Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
We're not talking about how Sea base hatches or vehicles work, at least that's not the OP line of thought.
as far as the prawn and seamoth go it could be understandable to think that the operators area would drain very fast possibly before we even begin to operate it. but the seatruck actually hurts this idea overall. its literally a short or long cigar tube.
the idea with the seatruck i feel was to quell the problems when we didnt have a cyclops dock and the devs couldnt figure out how to make one. (Yet a player did, and it works)
I understand everything you're saying. Just to let you know. And I'm in agreement. But I'm also able to see things and agree with the OP's line of thought too. It's the realism vs video game practicality conflict/balance.
Why do you say "no one would want an airlock"? Untrue.
I'd like to see these included - at least until the late game when maybe you'd get that alien force field technology you'd have to go through hell to find a blue print for. Then I'd like to see it properly done with graphics, not left up to the player to assume.
Also untrue, There was concept art made for a base airlock but never it was never actually made up into a working unit.