Darkling:
The real question is whats the point of the compass block?? Not sure there's a point to using it on any map outside if high seas where it's already essentially useless thanks to the HUD
it's a sensor, so you can use it to trigger things automatically when it points in some direction. A lot of people asked for a block which did that, so the devs decided to add it
Darkling Dec 30, 2021 @ 5:02am 
As far as i can tell it works the same as the angle sensor, trigger inside (or outside) set range with adjustable output from -1 - +1, but you can't set it to specific directions which is unfortunate.
alvaroping1 Dec 30, 2021 @ 5:06am 
Originally posted by Darkling:
As far as i can tell it works the same as the angle sensor, trigger inside (or outside) set range with adjustable output from -1 - +1, but you can't set it to specific directions which is unfortunate.
you can set it to any direction by changing the position of the triggering zone, exactly like you would on angle sensors. Once you can measure the angle relative to a constant direction, you can describe any direction and thus get an output if the direction is inside any arbitrary set of directions. You don't need to be able to change that constant direction, since the only thing that matters is that it's constant
Darkling Dec 30, 2021 @ 5:17am 
It's going to use more complexity to set up logic with that sensor. it'd be hard to steer or correct course with a constant input pointing you in a specific direction if you wanted to change course without going back into build mode, or without making the sensor input too weak.
alvaroping1 Dec 30, 2021 @ 5:49am 
Originally posted by Darkling:
It's going to use more complexity to set up logic with that sensor. it'd be hard to steer or correct course with a constant input pointing you in a specific direction if you wanted to change course without going back into build mode, or without making the sensor input too weak.
just rotate the sensor to rotate the triggering areas, it's not that complicated. Same thing was already done with angle sensors for pitch/roll
stutzguitar Feb 11, 2022 @ 7:57am 
Originally posted by Sh1j1ko:
OIC, the artefacts give you a reason to build and experiment... kinda the point of the game huh! LOL
Building new/better subs and flying machines is a remedy for the monotony of seeking ALL 100 chests. I've searched the entire under-water map in a tight grid pattern at 20 kph, did it twice. I built a sub capable of navigating the vortex maw. I've got hovering cars among a variety of purpose-built vehicles for searching everywhere above the surface. Out of this effort I've found 93/100. I've also begun to map the positions of chests which appear untouched but have already been "opened". These may lead to frustration for some players, and I wonder if these appear in the same positions for everybody. To continue in that project I will build or refine more vehicles, call it OCD or completion-ism. Even in this little sandbox of a DLC there exists a challenge.
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Date Posted: Dec 22, 2021 @ 4:25am
Posts: 16