![]() Just load up a locker in the storage module with those things (not terribly hard since the plants are high yield). I would like to point out that mid-end game food is already not balanced because of one simple thing. They wanted the choice to be either build base(s) and effectively use the bases to combat survival elements OR have the player do more inventory management and only take what they need to combat survival if they wanted to live out of the seatruck. It is very degenerative gameplay as you remove the need for what is supposed to be a core aspect of the game. It was basically a balance issue of either making/keeping farmable plant food strong but not growable without a base or allowing the module but having to nerf all growable food to compensate.Ī conscious design decision for Below Zero was to try and force the player to want to build bases more and not just rush cyclops, decorate it with farms and storage, and then never really touch the base building tool again while still being able to collect every single thing you see and not have to worry about any survival elements. The Greenhouse Module was a cut candidate. If you meant Scanner and not Sonar (unsure), that would be incredibly OP and ruin the point of the push for scanner bases.ĭefense Modules and Horsepower Modules already exist as Upgrades and would be redundant. This was a problem point with the original Cyclops.Ī Sonar Upgrade would have made sense as something fun to add, but a full module would be too much. If you can store effectively infinite amounts of everything with you at all times, there isn't really a challenge. Inventory management is supposed to be part of the challenge of a survival game. This isn't really fixable and hence the feature was removed.Ī Sea Truck docking module (similar to a hatch) for bases was proposed a long time ago but was basically lost to the back burner as it is actually fairly complicated to implement, but would still be a nice addition. Was orginally part of the game but was significantly buggy AND more importantly, due to how Subnautica renders things, cause huge amounts of lag. Enter again and you will be immediately seated. Just tilt truck up/down and exit seat, you will immediately exit sea truck. Leaving the truck with a vertical (enough) tilt does this already. ![]() Pathable mapping =/= collision physics, unfortunately.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |