Base Attacks & Base Defense in Subnautica: Call of the void | Deep Dive
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- เผยแพร่เมื่อ 21 ม.ค. 2024
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In Subnautica: Call of the void, creatures will attack your base, so you have to defend yourself!
You can utilize new Alterra technology, precursor tech and even alien fauna and flora to fight off attackers! In this deep dive, you'll learn all about how to manage your base in Call of the Void!
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Research trees killed my interest in the game because of the BR
Hey Acy Please Create a Habitat Contoll Palel wich send a Warning to the PDA (I Build a Base in Front of the Aurora😅)
Aci the GOAT
There is actually a mod with base parts, it is called fcs and it adds plenty od features.
Aci I think you could have base lockdown mode or something where reinforcements come down from the windows on your base kind of like shields and you could also add a control Panadol, so like a reaper was trying to attack. It would sound an alarm the base lights would turn red and start flashing.
If you're going to be adapting Precursor tech ... capture and reprogram those little maintenance bots, place them in your base, and they keep it repaired when you're attacked. A certain number of bots would successfully defend against an attack by a certain number/type of creature. The rest of the time they're just clanking around, acting as a sort of pet.
Better yet, the mechanical leviathans for like 3 platsteel and two double A batteries
I second this
@@computer-fortnite7571 Two AA batteries?
Or even (just hypothetical) instead of idling they can craft things for you? Like when you pin things they can help make the things on your list, or if not maybe they just keep things stocked like bioreactor etc.
Well if we are on the topic of precursor tech then may I bring you attention to the gun in the pod Heehe
Not sure how feasible it might be, but it would be cool to have a base that can just float in the void without being attached to land. Maybe with floaters holding it up? Would be cool i think
That sounds super cool, but I think it might need an anchor, or else creature would be able to push it around and then you could lose your whole base (like the drone cameras in the base game lol)
But it would be super cool to be able to mess with your base's buoyancy by adding or removing floaters
What do feasible mean ?
Im not english i need help lol
@@GIGACAT573 it means something like if it's possible to do it
Or using floaters as a resource to make special “floater” variants of base modules, simply removing the land requirement
@@GIGACAT573Basically if something isn’t feasible it isn’t easily possible
"we'll stick to the no weapons rule of Subnautica"
*inhales deeply*
"Alien Rifle mod goes brrr"
that is sooooo truth
I also think a speargun would be an interesting idea,
lol
i absolutely adore the idea of having a few creatures that help defend your base in a symbiosis with the player
i'm a particularly big fan of that shock resistant floater cousin thing and the hives
i love the idea that an army of tiny creatures will help you defend your home because it's also their home, little bit of teamwork to keep the shared living space safe, be it swarms taking on attackers directly or a pile of living goo that creates a coating to defend from electrical attacks
It's already possible to do a few interesting things with "tame" creatures in Subnautica, I'd love to see that expanded upon in CotV!
The idea of hives on your base is sick as hell. Also, maybe some sort of geysers that could scare off or damaged creatures without proper heat resistance could be interesting.
Edit: This was posted 2 months ago, how the fuck is this still getting likes?
I imagine you could feed them and evolve them to suit the biomes fauna
@@Billy-ir4jc Yeah, and then different evolutionary lines could potentially have different effects and be better/worse at warding off different creatures.
There is one modded base piece I know of - the Cyclops dock. It's essentially a vertical connector with grabber arms at it's top to hold a cyclops in place, attaching to the hatch under the front end and allowing you to jump in and out without going outside. It doesn't have it's own models or anything, but it's well implemented, adding autopilot to the Cyclops for both docking and traveling across the map hands-free, the ability to charge the sub using the base's power, and it's relatively free of bugs or glitches.
I think it would be really cool if you could have growbeds that contain regional plants to disguise bases such as kelp in the kelp forests or corals in the safe shallows (Maybe even some kind of cloaking system from the void that passively uses energy, could tie into the silence). I think it would also be really cool if creatures you hatch could be released and protect your base while you're not around.
Would love an airlock interior piece that will drain whatever module it is in so long as there are no holes!
That way you can have intentional holes in your base so you can swim straight in and travel through a bulkhead airlock without flooding the rest of it.
thats a really unique idea!
The risk-reward of your mod plans is really well made. If you build in the safe shallows there’s no room but if you build in the dunes you can have a massive base, allowing for more natural progression which Subnautica excels at. It would be nice if you added some kind of filter module to give you a needed item and expand this risk-reward concept. Edit: imagine if you could have your own precursor crab drones.
I also think it works for Subnautica if some creatures are just *really good* at smashing your base. It's their planet, after all, you're just a visitor.
Aci I just want to say this is one of the coolest mods I've ever had the pleasure to witness. The silence is so good and I can't even play subnautica without it in my mod folders now. It's so excellently well done that its almost indescernable from vanilla subnautica. Keep up the good work!
For leaks causing oxygen loss : it makes no sense since the exterior pressure is higher than interior pressure it would more likely pressurize the air/o2 until the pressure equalizes and the air/o2 is given an out so the destroyed base components would lose a ton of air/o2
You know, as a joke, I think you should be able to dismantle the quarantine enforcement platform using a habitat builder and put it on top of your base as a defensive turret
#isupportthisidea
knowing subnautica recipes, it's gonna cost like 5 plasteel ingots and an ion power cell for that massive hyperlaser cannon which is like nothing lol
The thermal plant for 4 platsteel and like five copper
@@iSomeDood Resources are finite and can be difficult to procure, so the recipes being rather forgiving is pretty nice
@@computer-fortnite75715 copper is a lot
you could make it so that plants can grow around and on your base so that it gives natural camoflage and decreases the chances of leviathans and other creatures from spotting or detecting it
what type of plants tho?
Creepvine, bloodkelp, some basic seagrass, maybe a brain coral or two, just anything other then a tiger plant.
Almost anything
I'd love to see this type of of thing added to further the part of Subnautica that sorta relies more on your creativity and adapting to your environment, rather than brute forcing the idea with weaponry and foreign means.
Unless its something you attach to your base that sounds hard to program
you really need to add some way to camouflage your base. it would make it so most big creatures can't find your base, and it would be super cool. If you could blend the transition and make it so bases are half buried for defense it would be SO COOL. Also, a shield generator like the cyclops, for the base could be very fitting. Another idea, a dome projector that makes a small area around it have no water. You could have some very cool things. Also, (ik its a lot,) but having a form of weathering, where bases will gather things like barnacles or algae, or grow root like vines around it.
It's a lot of things, and most likely you won't read this, but I just wanted to share some of my ideas. Also, I hate to say it, Cyclops docking module? 🥺👉👈
Yeah I think colouring your base could make it camouflage with the water and environment edit: maybe your vehicles too like depending on how you colour it it could camouflage with the leviathans in the area and then the leviathans will be sceptical at first but then start not attacking your vehicle of choice also vehicle cloak module ? That can be activated through a button on the inside😮 another thing for aci is please bring the seatruck into subnautica from below zero and then add a cloak module that would have a button inside that once activated would make your entire seatruck turn invisible 🫥 and then no hostile creatures would attack it
Also shield generator for the base🧐 as a base defence for all biomes?
Can't wait for this mod to be done
me too bud
This is a mod?
@superawsome043 yeah
Place your bets lol . 2027?
100% add these components: Electrical panel; This module takes the place of a reinforcement/window, and is activated by the "Breaker". Breaker; An interior module, attached to a wall, upon interaction, it absorbs energy (Amount changes based on how many electrical panels you have on that base), and electrifies all electrical panels attached to the base, deterring any creators attached to / grabbing a room with enough electrical panels to harm it
You could add radioactive defense to your base you would need your rad suit again but you could have a short burst of radiation drive off non-leviathan attackers. Could even make use of spent fuel rods perhaps
yeah or have nuclear reactor to fuel it? like u can't just use a therm reactor of bio
there already is one in the base game@@haleybrown8197
That new base attack / repair stuff really looks like something that'll change SN in the best way possible, I also LOVE the idea of the modules to defend your base!!
ANTH!
there could be a module that shoots out a creature decoy to get the creatures to go away. you could attach it to walls like windows or wall planters, and have to refill it every once in a while
The fact that this mod extends beyond the void is absolutely insane! I can't wait to see what else this mod will have to offer in later updates.
Also, the dock at 8:08 reminded me of this face: ̊ ̊ ̊ ̊
I love the idea of creatures that can help you base rather than just attack it. It’s a great and realistic idea. I feel like Inorder to have one of them move in, you would need to meet requirements. Maybe the hive species don’t like loud noises, but will be attracted if you emit lights (Like other bugs are).
But I feel like rather than being something you craft, or attach. You would find it in the wild, scan it, then the data log for it tells the player what it does for the base, and how to meet its conditions. Then you need to wait for it to arrive and nest.
It would be cool to see a warper based defense structure or module that could teleport creatures away from your base and disorient them, in exchange for a lot of power.
Maybe add something like camouflage to base so there is less chance hostile creatures attacking base
yeah like cover it in vine? or like a thing that glows, like those really small green creatures in the regular subnautica
Based off game lore and knowlege of how camoflage works, changing the color of the base to fool the eyes and breaking up straight lines (Remember, there is NOTHING straight in nature) with shadows, the terrain or flora would theoretically work since the animals on 4546B work off visual cues.
You guys should add new things to the system of base breaking down things, like if a small fish attacks it numerous times, it'll put a small hole in it, but if a reaper attacks or something, then it would be possible for large cracks and maybe even super big holes in your base, where you could possibly swim through, and even smaller fish starting to come in your base, and some larger. Like if the reaper makes a huge hole, the sandshark could possibly get into your base. And also when you're base is flooded, even at 15m deep, you're base will slowly start to rust and once you repair your base for holes, you need to add a tool to get rid of the rust :). I've been wanting something like this and Call of the Void is the perfect way to get it implemented!
hear me out,
I've always loved the idea of the cyclops being able to dock another vehicle (ignoring the convenience of it) for the hypothetical of if my cyclops gets attacked by a threat too big, where it would eventually no longer be able to take the hits or escape from this great threat, when you start to hear that final abandon ship message from the onboard ai telling you that you have mere moments before your ship is gone, as the alarms blare, you scurry to your docked seamoth (or prawn suit ig) in a final desperate attempt to run for your life from whatever terrifying threat attacked you.
....what im getting at is that, i think it'd be really cool to have a base piece that would enable a similar experience to this, a last ditch attempt at survival from a threat too big for you and your base to handle, this could be because you underestimated the dangers of the environment you decided to encroach on, or you were underequipped for the threats around you, such as having the wrong defences for a certain threat, or running out of power after a long defence that you hadn't expected. or maybe you unknowingly brought a lurker back to your defenceless home ect ect
maybe something along the lines of an escape pod / shuttle that would split from your base and get launched up to the surface, getting you as far away from the deadly depths below, possibly sending out creature decoys periodically to try increase your odds of escape.
Build a moonpool and dock your sub
@@amethyst137_ ehhhhhh, ig
doesnt hit the same tho
and moonpools, in the void would be.... interesting.... with the crush depth and the surrounding "wildlife"
@@theragepheonix8527 they literally showcased the moonpool for Hydra in this video.
Perhaps you could add something like a abandoned base, with a random chance of spawning in the void. It could be held up by floaters ( floater idea from Razsac.) These bases could be like time capsules, just its an entire base. The bigger the base is, the lower chance of it spawning.
I remember seeing an old sudnautica animation showing off a base defence concept and i know turrets arent going to be added but i really liked the video's concept of flashing red light and a kind of creature scanner that could identify nearby threats and cause a base lockdown.
Anyways, the mod continues to look great! Really excited for it
P.S i think instead of a full on turret, perhaps there could be a kind of Architect pulse cannon that sends out a wave of energy that can harm smaller fish and scare off bigger creatures
If there was a vine like growth it could be more a camouflage rather than adding actual defense. It could maybe attract herbivorous creatures that don't attack the base itself but rather eat the growth thus making it need to have some level of upkeep to maintain the camouflage. Perhaps it could be a balance where too much vine growth means the herbivores start attracting predators. Planting creep vine potentially needed for upkeep of the camouflage may attract stalkers. While a risk they also begin bringing nests of scrap metal and of course drop teeth. A calculated risk for easier titanium and enameled glass sources used for expanding one's base. I think overall being able to have plant life growing in an area effect the ecosystem would be really cool. Seeing how certain creatures react to other fauna and flora in the area could add a level of experimentation and immersion that brings the ecosystem more to life.
Also, in the hydra video a potential skill tree associated with the hydra rather than standard upgrades was mentioned. The skill tree could also correspond to the base defense systems. Like a biological path leans into the previously mentioned ecosystem-based defenses. The crystal reinforcements could go along with a crystal path. The sonic deterrent could be part of the tech path. Maybe one branch may make hydra exploration easier but not do as much for base building or vice vera. Maybe that makes things needlessly complicated, but it could add more functionality to the dock. You use the dock to access the skill tree for the hydra and in the process the pda discovers applications for base defense based on whatever upgrade. Like Hydra getting the ability to pump o2 from the water may allow the base to figure out how to lower power costs for base o2.
I am extremely excited to see a more fleashed out version of the lurker leviathan that concept really intrigued me and terrified me all the same
I've never played the game but I've watched the game grow from having no active lava zone to now seeing this and all I can say is keep up the good work
Looks good man! Looking forward to this mod.
i freaking love the idea of symbiotic relationship with alien life and your base and i liked the way you thought about these base defence aspects
I have an idea for a defence with precursor tech. Once you activate it, it makes big blast around your base causing some creatures to flee and maybe stunning leviathans for a short time. I don’t really know how broken this would be but I would love for it to be added in at least the concept.
Maybe the hydra docking could be something like the cyclops docking mod if it gets too complicated to add the new base piece
I like the idea of using local wildlife and precursor tech to upgrade your base, as you're going deeper than Alterra would plan for under normal circumstances.
I really love all these ideas. I hope you and your team can make all this a reality! Genuinely so excited for more of this. Really does feel like the DLC Subnautica always could have had. Just played with the Silence mod and it was one of the best intense gaming moments I've had for a while. Getting past the creature was so fun, at one point it literally tipped my cyclops vertically, set the inside on fire and I had to climb back up to activate the suppression system, then swim outside in the void (whilst crying) and repair the ship. Was so much fun.
One Idea I have, not sure how hard this would be to code but for creatures you have raised in containment and released outside your base to be able to fight off other aggressive creatures who are attacking your base. Say you released a friendly stalker or bone shark outside, they could start attacking creatures who are attacking the base to scare them off. Could have a lil fish tower defense army
miniature QEP, uses an ion cube per blast, and can scare away leviathans, the gun part will have a pipe jut into your base where you can refill it with a ion cube
"Or, you can go out and deal with them yourself, but that probably won't go too well for you since, well, you only have a knife."
I see that as a challenge and I accept it.
I like how at 3:05 the duck looking whatjamacallit looks like it’s shaking his head alongside the commentary.
Idea: Directed Sonic Wave Emitter - A turret-like device that is mounted on top of a multi-purpose room and can be remotely controlled from within the room. The turret will emit directed sonic waves that deter almost all creatures when fired at but, consumes a significant amount of power.
adding on to what other commenters have said, having camouflage is a really cool idea. adding plants that are native to your current biome could boost your "stealth" score by a LOT, at the cost of not being able to have noisy or intrusive modules
maybe a style of base defense thats just hiding the base. either tech wise or just camouflage. idk, gives me the mental image of a group of scientists in their base turning on their defensive camouflage, turning out the lights, and quietly waiting for whatever’s outside to go away.
I think a good idea for defending your bases could be: a module you can add to your base that attracts a certain creature and that creature thinks food is coming from the base so it will defend it and will prevent certain creature attacks from happening example: a crabsnake comes to your base and prevents small creatures form attacking.
I love all these ideas, especially the fact, that you could cooperate with the surrounding fauna and flora in some way, that doesn't make it just happen, but you have to work for it (ex. You put some kind of feeder outside and the creatures will try to protect your base).
Maybe for base protection you could use the shield from the cyclops (the same that we used on the rocket in the original game)
an interesting thing could be to add airlocks to enter your base, because that small glass hatch might be fine near the surface, but deep down in the void it feels like it'd be a severe weakpoint both structurally and defensively.
Thank goodness the lurker leviathan is still in the works =) The silence with its stalking and camo abilities seemed like it would replace the lurker. But now we got more terror to deal with =)
This mod looks amazing already with just this and the silence
I only very recently stumbled across the COTV project and I'm beyond excited to see this come to pass. This is more than a mod, you'll have breathed a whole new life into what is already a very immersive and awesome game. So, having watched this video there's one thing I'd like to see addressed.
It's always bothered me that having a flooded base brings no real consequence, simply slap on a reinforcement plate, repair the breaches and continue like nothing happened. It should be that electrical equipment is ruined and any plants killed by the salt water, which would also mean that Bulkhead Doors suddenly become very important, beyond providing some reinforcement, because now you need to plan how to protect, for example, your power plant room by their installation. It's a very small detail against the backdrop of all you have planned, but one that would help with the immersion and challenge of the game. Can't wait to see this come out!!
It actually makes no sense to build an underwater habitat and not also ensure it's resistant to flooding. Believe it or not, primitive underwater habitats are a thing in the real world and spoiler all electrical/mechanical parts have extra care put into them to ensure they will work even if exposed to large amounts of water.
NGL this sounds super cool! I’d love to see this in game soon enough. Keep up the good work dude.
This is too good and the only support i think we will get for a update to subnautica hope this goes well aci
Precursor defense system: A little turret that shoots out the teleportation projectiles warpers shoot, teleporting the creature and dealing a small amount of damage.
Oxygen shouldn't decrease with holes in your base, seeing as IRL, when a car goes underwater and water is leaking, oxygen won't leak because there is no room for it to leak. If the base is broken, obviously oxygen will leak.
Alterra defense systems: A torpedo defense system would be nice, as well as a creature decoy deployer, similar to the one in the cyclops.
Always happy to see news on the call of the void mod, the work you and your team are doing is incredible!
Honestly I want to play this mod just for the tiger plant turrets haha. The rest is just the icing on the cake. The very thick coating of icing on the very large cake. Keep it up!
One cool idea I had is that there is a new base module for the hydra escape pod so that it would go to it and dock on it and when you have more than one of this module on different bases than you can choose to which it should go
or like it ejects you up into the surface with floaters if your base gets attacked by the silence or smth? like a last hope or smth (ps:this won't work in caves)
I love collecting all the plants, so I'm super excited for a terrarium!
This is INCREDIBLE, keep it up, i can't wait to get to play this
I feel like a cool base defense from either the volcanic zone or precursor itself would be a thermal weapon. Maybe an orb-range around the base just superheating the water to boil any non-volcanic creature alive (like when you use a thermal knife on creatures), or even a sort of heatray that auto-seeks attacking creatures and shoots a jet of superheated plasma or magma at it. The pro being very high damage but the con being high power useage and attracting light & heat seeking creatures.
Some cool ideas for some base related things:
Attaching floaters to your base will reduce the hull integrity loss when attaching base pieces to your base. It starts off small, but the more you add, the greater the effect is.
Some of the new base pieces you’re adding could only be unlocked by scanning precursor tech. For example, for that sonic deterrent base defense you mentioned, maybe you could have it so it’s only unlocked by scanning the sonic deterrents outside the PCF or ones found on other bases.
Idk, I’m not really a game developer, but I think these would be cool ideas
making the silent drop a organ when defeated to make your base a sort of null-zone so everything just avoids it could be cool. or scanning it gives you a blueprint for a synthetic version of its organs for the same effect
keep up the good work. we believe in you and everyone in the team working on call of the void
I think it would be fun if different interior modules impacted what damage your base would sustain. Moon pools and aquariums could flood, emphasising the need for bulkheads and power generators could catch on fire or even explode (this would make nuclear power a huge risk/reward).
And another thing that made my day happier C: Thanks for all the work you put in the mod. I can`t wait to play it.
3:24 I remember in one of the videos about sabnaticus, red sprut took off harmful tips and one of them was to plant these very plants near his base
At first I thought "oh no I don't want creatures attacking my base" but all those ideas that you have of how to defend it convinced me!!! Amazing, I'm so excited for this mod, I already am preparing a playthrough with the shard and hoarding resources to play with it!!!!
I have another idea for a defense module, namely an extra wall in which oxygen is stored if too much is produced and when an animal attacks the base like a bone shark that it either lets oxygen out through openings to scare the animal and if the wall takes too much damage it bursts and all the oxygen escapes with a small explosion with which it can at least for a short time scare larger animals
How about repulsive rings? They could be placed either in the joints or as a dome in multipurpose rooms. They would act as repulsion cannons, protecting a 360-degree area from small and medium-sized predators and stun leviathans, giving more time for action. It would cost a lot of energy and it would work in periods that would leave some opening of damage chance for hostile creatures, in addition to only working in a certain area it could be balanced.
wow all off these ideas are so cool keep it up!
You can find new creature eggs that you can put in a nest that you can build and the new creature attacks anything nearby the base
Here's my idea: if you do add the alien techlogy to bases a cloaking module would be interesing here's how it would work:
-reduces creature agression
-power usuage is incrised by 50%
-small fish would not be able to damage the base as they cant see it
-leviathans might hit a destoryed piece again as they arent sure if its destoyed
-if your base is heavy attacked you can put the module into overdrive cloaking the base complety witch will make the creatures stop attacking and they will swim away but overdriving can damage the module/break it but also incrise the power needed by 150%
If we're talking about precursor tech for defenses I can think of two...
A warper deployment platform. You occasionally fead it lead, diamonds, and biomass and it can create/store warpers to deploy during attacks.
Another would be a spider drone deployer. They drive off attackers and will also automatically rebuild bits of your base when they can.
The sonic deterrent system was already spoken of after all.
Maybe one thing you could do is create a sulphur nest to build a colony of crash fish. Anything "hostile" that gets too close it can bring forth a crash fish to attack. It could keep a storage of crash fish eggs to breed and keep going.
Maybe even a "call" system. That could play back certain creature sounds recorded to scare off some threats or accidentally attract others. Like you don't want to play sea dragon or reaper calls in the lava zone, but playing sea dragon sounds near the mountains stops reapers from daring to come near.
I do get not wanting to put in anything like an automated turret considering everything, but having something you could store the gasopod sacks in to release towards attackers would work.
this whole base defense thing and creatures attacking ur base should be in vanilla subnautica fr. Literally one of the things that the main game is missing
Base defense idea:
A porcupine/hedgehog esque defense that requires tiger plant seeds to make. It adds numerous small holes onto the selected base piece. So, if it detects a hostile, or manually activated, it will launch tiger plant spikes in all directions. Works best when theres swarms of hostiles.
What could be a nice addition is a electronic shock perimeter defense system like on the seamoth, but stronger. The shock should not be able to kill however. But just temporarily stun and spook the enemies.
I'm very hyped for this, it sounds cool!
Love your content❤❤ cant wait when it comes out
I hope you get all of this done! It sounds just incredible. Though I need to say, it also sounds like a lot of work. Whether all of this is feasible as a mixing team therefore is sundering I don’t know.
The creatures covering your base and helping you is a very good idea and i'm very interested in seeing more of those ideas.
An internal module for the base defense system i was thinking about is the Neural Virus Injector, it's a little sphere that is attached to the base externally, it contains an arm with a syringe that when activated could inject a neurologic virus that controls the mind of the creature, making it defend the base for you. Obviously this could'nt work with bigger creatures like Leviathans but for smaller ones, could be interesting. Cannot wait to play this guys, but take your time for as much polishing as possible! 🔥
My suggestions(Im late they wont even notice):
1.
I have a really cool idea of adding a watch that can notify you of approaching threats or even like a motor radio , O2 meter and many more functionalities regarding the content the mod will add
2.
Will we be getting any new companion pets ? 🐕❤
3.
Aci there's a lotta room inside the hollow aurora and might be a good place to add up some story plots or like add up fragments into. Like a new room for broken down hydras .
4.
Aci your idea of a teleporter is cool but from my view the alien tech never blends in into the alterra's habitat systems but the teleports can be another outdoor buildable and still looks a lot resembling the teleports down in the emperor encloser (please dont make them triangular jus makes it feel like a door frame metal detectors in theatres and airports)(my opinion)
Another thought i had was that It couldn't be made possible to be placed in the void areas so you would still have to face the deadly creatures to pass through and do your doings (that's basically the mod void expansion (don't make it skipabble)) (this part of the thought could be scrapped (i think im talkin nonsense?))
It would be cool if you had a shark robot or mini leviathan robot defend your base. It would have its own health and would be especially vulnerable to electricity because it’s a robot. It would swim around your base and would occasionally need its power cell replaced.
I really want to see Archotech bases that can be built by player. Maybe some end-game/post-game building parts, maybe even restricted to it's own Precursor habitat builder tool.
Also - batteries for bases. If you make so much mechanics linked to energy, you need to add a way to store extra energy on your base.
this guy went from reviewing mods to creating amazing mods full of content. good job to you and your team.
I think it would be so cool if we had a final defense type of thing, it would have to be expensive so it would take a whole ion core or smthg to power, if your base was in a bad enough state you could activate it and it would unleash a green wave deterring all creatures for the current "wave" giving you time to re build and prepare for next time
What about a sonar system for your base, I think it would be really cool to see something like the lurker leviathan in the distance get closer and closer. I think it would build anticipation and terror like the base game does very well
Might have to call out the custom precursor base piece out for this :P, also great work on this mod cant wait until it gets finished :) 👍
Hey there Aci and the whole CotV team!
First of all I want to Show how deeply appreciated your guys' work is. This is just one of the greatest mods i've ever seen, I myself have started playing Subnautica again after a long break just because of the amount of things this mod will introduce, whilst also having a pretty vanilla style of content.
Since you guys seems to love feedback, I'm gonna give you some. This is of course based on my opinion and premises, so you are free to disagree. I would still appreciate it if you guys would read trough this article of a comment. :)
(Thx for the heart on my last comment btw!)
Now first of all, I think that the idea of base attacks is a incredibly good concept, adding a lot of depth to the already great Subnautica gameplay. I personally am a great fan of the increased usage of energy, threats and new modules to defend you base. Almost all of the things you mentioned in the video stays true to Subnauticas style, not going overboard, using existing assets (like the Tigerplant) and also balancing all of the defense modules out by every different one having a almost unique purpose.
Going through all of the concepts specifically, the oxygen system is great, the attacking of a too big base from all different creatures (I'm still gonna build one out in the void) is a good concept but of course the player should get a sign of building too much and have a lot of freedom what belongs customization and shape of the base.
The defense modules are also mandatory, so theres no critique here, except for the precursor part. I personally dont like the concept of building precursor parts, weapons etc. as already shown by other mods, since precursors are supposed to be a very mysterious, almost unreacheable treshold of power which the player is supposed to not be in control about. Again this point only is my preference since I like vanilla mods which say close to the games gameplay, balancing and story.
The idea of custom attacks from different creatures can be great (such as ampeels overloading your base, crabsquids shutting it down and other special ones you guys probably have planned, maybe even for the mesmer leviathan?), but it could need some potential balancing by only giving the player a more easy and more early game method to counteract this, which will of course be also not as powerful as other methods.
Now obviously as many would agree with me, the hydra is probably the most hyped psrt about this mod, but so is its own dock for me. This is generally and genuinely one of the best concepts i've seen so far. It stays true to the game, and also took some inspiration from Below Zero (correct me if I'm wrong) which makes it all around a balanced concept. Even making the modules for the Hydra only trough this is great imo. Of course one of my concepts would be to even integrate some modules in the modification station, and altough not as efficient as only having to build them at one place, it just brings more use to a "Frabricator" which you would likely never use again otherwise. I am already a big fan of the unique shape of the dock, which brings all the more variation to bade building.
Now to the concepts I dont really like or just think need balancing.
The breaking hull of bases are a bit too overkill for me, since the limitedness of recourses troughout the game (trust me they dont respawn, I waited 5 hours for one metal salvage in the crash zone once!!) can make it really annoying for people to repair it or find resources for the fix. Now even though I think the ability to repair it with the repair tool is not as well worked out as it could be, I also cannot find another way to balance this out.
Now, the critique part was way shorter than the things I liked and for a good reason! The incredible amount of work put into this makes this a project I like already (which is rare, I have high standards). It needs a bit of balancing for the players enjoyment here and there, but is in good shape and I cannot wait for this to release. I really believe this will bring a lot of hype back to Subnautica, if not even big mainstream youtubers like PewDiePie, Jacksepticeye or 8-Bit Ryan.
I now spent half an hour writing this, but I hope it proves my dedidaction to motivate you guys and help out where I can.
Greetings from Germany, NaelvonBorg :)
Aci I love all of these ideas it feels like a Canon dlc
A cool idea for deterring aggressive creatures would be a torpedo launch system. It would function like a camera in the scanner room but, they would be single use torpedos that could have various affects, such as a sound and light lure, or a sonic blast which deters electric creatures. They could also have upgraded variants which could last longer or have more range.
I wonder if any of the Aroura Lifepods managed to get to the islands, Who knows maybe Maida, or even Bart Torgal?
What about a sound mimic? Something that can clone the sound of something you have scanned that will either attract certain fauna or deter. Maybe like prey sounds to lure away predators or predators sounds to scare away lesser predators, or maybe even fauna sounds that cause a certain fauna to protect the noise thing because maybe they think it’s one of them?
the idea of creature attacks on base is really great, possibly when a module fills up with water it is heavily weighed down, maybe your modules could have weight and you need to construct support beams or else the weight will be too great and the base will fall into the abyss, maybe when it fills up with water a room could have extra weight to it and make it fall into the abyss easier. Something cool like that.
also like the two biggest subnautica mods at the moment are this, call of the void. And Return of the ancients, i would genuinely like to see a collab
Two ideas for the base:
1. Some sort of camouflage mechanic decreases the likelihood of massive creatures even noticing your base, especially if it's still small
2. An incentive to hatch eggs of defensive creatures that, after a certain amount of time in your alien containment tank, have loyalty to you and will defend your base.
It is impressive how much you are adding to the original game
I'm way more excited to check out this than I was Below Zero
keep up the good work aci
I think it might be a good idea to have like a half corridor where you can shoot out a creature decoy in any direction, and it keeps swimming away for a short period of time, drawing any creatures away from your base, either giving you time to repair or to fight off any remaining creatures
A cool idea would be a modual for the cameras where, when your getting attacked, you can detach them from your base and make them produce creatures sounds to distract the creature, essentially making the cameras become movable creature decoys when your base is being attacked
You should add a grav trap for bigger creatures that pulls them in and then shocks them
Add an automated prawn suit, by making it grab or shoot rockets if it was out of your base
ok this is just going hard, awesome stuff