Subnautica: Below Zero

Subnautica: Below Zero

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Drop pod design
I just think the drop pod we start out with is really weird. Do we have forcefield technology or something that keeps out the water when we open the door? If it just had a hatch in the bottom it would a least make sense and feel a lot more immersive plus the legs on it would actually be there for a reason.
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Showing 1-15 of 50 comments
naomha Nov 23, 2020 @ 3:15pm 
LOL. Yeah, it's funny. It's even like that with the Sea Truck. You'd think that you open that top hatch and you'd sink the damn thing. It's a game though. Roll with it.
Freddy Eriksen Nov 23, 2020 @ 4:38pm 
Whoever designed things for Subnautica 1 at least had a brain
Coops Nov 23, 2020 @ 6:00pm 
Originally posted by Freddy Eriksen:
Whoever designed things for Subnautica 1 at least had a brain
You mean the seamoth and prawn forcefields?
Andreas Nov 23, 2020 @ 6:47pm 
Originally posted by Coops:
Originally posted by Freddy Eriksen:
Whoever designed things for Subnautica 1 at least had a brain
You mean the seamoth and prawn forcefields?
You know, I think the things should just flood every time and then get drained. :}
dragonbornzyra (Banned) Nov 24, 2020 @ 10:39am 
Where's our umbilical cord dive suit?
archer9234 Nov 24, 2020 @ 1:16pm 
All doors since the first game have the same mechanic. There's just no visual of what holds the water back.
dragonbornzyra (Banned) Nov 24, 2020 @ 2:14pm 
Originally posted by archer9234:
All doors since the first game have the same mechanic. There's just no visual of what holds the water back.
Doesn't change the fact Subnautica's lifepod had top surface and bottom water entrances that made sense, and Below Zero's drop pod entrance is on the side.

We're not talking about how Sea base hatches or vehicles work, at least that's not the OP line of thought.
bongerman85 Nov 24, 2020 @ 10:44pm 
i had suggested to the devs during their request sticky years ago, to give us a proper dive room. something lined with lockers, displays dive suits, air tanks etc. and a hole in the middle of the floor for in and out access. it would be near impossible to open any of these hatches or doors even with mechanical assistance due to the pressure exerted on the structures by the water. let alone the water flooding a base.

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)
Last edited by bongerman85; Nov 24, 2020 @ 10:45pm
Sputnik Nov 24, 2020 @ 10:57pm 
Yeah, it's a;ways been disappointing they treat their core environmental element in such a slipshod way. Maybe they figure their players can just imagine it's like real water.
archer9234 Nov 25, 2020 @ 12:16pm 
Originally posted by dragonbornzyra:
Originally posted by archer9234:
All doors since the first game have the same mechanic. There's just no visual of what holds the water back.
Doesn't change the fact Subnautica's lifepod had top surface and bottom water entrances that made sense, and Below Zero's drop pod entrance is on the side.

We're not talking about how Sea base hatches or vehicles work, at least that's not the OP line of thought.
Why would that be any different. You have examples from the original game. Where hatches placed sideways, and water doesn't come in. Nor have an airlock. No one would really want an actual airlock, after a few times. You'd end up using the Moonpool as an entrance all the time. All they need is a force field effect added and it be fine.
Last edited by archer9234; Nov 25, 2020 @ 12:16pm
dragonbornzyra (Banned) Nov 25, 2020 @ 12:33pm 
Originally posted by archer9234:
Originally posted by dragonbornzyra:
Doesn't change the fact Subnautica's lifepod had top surface and bottom water entrances that made sense, and Below Zero's drop pod entrance is on the side.

We're not talking about how Sea base hatches or vehicles work, at least that's not the OP line of thought.
Why would that be any different. You have examples from the original game. Where hatches placed sideways, and water doesn't come in. Nor have an airlock. No one would really want an actual airlock, after a few times. You'd end up using the Moonpool as an entrance all the time. All they need is a force field effect added and it be fine.
Because the OP isn't talking about bse hatches. They're specifically talking about the Life/Drop Pod.

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.
Last edited by dragonbornzyra; Nov 25, 2020 @ 12:34pm
Weaver Nov 25, 2020 @ 3:43pm 
People reacted very negatively to having to sit through airlock sequences in early development of the first game, hence why the water just whooshes away. I do agree they should of put the door on the bottom of the pod in this however, instead of the side. When it comes to your own buildings however, the choice should be yours, hatches on the bottom for realism (my preference) or on the sides for convenience.
Sputnik Nov 25, 2020 @ 3:46pm 
Originally posted by archer9234:
Originally posted by dragonbornzyra:
Doesn't change the fact Subnautica's lifepod had top surface and bottom water entrances that made sense, and Below Zero's drop pod entrance is on the side.

We're not talking about how Sea base hatches or vehicles work, at least that's not the OP line of thought.
Why would that be any different. You have examples from the original game. Where hatches placed sideways, and water doesn't come in. Nor have an airlock. No one would really want an actual airlock, after a few times. You'd end up using the Moonpool as an entrance all the time. All they need is a force field effect added and it be fine.

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.
Sputnik Nov 25, 2020 @ 3:48pm 
Originally posted by Weaver:
People reacted very negatively to having to sit through airlock sequences in early development of the first game, hence why the water just whooshes away. I do agree they should of put the door on the bottom of the pod in this however, instead of the side. When it comes to your own buildings however, the choice should be yours, hatches on the bottom for realism (my preference) or on the sides for convenience.

Also untrue, There was concept art made for a base airlock but never it was never actually made up into a working unit.
bongerman85 Nov 25, 2020 @ 4:12pm 
its funny honestly, and quite disappointing that the developers couldnt look at the multipurpose room, and maybe alter it a bit, shrink it, and turn it into a person moonpool instead of a vehicle moonpool.
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Date Posted: Nov 23, 2020 @ 2:27pm
Posts: 50