One thing I’d really like is more food chain elements, like how you can sometimes catch reaper leviathans eating bonesharks in subnautica. If the devs added more ways to show carnivores eating prey I’d really like that.
I would like to see that but what would be even better would be a predator prey system that could affect the population of species depending on the availability of food for them and the number of predators around them that way killing a reaper would have large impacts on the ecosystem of the world
i like the idea of leviathan patrols, but what if the ai also would linger around areas you are spotted on that path more often, it would make it so that you cant easily cheese the ai by simply waiting for it to go to the other side of the patrol path
That would be cool, but only if they did it temporarily. I mean why the hell would a reaper linger around for a human when almost every fish around has more nutrients than you and is bigger than you.
We literally need leviathan patrols. Knowing exactly where leviathans are and aren't makes you get comfortable, and getting comfortable eventually leads to you not finding the leviathans as scary anymore. Imagine how much scarier the dunes would be if instead of eight reapers sitting in fixed locations, there were just three that were constantly moving. You could explore the entire area and run into nothing, or you could double back on a place you just were and bump into one that wasn't there before
It's an interesting idea for sure, but personally I like the idea of having more leviathans rather than fewer. Also the patrolling leviathan would mean it attacks and eats all of the other faunas in the whole biome, not just the area it spawns around in so it will make the dunes biome, for example, even more sparse. To address the getting comfortable part of it, all they would need to do is have random spawn points within the assigned biome for the leviathans every playthrough. This would allow for a risk and reward system for players who want to be surprised by the leviathans each playthrough, but also rewards the players who decide to spend enough time around all of the larger number of leviathans to know where to build a base around them and how to navigate them. Moreover, having actual spawn points within the world makes more sense for the leviathans as an animal. If they patrol and seem to be only after the player then it's just too obvious they are a game mechanic and it takes away from the immersion.
You should check out the Persistent Reapers mod! It adds extra reapers to the map that will wander around even when they're unloaded so you can encounter them anywhere at any time. One of my most vivid Subnautica memories involves this mod :) (Side note: it's also HIGHLY customizable, so you can make reapers as rare or not rare as you want and also have options for aggression levels and even a mode where the follow and stalk you over long distances) (Side note two: a thought that occurred to me that ties in with your idea is to combine it with a spawn control mod and remove the naturally spawning so only the wandering reapers exist? Could be an interesting playthrough)
One environment effect that would be cool to add are currents. I would like currents set around the world that can also change over time. It could be a useful source for transportation.
Reason they never did it in the first game because of the Lifepod, believe it or not, the first Subnautica had current, it's why the Lifepods floated away so often and were lost after some time, so they removed it in early access, the final game never had it so many people wouldn't know about it.
hear me out... the creatures interact with each other more. Rather than the occasional stalker killing a peeper, the difgerent creatures can be competeing for reasouces and food.
What I really hope for Subnautica 2 is that they hire Simon Chylinski for the soundtrack. My biggest gripe with Below Zero was that it's soundtrack was kinda lacking. No hate towards the artist. It's just that Subnautica 1's soundtrack was unique to the game and it's enviorment.
I cannot agree more. The original soundtrack was so good, and the way it could be exciting, mystifying, and terrifying all at once was so perfect for the atmosphere of the game
Firing Simon for old twitter posts that make fun of woke agenda is why I've never bought the game despite completing it three times by now. Still leaves a sour taste in my mouth.
I'd love the idea to map the ocean yourself. Like you're the only one on an alien water planet with no map whatsoever so why not making a map yourself? With coordinates, directions, area pictures of interesting spots and so on. Having an underwater camera would also be awesome to add to your map and journal. Also sometimes I was thinking, some leviathans are just ridiculously huge, so what happens if it eats us alive and we have to fight to get out again with our tools? Like lasercutting our way out of its belly or something 😂
I was just thinking of using scanner rooms after a fashion similar to the towers in Breath of the Wild or the lookout zones in assassin's creed. Powering and protecting a scanner room in some biomes could be a part of progression where you have to protect, repair, and replenish the scanner room for a few minutes and are rewarded with blueprints for items that make that biome easier to explore sustainably. Also having points of interest, like you said, be marked for further study.
There are beacons but there's no time to name them if you want to set one up into the void because you'd die before even setting it up also leviathans are crazy strong you'd be dead
I think more creative leviathans would be a great idea Every leviathan, baring the sea emperors, can be put into three categories, bitey, grabby, or special. And the only special leviathan that isn’t passive is rhetorical Sea Dragon. Things can still be bitey and grabby, but they should be able to do other stuff. Like, for example, imagine if reaper leviathans could burrow and jump out of the sand like real life bobbit worms, or if shadow leviathans could cloak themselves somehow, leaving ONLY their shadows visible until they attack
what I'd like to see: Entering vast underwater cave system: "Unusually high levels of genetic continuity detected within this biome. Data incomplete. It is recommended that a scanner room be built at the coordinates generated for optimal research conditions." Entering scanner room 1st time at coordinates: "Long-range scanners indicate that this biome is made up entirely of organic and fossilized material with no breaks in genetic continuity. This suggests that all contents once belonged or grew out of a single, massive organism. "Assessment: Leviathan class and biological records insufficient to the scope and size of this life form. Creating temporary unique classification based on ancient mythological texts: Titan"
I also like the idea of having a secondary objective of building a scanner room at specific areas in each biome which synthesizes useful blueprints based on local materials after being kept functional and powered in that spot for long enough. Each biome could have unique challenges to keeping a scanner room functional and the blueprints synthesized would be focused on mitigating those challenges. e.g. a lava zone scanner room could generate a more effective thermal suit and thermal charging modules for vehicles etc.
That sounds cool in theory, but trying to one-up the gargantuan fossil would probably just feel like cheap spectacle, especially considering the garg itself was already very much pushing the upper limit of believability.
@@joshuasgameplays9850also i dont think this is trying to one up the gargantuan leviathan, considering the pda never called the garg a leviathan, in fact its classification would probably literally be gargantuan instead of leviathan
One thing that would be cool would be a digital or actual paper map that you can customize yourself and have the complete freedom to draw. This would also spark some interesting community interactions with people sharing and confronting their maps
This would be nice. And not. On paper, claustrophobic underwater diving is horrifying so it makes sense it should be in Subnautica to some extent but... Below Zero showed that this game just isn't scary when everything is shrunken down and closer together. That game was mostly narrow spaces and I think it suffered for it (among many, many other reasons).
for the autosave thing part i think they should do it like rdr2 did. by having an autosave function but also keeping the manual save so that you could go back if something happens. and the autosave will be there so that you would be fine if you forgot to save before exiting. and you could of course load both of them at any time
i kinda like how fallout does its saves there are auto saves for when you enter buildings and also manual saves quick save/quick load and exit save so it saves when you exit
I would absolutely adore seeing the old concept art of the single cell biome being used, navigating through an area using sound cues as to avoid the giant tentacles of the living floor is such a cool idea in the pitch black.
About five years ago I remember beating the first game on hardcore. I did it on my xbox one and I remember being even more terrified because the game on xbox would love to not load certain zones and i always had a risk of falling into the void. I actually remember saving myself from one of those falls but thats a different story for a different day. Anyways I was nearing the end of the game. I had cured myself and turned off the Big Gun and was finishing up the Neptune rocket when my game suddenly froze. I desperately spammed every button on my controller thinking it would help but unfortunately all of my efforts were in vain. When I loaded back in I was in my cyclops just above the lost river entrance in the blood kelp zone. Around 5 hours of progress was immediately sent into the void. I eventually got all my progress back but that was the next day.
I'd like crush depth damage on the player's body. It's always been a bit silly that your titanium vehicles get crushed and damaged by going too deep but if you pop out, you're completely fine.
Yeah,this is a huge immersion break for me, they should rework the prawn suit, than you have to use it in deep water, and you need watch your power and hp, make the game more intense in end game
More decorations. If it's in the game, we should be able to decorate with it. Also, customizable desk pictures and posters the same way wall picture frames could
I want active food chains so like take stalkers for example they need to eat to stay alive so you could have them seek out the smaller fish in the area like they do with metal scrap. This would add a whole new level of immersion to the world and make it feel even more like an actual ecosystem. Further more you could make the amount of each animal affect others so if you kill a ton of stalkers you would see more peepers as they have less predators.
I'd love to see a rich and layered ecological simulation with some varied creature AI. Like if you plant a lot of a specific plant at your base, that attracts the herbivores that specialize on eating that plant. The counter is to hatch their predators in your ACU and let them out around your base. (Early humans planted grain which attracted rats, which attracted cats...)
it would be cool to see but hard to implement, creatures in subnautica have to respawn because many produce resources important to progression or just to stay alive like food or water. If top predators produce any sort of important resource it would majorly punish the player for killing literally anything, since the plants, prey animals and lesser predators would all be indirectly connected to them reducing their spawnrate. First-time players would likely not be aware of this mechanic and could accidentally ruin their chances of finding an important animal. The player would constantly have to micromanage how much of each creature they kill or keep alive to keep the ecosystem balanced, which could be very tedious and potentially not fun. The only feasable way to implement something like this is to keep track of how many creatures the player has killed and adjust spawnrates based on that. Active simulation would have to be done via GPU, something that the game would probably already be using lots of just for graphics. IMO it would have to be done as a challenge mode rather than in the base game.
Eh, what? This was a thing in my game, I've seen stalkers attacking and killing peepers. It also happens with bonesharks or whatever their name is. Or am I deluded or something? Is this not a feature? I swear I remember it happening often in my game. I'm talking about Subnautica 2.0 on PC, which I played this year in January/February.
more biomes and situations that made me feel what i felt the first time i entered to dunes biome. with the announcement of leviathan class lifeforms and the terrifyingly deep ocean floor. the feeling of, not 360 degrees, but spherically, all around me, there could be danger. that was perfection and id love to feel that again
I want the next map to be insanely wide and deep One thing that makes the ocean terrifying is how vast and deep it is. Most locations aren't deep enough to give that feeling. Imagine how terrifying it would be to be like 1.5km deep, but not see the bottom or top of the ocena
Since multiplayer has been confirmed, I’d love to have a larger submarine that can be piloted alone. The PDA says that the cyclops should be piloted with 3 people, but a good reason was never given for actually needing it. You can do basically everything from the wheel. Give us a cyclops or cyclops like sub to at can be piloted by one person, then the bigger team based one. I’d love it if the controls of the sub were separate from a sonar map, camera controls being somewhere else. I love the idea of delegating duties between the players. Someone can pilot the sub, someone else can manage the map and cameras, maybe some defenses like shielding, a shock system, and the distraction pods, and have the hull break on the inside. Someone can be in charge of building items to prepare for when they actually get to the destination, and they can also deal with any repairs that the sub could need. This delegation of duties is why I love raft so much.
My main hope for Subnautica 2 is a map design that encourages and rewards building multiple bases and actually finding interesting places to build them. My biggest complaint with both the original is just that by the time you get far enough away from the safe shallows to start feeling like it would be nice to have a base there you reach the edge of the map get whatever is in that area and never have a reason to go back there. The only place where it make sense to have a second base at all is the entrance to the lost river and even then because of how confined that space is it really only make sense to have a small outpost rather than a full base. This complaint is even bigger in Below Zero because the map is much smaller overall. What I think would be ideal is a map layout that would resemble something like a large atoll where there is a ring of shallow waters with deeper waters in both the center and around the exterior of that ring. That way as you explore you are going to find places where a second, third, or even 4th base make sense and help you progress.
I always wanted something like this. By the time this becomes viable you're already at the end of the game and kind of like you said, there are no systems to encourage it. It would be really cool to have a sort of network of bases scattered across the ocean, each serving a different purpose. Maybe a sort of power plant, a research station, maybe a few smaller outposts with scanners for gathering specific materials. The end section of subnautica almost has a framework to facilitate this if you catch my drift. One of my favorite parts in the original was planning out and gearing up to build an outpost in the later areas of the game but it doesn't last very long and ultimately feels kind of anticlimactic. Oh and having super deep wide open void style biomes (not in a cave) would definitely help with this. Perhaps the normal base parts and reinforcements wouldn't even survive the pressure and potential animal attacks that far down, and you must discover and create new types of bases using materials that can only be scavenged at those depths.
I think it would be awesome if some creatures had a certain time of the day when they are asleep. It would be really cool to have a hyperaggressive leviathan that will always kill you when its awake but you can avoid it by going into its territory at the right time Edit: And also if your submarine is to loud you wake it up
There are some good ideas in there. I would like to take the patrol paths idea even further and model dynamic behavior of ocean life based on interactions with each other. For example, a predator might prefer to prey upon a species of fish, and it might also try to avoid an even larger predator. Meanwhile that fish species might migrate different places to feed and spawn. In this way, we'd have somewhat predictable patterns, but with a dynamic and logical variation. My biggest suggestion would be to introduce weather and seasons. This would form the basis of most of these dynamic variations. The fish would migrate to warmer waters in the winter to feed on plankton-like organisms or vegetation. But this would be a great way to create more variety to explore within the same biome. Not every biome needs or wants seasonal changes, of course. But just a few where it makes sense would help a lot. The weather would be largely eye candy, but that's still really important to bring the world to life for the player. I think they're going to experiment more with mobile base options. The cyclops was a good prototype, but that more modular design could really open up more options for how we approach base building. I'm imagining small capsules like on the space station that can be towed around and docked to any base. This would let us build one scanner capsule and bring it with us to whichever base that is needed. I would also like more situational info about each species we scan. If I scan a creature while it's feeding, I should gain insights about that part of its behavior. There could be similar insights for when it's active/resting, breeding, socializing, traveling, fleeing threats, and young/aged. Seasonal differences noted as well. But it would be amazing to start with a really basic entry and only be able to fill it out by observing that creature in various contexts.
Open ocean biome, with extreme depths and varying vertical biomes. Basically sea treader's path but 2km deep, with different surface/midwater/seabed lifeforms
What I want is : -the base pieces you talked about -some sort of minimap but you have to draw it yourself, it would add a big challenge to the game while also be really useful if the player draws it correctly -alien tech, PLEASE give us some sort of alien subs modifier. -minimum of 4 submarines : a seamoth type of submarine that is small, maneuverable and fast / a prawn suit ( maybe mk4 ) / Something between the seamoth and cyclops ; you would be able to build in it, but it would only have one single room and a docking bay / a cyclops types sub.
@@tychus1018no bc the seatruck is shit, you can’t build what you want inside, it’s slow, they tried to merge 2 different vehicles into 1, which didn’t worked at all.
@thecreeper803 the seatruck is absolute shit but it does fit the role of a medium range mobile base, if below zero gave us the seamoth and cyclops on top of the seatruck and just gave us a module that let you build freely it would be so much better
1. Freely roaming predators/leviathans, not restricted to pre-programmed patrol boundaries. 2. Ability to trade resources offworld. 3. Ability, equipment and tools to actually do genetic/bio, archeological and geological research, to build up databases and communicate off world. 4. Have a pet in the base!
Three additions I've been wishing ever since the first Subnautica have been wandering leviathans, ocean currents and storms that affect the surface water. The video covered most of the pros of wandering leviathans and I'd love to have them interact with the bases as well, such as stalking around it or smashing into it if they saw you enter it. The base damage and flooding is a neat mechanic but it's not really utilised in the games and this could add a purpose to it. It would add some pressure of hoping the leviathan will go away before the base floods or you'd have to make a momentary escape. Ocean currents were another thing that came to mind when crossing large areas of the map. Would be neat if you could use the currents to get around the map quicker when you know where they go through. And it would be great to have storms that affect the ocean too. Below Zero got halfway and added changing weather and storms but it mainly affected you on land. Would be awesome if the sea started raging in a heavy storm and you could even ride the large waves as another option of getting around quicker.
Things that I want: -BRING BACK SIMON! -Add leviathans that make me require new pants every time I visit. The only leviathans that EVER did this were the ghosts and reapers. Sorry Below Zero, you're leviathans were garbage. -Make the landscaping pretty. Subnautica did a decent job of this with various biomes like the bulb zone, grand reef, lost river, and a few more. Below Zero absolutely NAILED the landscaping. All of it was SO BEAUTIFUL! I hope that they do the same thing in Subnautica 2 (or 3 ig) -Make the story good. Subnautica's was pretty good, but for Below Zero... I think they tried a little too hard. It felt WAY more like a campaign rather than exploration/survival. Seriously, EVERYTHING ABOUT BELOW ZERO WAS GREAT EXCEPT FOR THE STORY AND LEVIATHANS!
Me personally, I would want autosave as a toggle cuz I do a lot of crazy stuff, and I don’t want that to be broken. Like one time I just spawned 100 reapers and 60 ghost leviathans cuz why not. Would hate for my main save to become that.
@@SnowPaw404 most people want to test or do stupid things in the save that they have the idea in. The idea typically involves something they saw. They would need to make a backup copy of their save to do what you're saying, and that's only possible on PC. What are consoles gonna do? If subnautica 2 is as stable as the original game (I pushed the game to its limits and it never crashed once, the framerate would tank, but the game would still run) we shouldn't need an auto save.
I just hope they focus on the MAIN aspects of what made Subnautica SO successful and enjoyable to so many people. That is the fear of the deep ocean, fear that anything could be out there, and the enjoyment of exploring all beautiful and scary parts of the ocean. Things I would like to see: 1. The Levithian patrols is a great idea! The moment I learned their positions were static, the fear of not knowing what's out there immediately was lost. Although, I do think they should remain in dark and/or murky areas. Seeing a shadow of one off in the murky/dark distance or one sneaking up on you is a fun fear no other game has ever given me before (before I learned their positions were static). Better yet, I think they should be free to randomly roam in the biome they're assigned to. This will prevent players from eventually just posting their patrol route so you could still easily avoid it or build right outside of the patrol route. 2. Upgradable Dive suits. It was always a immersion breaking for me to have underwater vehicles that were limited to certain depths and their metal hulls start cracking, yet I could hop out and swim around just fine. I'm fine with upgrading the depths in vehicles, but I'd just like to see the same for dive suits as well. Not being able to simply hop out of your vehicle for safety when you're attacked at a depth you don't have a suit for would add tension. 3. Deeper ocean floors. I was disappointed when I learned the deepest designed point in the game (that's not a cave or the drop off) was only 600ish meters. Having the ability to go 1500+ meters to the ocean floor in the Cyclops where the sun can't penetrate the depths would drive that sense of anxiety of not knowing what's out there and offer tense exploration. 4. An addendum to the above, would be additional deep water only sea creatures to compliment the deeper oceans. 5. Bigger, longer, and narrower cave systems. While I know Subnautica has large caves, I wished there were longer and narrower large cave systems with multiple routes that you could easily get lost in. In the very beginning of the game, navigating through some cave systems was SO fun as I was always on edge to not run out of air and find my way out. However, mid-game there's really no caves that you'll run out of air as you can fit your Seamoth in pretty much all of them for infinite air - which removes the tension of being underwater. 6. Lastly, a more variety of gigantic sea creatures - both hostile and non-hostile. Watching and listening to the giant reefback leviathan never gets old. More variety of large non-hostile sea creatures like this (like maybe whale-types) would be awesome. And the thought of there being a GIGANTIC Reaper Leviathan out there (larger than the Sea Emperor) would ALWAYS put you on edge.
The thing I would also love to see is leviathans attacking the base, it always felt weird that the base is basically safe no matter if you built it in the Void or Crash zone
6:00 I love this. It's like a refreshing way to incorporate the famous gaming cliche about day/night cycles, only here, the cycle requires research and is more dynamic, further immersing players into base building and grounding themselves to the game
They should make more food options and more biomes with different animals ranging from deepest being the most sneaky and dangerous to the shallow friendly waters
My wish list: 1. Built-in multiplayer. I love the idea of having a 2-3 person crew managing a Cyclops in the Lost River, trying to navigate around the leviathans. 2. Procedurally generated maps. Part of the appeal of Subnautica 1 was the exploration, and the game would be much more replayable if the map was different every time. This would probably be limited to a pure survival mode, but it would still be a fun add. 3. More objectives and recipes. The first two games were very much "scavenge materials and recipes" for survival. I think a fun new angle would be that of a researcher setting up various bases to survey the environment and sea life. The more data you gather, the more recipes you unlock. This gives you a reason to set up and maintain multiple bases throughout the map, and creates a progression curve without "go deeper and find stuff." 4. More game modes. I kind of mentioned this already with the pure survival mode, but there are lots of things you can do in a big map like this. You could have a mode where you're sent to clean up the Aurora's wreck, converting it into a new base, or just to be nice to the environment. There could be a "Leviathan Hunter" mode, where you have access to weapons that will take down the beasts. This could open up a few other story threads to explore, too.
One thing I would love to see is a great migration of animals. Like once every 20 in game days, a huge school of critters spawns at one edge of the map and travels straight across to the other side. The critters may be the perfect food source, might be harvested for rare components, or the free buffet causes all carnivores along its path to become less aggressive due to full stomachs, potentially letting the players access a biome that's otherwise too hostile to explore.
The grappling arm has certainly saved my prawn from getting stuck. It literally wouldnt move and the arm would just make it slowly slide but id get out!
For the auto save part I think that auto save should be a setting that you could turn on because it is easy for bad stuff such as subnuatica 1 were you seamoth could get beached a the crash site so if they were to add something to unstuck your vehicle then auto save would be a good option
for leviathan patrols and when to expect them as a player, they can make a system where the leviathan's prey, travel to an area only to later be followed by the leviathan, for example: youre in the mushroom forest, you suddenly see an influx of peepers, huge amounts of peepers, a few minutes later, or in game days, a leviathan comes to the area
top 3 things subnautica 2 need to be The best game for atlest the next 10 years N.1 Multiplayer (not with using mods) N.2 mod support and more depth and bigger vehicles N.3 weapons being used more and killing somthing like a leviathan gives materials and or ores like idk uranium
I want a Subnautica side game based on a planet or moon like a water world that lost its orbit, perhaps due to some dyson-sphere like alien technology, and is floating though space slowly freezing from the outside in but the oceans beneath the frozen surface still teem with life due to the remaining heat from the planets core and geothermal vents providing nutrients to the organisms with survive, mostly being chemosynthetic or only surviving because they were enough of an apex predator and ate a lot of the remaining organisms to extinction. Perhaps the goal of the game is capturing samples of each remaining creature before the planet freezes entirely leaving it desolate of nearly all life that used to exist within it?
For a land based game they could use the temperature mechanic from below zero, or toxic atmosphere, but also, instead of going down, you're going up. So you start in a very deep but wide open crater and trying to climb to higher areas. So maybe you need to craft climbing gear, grappling hooks, jetpacks, etc. Perhaps you need an encapsulated hover bike to travel deeper into toxic biomes because you only have so much oxygen or filters. Maybe a larger truck sized vehicle with a winch like uncharted 4 or arkham knight. Maybe even a big mobile base vehicle ala the cyclops, which can store your smaller vehicles and deploy bridges across very large gaps. Of course it has to have the staples like leviathans and weird biomes, a mysterious story and some kind of ending.
@hellodumzo yeah I thought something like that too. Your goal on the first planet would be to create a little short range space ship so you can zip around between like 2 planets and a moon, until you ultimately build a long range rocket to escape
Great video! What I would love to see in the next Subnautica is for sure more new scary and massive creatures. I'm playing Below Zero now and today I saw that giant ice worm for the first time. And I'm absolutely terrified of it, just like I am of the dead zone in the first game. I hope to have the same feeling of being both frightened and fascinated in the next game. The auto save is also a wonderful idea. I hate that I can save the game and do something risky, cause if something goes bad I can just get back to the saved point.
A good thing with leviathan patrols would be leviathans actually attacking your base, like the degasi. With the current game you can literally live with the leviathans inches off of your base and it won't affect you at all. Just imagine hopping back in your base and a reaper just munches off a part of it
The idea of having to plan out a base location based on where a leviathan might be is so cool, and having the paths change every playthrough so you can’t just figure out what area is safe and what area isn’t
Some personal things: - water physics: Sub 1 just does not have them. Movements in the water don't result in waves being created on the surface - More stretched out areas of ocean bedding: I love how compact an varied the crater is, but it results in the Cyclops being overpowered. The amount of powercells, food and water you can pack on this thing is insane, but it never has true use. You can get to and from any place on the map without having to worry about depleting power cells. I wouldn't mind it if some areas were just more empty. Picture the different biomes being separated by big stretches of sand, similar to the dunes. This would make it so that you actually have to plan out long sea voyages and build multiple bases of operation. Combine this with migrating leviathans, and you've got yourself a really cool submersible experience. - Leviathan AI overhaul: As mentioned in this video, leviathan pathing is rather predictable. But besides that the AI itself could also use an upgrade. All leviathans will just swap to an aggro-state and charge you in a straight line. Kiting them by circling around them will make them quickly lose interest. It would be great if some leviathans has less predictable AI, such as stalking you or circling you before attacking. Some might be more nimble and harder to shake off, while some might we really fast and engage you from a large distance. - Silent protagonist: I hope they return to silent protagonists, because Robin and ALAN's constant chatter made the game feel less isolated. - Character customization: This might be least important since its a POV game, but with the addition of Coop, it might be nice to have some minor character customization. One lesser take-away I had from the Sub2 trailer is how I am not really in love with the character design. If they do return to silent protagonists, the character probably doesn't need a specific description, so this presents a nice opportunity for letting people make their own.
This video is very well put together! You explain your points quite well and present your arguments clearly. I hope these all get added to Subnautica 2 too!
I also want to see migration, Kinda like the leviathan patrol. Maybe a few types of the animals move from habitat to habitat, some go all the way across the ocean and then go back. Also more caves.
they need to make a mode where you drop in a compleatly random location making the game much more difficult (possibly adding it to a sort of hardcore mode)
There needs to be a void biome, leviathans that hunt instead of linger in the same area, weather affects that cause biomes to change like water rising or temperature change thats brings different species even leviathans to different areas
Speaking of brine pools and creep vines or creatures attaching to your cyclops, it would be cool to be able to collect the brine and have it pumped from the surface of the cyclops to prevent things from attaching to the surface or even as a kind of deterrent from potential threats as they would taste the brine and instinctively swim away.
The only thing I'm really hoping for with this game is upping the fear factor, below zero was scary at times but it never really had the same overarching dread Subnautica had with its environments. Another cool thing I hope they do is flush out the void surrounding the playable area, it would be so cool if we had some optional data entries or secret easter eggs hidden inside of the void or near the edge of it.
In the forest me and a friend spent countless hours making our base bigger and bigger to help defend against the ever growing patrol groups, it made the pursuit of a perfect base infinite. I think patrols and intentional combat are just what this game needs.
I think the leviathan patrol idea is an amazing idea for a different reason. When you go to get something, be it blueprints or materials, from an area with a leviathan, there's not really a point because you'll get chased off by said leviathan, so if leviathans patrolled, then you could be given a limited time to scavenge around an area until they return.
One thing I'd like to see is more stuff to interact with the base-buildndg mechanics more than we already do. It never felt right to me how auxiliary the nuclear reactor was. Hell, a single solar panel is enough to power most of one's industry the first half-of the game. But I also understood Subnautica's map isn't large enough to warrant more robust basebuilding mechanics. I would hope the _presumably_ larger, more diverse map of Subnautica 2 would give breathing room to bases too.
Here's mine: 1) Don't make a worse game (Below Zero) 2) Make progression more intuitive (I've recently finished the game twice, and the on the first time I had to all the time search guides on YT how to get certain blueprints to progres Yes, there are radio calls, but it's incredibly easy to miss something. Not the mention they don't even fire, if you have been to the pod beforehand). I think It'd be great if the player got a warning, that he's leaving an area with undiscovered blueprints. Some kind of a guided exploration would be nice too. Like in Subnautica there's almost nothing guiding you to an orange tablet. 3) Keep combat to a minimum. Subnautica is mostly an exploration game, so I love how animals actually behave like animals. Excluding Warpers (obviously), and leviathans, they retreat after getting hit once, and they mostly leave you alone, if you keep your distance. I don't think aggresive mobs are needed, maybe one or two, but no more types. 4) Bring back Cyclops. 5) Map at least as big as Subnautica 6) If possible give us co-op, and at least one multicrew sub. Like, Cyclops is said to be 3 people lorewise, but gameplaywise there's nothing to do for others. Portable scouting drones piloted from the sub itself would be nice.
Making the world feel alive would be my ultimate wishlist. I want the game to be like a Valve game, where as Gabe Newell always put it for Half Life, that you want the game to react to your presence and actions. All of them. Because in a world that's meant to feel alive, if I interact with it and it feels indifferent to that presence, it'll push away a special dynamic the game and player can have
What I want in Subnautica 2 is a recipe for enameled glass which is cheaper than the Below 0 one. The Subnautica 1 recipe isnt cheap either, sure, but at least you can get the component at least somewhat easily, being just stalker teeth.
If you know where to find it, there's loads of diamond in BZ, which is used to make enamelled glass. But just because you know where to find stalker teeth in OG, it can still take a while before a tooth will actually turn up that you can collect. Stalker teeth become an annoying waiting game
I’d like to see some of subnautica’s and below zero’s biomes in subnautica 2, There would be so many resources biomes and base options. The crystal caves would be good for resources but incredibly dangerous. Also bringing all of the vehicles from both games along with some new weapons unique weapons that can only be used by certain vehicles and of course, new vehicles would be really cool as well And more base parts. Also marg has a tamed snow stalker wouldn’t be cool if you could tame land or sea creatures?
New item: creature tag It tags the leviathan and you can see him in the control room. When some time passes you can see his path and MAYBE even make it a gui part to see where the dangerous places is
i love the leviathan patrol idea, although it is not a simple thing, in fact it feels like it would be a very difficult thing to do(note that i too do not know anything about game developing but this seems like a very difficult task), also the emergency backup of power as power cells in the base is a brilliant idea
I think leviathan patrols are quite feasible. A similar mod for Subnautica already exists which continuously simulates the movement of Reaper Leviathans even when de-spawned (e.g. a Reaper Leviathan could end up wandering from the Dunes to the Safe Shallows) and it wasn't particularly taxing to performance. Especially considering Subnautica 2 will be using a far more optimized engine, I doubt implementing something like that would prove to be much an issue at all.
@@piss.warlock well then i really expect the leviathans roaming to be a feature, i really need to get subnautica on pc to check all these cool mods out
I like the idea of roaming Reapers. I think they should definitely move between biomes. They'd have to balance it with how many in the game/given area, reapers eating everything in the biome, and making sure the PC doesn't immediately get recked when they start. Maybe tie their arrival to the area to some sort of (hidden from the PC) story checkpoint or something.
Zero cutscenes! Their attempt at direct story telling was awful. Below Zero showed us that. They had it perfect in Subnautica 1 because it was hands off. You figured it out as you went and only if you wanted to. I pray they don't repeat their Below Zero nonsense of shoehorning cutscenes into the next game.
Heres a idea. How about a mobile base. The upside is it can move anywhere on the surface. The down side is that it floats so it can’t go below the water.
I want something like infected crossroads in hollow knight, maybe some piece of land will fly up and make a new island with some new location to explore deep down, or in reverse, some isalnd sinks to the bottom of sea Sorry for mistakes if i made any, im not a native speaker, or in this case writer
That alien thermal plant was the bane of my existence. I remember spending an hour trying to look up videos how to get out. I had no grappling hook so it took forever :(
If autosaves are implemented, I’d like to see 2 slots separate save slots, one for autosaves, and one for manual saves. One of my fondest memories of subnautica is going on scouting expeditions deep into unexplored parts of the map with nothing but a seaglide and o2 tank, then quit once I inevitably drowned and reload with the knowledge I acquired (this is actually how I made my way through the Lava Zone and Lost River, XD).
The leviathan patrols would terrify me, but I don’t know if they’re a good idea from a game design standpoint. You’d have to add the idea into the pda, and preferably do it with only one type of leviathan.
If there is one thing I do want to see it's Biomes changing as you play, let's use the crash zone as an example. It starts out extremely dusty and the water is entirely contaminated with sand, but overtime the duat could settle and eventually return to how it was before the Aurora stirred it all up
I like the leviathan patrol idea. That’s one thing as an experienced player I felt both games lacked. Once I knew where they spawned I could easily avoid them. Having them roaming across the map randomly would cause experienced players to be more careful.
5:30 I've thought about leviathan "migration routes" ever since I first tried the "Persistent Reapers" mod (look it up on nexus, it's one of the best modded additions to the OG game ever). So imagine that scanning creatures is not a one-and-done activity per creature, but that information on each type of fauna must be unlocked in multiple "tiers over the course of the game, by tracking and observing the creature/leviathan in question. Below Zero added a temperature system for the player, but what if it affected all other fauna as well? Assuming the world map is big enough, a certain leviathan might have several potential "hunting grounds" that are based off the migration patterns of its preferred prey (which in turn, might be determined by weather events/temperature fluctuations/the presence of certain undersea vegetation that cause certain smaller fish to migrate from one area to another, in search of food/nesting grounds). Imagine this scenario, with the above in mind. There's an extremely elusive leviathan that is known for its stealth, making it extremely difficult to track down. Yet, it's known for causing damage to ecosystems and man made structures it comes across. Over the course of the game, you may find evidence of the leviathan's wake (environmental destruction, destroyed/damaged structures, and eventually the carcasses of its prey), but never actually catch sight of it. In order to actually track it down, you have to determine the type of prey it feeds on, and study the migration patterns and habits of THAT type of creature, and then use that info to track a herd (or a school?) of this particular (prey) fauna in order to figure out what times the leviathan is most likely to go hunting for it, and where it's most likely to strike at its prey. You could have investigations/studies of multiple types of fauna that need to be cross-referenced in order to develop a full understanding of any particular species. Considering the game is already built around exploration and investigation (not combat), filling out a full PDA of creature data could be a really fun and challenging achievement for experienced players.:
I would personally love to see parallel build paths... eg: 3 different formulas for the same buildable, so you aren't reliant on going to 1 spot, but rather you could risk venuring deeper, navigating a leviathan, etc.
It’d be so nice to have a map that showed you the biomes as you discovered them. And discovered resources tell you where they can be found. Having to google that stuff was frustrating.
I'd like to see leviathans not f'ing clip through walls or the ground. In Below Zero I lost a vehicle thanks to those Shadow Leviathans because I thought I was safe in small rift only for that fucking thing to clip through everything and destroy my seatruck. And of course we can't not mention the Dragon Leviathans that everyone has seen clip at least once during playthroughs.
Another thing that I thought of with environmental effects: Changes through time/actions. Similar to how beating the first game gets rid of Khraa from the wildlife and releases emperors, but with more drastic effects. For example, maybe wild eggs hatching and being laid after a set amount of time for fish to return instead of random spawns, or something akin to whalefalls if you kill a leviathan (since we all know that's never stopping), where fish will swarm the corpse and allow a small ecosystem to bloom before it decomposes. (after all, if you're gonna make reapers go extinct, they might as well add some kind of consequence.)
I'd like to see some kind of multiplayer feature. Everyone wants to show off a cool base to their friends. Maybe have some kind of chest where you can gift materials to other players like the "time capsule" feature from the end of the first game
I think the auto save is a great idea but there could be a new game mode thats just like the hardcore in subnautica so that people who want to have a harder game could still have it.all the other ideas are mindblowing great video
Have 2 autosaves with manual save be an option. Everytime you enter a vehicle it should save and every 5 minute in-game it can save. That way you have manual save and an autosave aswell as a backup if your autosave at a bad time
Personally the thing I would want the most is an improvement on the pet system. In the first game you could have a containment and although it allowed you to spawn fish, it was a bit of a letdown otherwise. I would love to see it expanded to allow for bioengineering or behavioral study. Both of which were actual factors in the storyline of each of the games so far but for whatever reason we were only allowed to interact through the scanner itself. Labs have been purely cosmetic and I would like to see that change. How cool would it be if you could design your own Leviathan or cuttlefish by taking samples of DNA from the various life forms on the planet? Or what if certain life forms could break out of containment if you don't research them correctly? It would add a risk reward system to the actual base management all while making the game feel more lived in.
Great video. I love all of your ideas. Now, I had some of the same ones, like the leviathans moving around on a different hunting path and the platforms centering. I hope you don't mind me using them in my video about what I would like to see in Subnautica 2. I'm not trying to copy. I do apologize if it seems that way. It will probably be like 2 ish months before I make the video I need to start and finish my Below Zero play through. So, I can form better ideas for what I wouldn't mind seeing in the next game. Mich love, man. hope you keep growing.
one thing I’d like to see is vertical migration, this is sort if like the leviathan patrol idea but i think some creatures should stay in the depths during the day then move up to the surface during the night, in subnautica the surface over deep areas is almost completely barren, because everything interesting or dangerous is a couple hundred meters lower, i dont want the open ocean part to be completely taken away at night or for the night ocean to be overflowing with massive dangerous predators, that would make traveling at night too annoying at the surface and too easy at night; i just want some specific species of deep sea creatures to move up at night, things like the spinefish and the jelly ray, jellyfish-like or squid-like creatures would also be good, or even a shark-like one especially if they ate spinefish or jellyrays. but idk what gameplay mechanic this could serve, maybe if the creatures were big enough they could have barnacles with useful resources inside that you might otherwise nit be able to reach because you dont have a strong enough vehicle yet, or they could carry things the way stalkers or sea monkeys do, or maybe it’d just add to the world building and make the planet feel more like a functioning ecosystem, as well as make the open ocean surface more pretty and lively at night.
One thing I’d really like is more food chain elements, like how you can sometimes catch reaper leviathans eating bonesharks in subnautica. If the devs added more ways to show carnivores eating prey I’d really like that.
The creature team is working on better AI, so that's definitely possible to see!
👆 This.
Would be great if they had something like hunger if it low creature wont leave you alone if its full creature gonna be chilly
I would like to see that but what would be even better would be a predator prey system that could affect the population of species depending on the availability of food for them and the number of predators around them that way killing a reaper would have large impacts on the ecosystem of the world
@@thethe9286 That sounds very hard to code
i like the idea of leviathan patrols, but what if the ai also would linger around areas you are spotted on that path more often, it would make it so that you cant easily cheese the ai by simply waiting for it to go to the other side of the patrol path
bit like the Wolf Spiders of Grounded in a sense?
There is a dedicated creature team, so that's definitely possible
Wouldn't they just end up at your base then?
@@Jellyfish_the_one yes, but that makes the creature behavior more realistic. Maybe after a bit, the creature could get bored and swim off...
That would be cool, but only if they did it temporarily. I mean why the hell would a reaper linger around for a human when almost every fish around has more nutrients than you and is bigger than you.
We literally need leviathan patrols. Knowing exactly where leviathans are and aren't makes you get comfortable, and getting comfortable eventually leads to you not finding the leviathans as scary anymore. Imagine how much scarier the dunes would be if instead of eight reapers sitting in fixed locations, there were just three that were constantly moving. You could explore the entire area and run into nothing, or you could double back on a place you just were and bump into one that wasn't there before
You Smurfen said it.
or get ambushed by all 3 at once.
The closest I ever cane to losing my cyclops was when I got tag teamed by 2 of them near the crash zone.
It's an interesting idea for sure, but personally I like the idea of having more leviathans rather than fewer. Also the patrolling leviathan would mean it attacks and eats all of the other faunas in the whole biome, not just the area it spawns around in so it will make the dunes biome, for example, even more sparse. To address the getting comfortable part of it, all they would need to do is have random spawn points within the assigned biome for the leviathans every playthrough. This would allow for a risk and reward system for players who want to be surprised by the leviathans each playthrough, but also rewards the players who decide to spend enough time around all of the larger number of leviathans to know where to build a base around them and how to navigate them. Moreover, having actual spawn points within the world makes more sense for the leviathans as an animal. If they patrol and seem to be only after the player then it's just too obvious they are a game mechanic and it takes away from the immersion.
You should check out the Persistent Reapers mod! It adds extra reapers to the map that will wander around even when they're unloaded so you can encounter them anywhere at any time. One of my most vivid Subnautica memories involves this mod :)
(Side note: it's also HIGHLY customizable, so you can make reapers as rare or not rare as you want and also have options for aggression levels and even a mode where the follow and stalk you over long distances)
(Side note two: a thought that occurred to me that ties in with your idea is to combine it with a spawn control mod and remove the naturally spawning so only the wandering reapers exist? Could be an interesting playthrough)
Yes but the map is not random every game, if there were leviathan patrols they would just go around the territorys they already go
One environment effect that would be cool to add are currents. I would like currents set around the world that can also change over time. It could be a useful source for transportation.
That's actually a super cool and fun idea! I can't believe I've never thought of this!
that and power
@@EthanChmielewski-s6h 😲 oooh yes. That too.
And tides?
Reason they never did it in the first game because of the Lifepod, believe it or not, the first Subnautica had current, it's why the Lifepods floated away so often and were lost after some time, so they removed it in early access, the final game never had it so many people wouldn't know about it.
I would love to see more gatherable resources from fauna, like how you could get stalker teeth and gasopod pods.
Yeah they really didn’t do well with this in SBZ
hear me out... the creatures interact with each other more. Rather than the occasional stalker killing a peeper, the difgerent creatures can be competeing for reasouces and food.
What I really hope for Subnautica 2 is that they hire Simon Chylinski for the soundtrack. My biggest gripe with Below Zero was that it's soundtrack was kinda lacking. No hate towards the artist. It's just that Subnautica 1's soundtrack was unique to the game and it's enviorment.
I cannot agree more. The original soundtrack was so good, and the way it could be exciting, mystifying, and terrifying all at once was so perfect for the atmosphere of the game
You've got to admit that the Crystal Caverns OST was peak though.
Firing Simon for old twitter posts that make fun of woke agenda is why I've never bought the game despite completing it three times by now. Still leaves a sour taste in my mouth.
@@Soundwave1900 same thing happened with Martin O’Donnell. I just wish people would leave politics out of work and just make cool stuff.
I still vibe to the ost. Simon POPPED OFF and I hope he comes back
I'd love the idea to map the ocean yourself. Like you're the only one on an alien water planet with no map whatsoever so why not making a map yourself? With coordinates, directions, area pictures of interesting spots and so on. Having an underwater camera would also be awesome to add to your map and journal.
Also sometimes I was thinking, some leviathans are just ridiculously huge, so what happens if it eats us alive and we have to fight to get out again with our tools? Like lasercutting our way out of its belly or something 😂
I was just thinking of using scanner rooms after a fashion similar to the towers in Breath of the Wild or the lookout zones in assassin's creed. Powering and protecting a scanner room in some biomes could be a part of progression where you have to protect, repair, and replenish the scanner room for a few minutes and are rewarded with blueprints for items that make that biome easier to explore sustainably. Also having points of interest, like you said, be marked for further study.
You want vore to be added? I'm in
@@tfordham13 Bruh...
@@PleaseElaborate what?
There are beacons but there's no time to name them if you want to set one up into the void because you'd die before even setting it up also leviathans are crazy strong you'd be dead
I think more creative leviathans would be a great idea
Every leviathan, baring the sea emperors, can be put into three categories, bitey, grabby, or special. And the only special leviathan that isn’t passive is rhetorical Sea Dragon. Things can still be bitey and grabby, but they should be able to do other stuff.
Like, for example, imagine if reaper leviathans could burrow and jump out of the sand like real life bobbit worms, or if shadow leviathans could cloak themselves somehow, leaving ONLY their shadows visible until they attack
You do realize the Ice Worm Leviathan is a literaly inspiration of the Bobbit Worm right ?
@@leofhr2966 no i did not but that doesn’t change that i think leviathans need a bit more spice :3
@whismurr7101 They said they have a new team for creatures so we will wait and see
I love the shadow leviathan going invisible, it actually does currently. (I got my prawn wrecked because it came out of a literal wall)
reapers already do it, although its because of a bug and not intentional behavior
A bit random but i deathly want an archipellago with atolls, lagoons, islands, and more. It could even be the safe shallows of the new subnautica!
some with void inbetween?
what I'd like to see:
Entering vast underwater cave system:
"Unusually high levels of genetic continuity detected within this biome. Data incomplete. It is recommended that a scanner room be built at the coordinates generated for optimal research conditions."
Entering scanner room 1st time at coordinates:
"Long-range scanners indicate that this biome is made up entirely of organic and fossilized material with no breaks in genetic continuity. This suggests that all contents once belonged or grew out of a single, massive organism.
"Assessment: Leviathan class and biological records insufficient to the scope and size of this life form. Creating temporary unique classification based on ancient mythological texts: Titan"
I also like the idea of having a secondary objective of building a scanner room at specific areas in each biome which synthesizes useful blueprints based on local materials after being kept functional and powered in that spot for long enough. Each biome could have unique challenges to keeping a scanner room functional and the blueprints synthesized would be focused on mitigating those challenges. e.g. a lava zone scanner room could generate a more effective thermal suit and thermal charging modules for vehicles etc.
That sounds cool in theory, but trying to one-up the gargantuan fossil would probably just feel like cheap spectacle, especially considering the garg itself was already very much pushing the upper limit of believability.
@@joshuasgameplays9850 i think its supposed to be the single cell landscape from concept art
@@joshuasgameplays9850also i dont think this is trying to one up the gargantuan leviathan, considering the pda never called the garg a leviathan, in fact its classification would probably literally be gargantuan instead of leviathan
One thing that would be cool would be a digital or actual paper map that you can customize yourself and have the complete freedom to draw. This would also spark some interesting community interactions with people sharing and confronting their maps
I love that. Feels like a compromise between getting lost with no map and having all the information auto unlock via a perfect in-game map
More claustrophobic cave diving that reward you a unique in game items or an achievements.
The ones that force you out of your vehicle are always the most fun to explore
This would be nice. And not. On paper, claustrophobic underwater diving is horrifying so it makes sense it should be in Subnautica to some extent but... Below Zero showed that this game just isn't scary when everything is shrunken down and closer together. That game was mostly narrow spaces and I think it suffered for it (among many, many other reasons).
@@nevertrumpfromthejump Cause it's not particularly claustrophobic. Just annoying and frustrating
@@nevertrumpfromthejump I agree, the feeling of cave diving is simply not possible to replicate in a video game.
thanks, I hate it, in a good way :)
for the autosave thing part i think they should do it like rdr2 did. by having an autosave function but also keeping the manual save so that you could go back if something happens. and the autosave will be there so that you would be fine if you forgot to save before exiting. and you could of course load both of them at any time
like zelda games have that usually always works the best
i kinda like how fallout does its saves there are auto saves for when you enter buildings and also manual saves quick save/quick load and exit save so it saves when you exit
yeah i agree i would hate if i saved to do something dangerous and while doing it it just autosaves and takes over my progress and puts me in danger.
Would be good if they found some way to stop being able to cheat by going back if something happens haha
I would absolutely adore seeing the old concept art of the single cell biome being used, navigating through an area using sound cues as to avoid the giant tentacles of the living floor is such a cool idea in the pitch black.
i want more base parts and decorations, along with an upgreaded prawn suit or mech suit.
There's a dedicated base team, so look forward to many more parts. As for more prawn and mech stuff, I can't say much...
About five years ago I remember beating the first game on hardcore. I did it on my xbox one and I remember being even more terrified because the game on xbox would love to not load certain zones and i always had a risk of falling into the void. I actually remember saving myself from one of those falls but thats a different story for a different day. Anyways I was nearing the end of the game. I had cured myself and turned off the Big Gun and was finishing up the Neptune rocket when my game suddenly froze. I desperately spammed every button on my controller thinking it would help but unfortunately all of my efforts were in vain. When I loaded back in I was in my cyclops just above the lost river entrance in the blood kelp zone. Around 5 hours of progress was immediately sent into the void. I eventually got all my progress back but that was the next day.
I lost my first ever playthrough on ps4 that was over 75 hours because the facility at in the lava zone didnt spawn in after a crash :(
@@SnowPaw404 dude that sucks...
I'd like crush depth damage on the player's body. It's always been a bit silly that your titanium vehicles get crushed and damaged by going too deep but if you pop out, you're completely fine.
Altera dive suits just be built different
That actually used to be a feature during early access, (you can enable it in the debug menu too) but it was so annoying, they had to remove it
Not only would it be annoying, but it would also not allow to do game progression backwards if you want to
Yeah,this is a huge immersion break for me, they should rework the prawn suit, than you have to use it in deep water, and you need watch your power and hp, make the game more intense in end game
The Head Janitor (Riley) is just that strong
More decorations. If it's in the game, we should be able to decorate with it. Also, customizable desk pictures and posters the same way wall picture frames could
I want active food chains so like take stalkers for example they need to eat to stay alive so you could have them seek out the smaller fish in the area like they do with metal scrap. This would add a whole new level of immersion to the world and make it feel even more like an actual ecosystem. Further more you could make the amount of each animal affect others so if you kill a ton of stalkers you would see more peepers as they have less predators.
At that point you might aswell just play Rainworld
I'd love to see a rich and layered ecological simulation with some varied creature AI.
Like if you plant a lot of a specific plant at your base, that attracts the herbivores that specialize on eating that plant. The counter is to hatch their predators in your ACU and let them out around your base. (Early humans planted grain which attracted rats, which attracted cats...)
@@AXAXAXAYt Rain World is just a different game entirely
it would be cool to see but hard to implement, creatures in subnautica have to respawn because many produce resources important to progression or just to stay alive like food or water. If top predators produce any sort of important resource it would majorly punish the player for killing literally anything, since the plants, prey animals and lesser predators would all be indirectly connected to them reducing their spawnrate. First-time players would likely not be aware of this mechanic and could accidentally ruin their chances of finding an important animal. The player would constantly have to micromanage how much of each creature they kill or keep alive to keep the ecosystem balanced, which could be very tedious and potentially not fun.
The only feasable way to implement something like this is to keep track of how many creatures the player has killed and adjust spawnrates based on that. Active simulation would have to be done via GPU, something that the game would probably already be using lots of just for graphics.
IMO it would have to be done as a challenge mode rather than in the base game.
Eh, what? This was a thing in my game, I've seen stalkers attacking and killing peepers. It also happens with bonesharks or whatever their name is. Or am I deluded or something? Is this not a feature? I swear I remember it happening often in my game. I'm talking about Subnautica 2.0 on PC, which I played this year in January/February.
more biomes and situations that made me feel what i felt the first time i entered to dunes biome. with the announcement of leviathan class lifeforms and the terrifyingly deep ocean floor. the feeling of, not 360 degrees, but spherically, all around me, there could be danger. that was perfection and id love to feel that again
I want the next map to be insanely wide and deep
One thing that makes the ocean terrifying is how vast and deep it is. Most locations aren't deep enough to give that feeling. Imagine how terrifying it would be to be like 1.5km deep, but not see the bottom or top of the ocena
Since multiplayer has been confirmed, I’d love to have a larger submarine that can be piloted alone. The PDA says that the cyclops should be piloted with 3 people, but a good reason was never given for actually needing it. You can do basically everything from the wheel.
Give us a cyclops or cyclops like sub to at can be piloted by one person, then the bigger team based one. I’d love it if the controls of the sub were separate from a sonar map, camera controls being somewhere else. I love the idea of delegating duties between the players. Someone can pilot the sub, someone else can manage the map and cameras, maybe some defenses like shielding, a shock system, and the distraction pods, and have the hull break on the inside. Someone can be in charge of building items to prepare for when they actually get to the destination, and they can also deal with any repairs that the sub could need. This delegation of duties is why I love raft so much.
My main hope for Subnautica 2 is a map design that encourages and rewards building multiple bases and actually finding interesting places to build them. My biggest complaint with both the original is just that by the time you get far enough away from the safe shallows to start feeling like it would be nice to have a base there you reach the edge of the map get whatever is in that area and never have a reason to go back there. The only place where it make sense to have a second base at all is the entrance to the lost river and even then because of how confined that space is it really only make sense to have a small outpost rather than a full base. This complaint is even bigger in Below Zero because the map is much smaller overall. What I think would be ideal is a map layout that would resemble something like a large atoll where there is a ring of shallow waters with deeper waters in both the center and around the exterior of that ring. That way as you explore you are going to find places where a second, third, or even 4th base make sense and help you progress.
I always wanted something like this. By the time this becomes viable you're already at the end of the game and kind of like you said, there are no systems to encourage it. It would be really cool to have a sort of network of bases scattered across the ocean, each serving a different purpose. Maybe a sort of power plant, a research station, maybe a few smaller outposts with scanners for gathering specific materials. The end section of subnautica almost has a framework to facilitate this if you catch my drift.
One of my favorite parts in the original was planning out and gearing up to build an outpost in the later areas of the game but it doesn't last very long and ultimately feels kind of anticlimactic.
Oh and having super deep wide open void style biomes (not in a cave) would definitely help with this. Perhaps the normal base parts and reinforcements wouldn't even survive the pressure and potential animal attacks that far down, and you must discover and create new types of bases using materials that can only be scavenged at those depths.
I think it would be awesome if some creatures had a certain time of the day when they are asleep. It would be really cool to have a hyperaggressive leviathan that will always kill you when its awake but you can avoid it by going into its territory at the right time
Edit: And also if your submarine is to loud you wake it up
Great idea!
There are some good ideas in there. I would like to take the patrol paths idea even further and model dynamic behavior of ocean life based on interactions with each other. For example, a predator might prefer to prey upon a species of fish, and it might also try to avoid an even larger predator. Meanwhile that fish species might migrate different places to feed and spawn. In this way, we'd have somewhat predictable patterns, but with a dynamic and logical variation.
My biggest suggestion would be to introduce weather and seasons. This would form the basis of most of these dynamic variations. The fish would migrate to warmer waters in the winter to feed on plankton-like organisms or vegetation. But this would be a great way to create more variety to explore within the same biome. Not every biome needs or wants seasonal changes, of course. But just a few where it makes sense would help a lot. The weather would be largely eye candy, but that's still really important to bring the world to life for the player.
I think they're going to experiment more with mobile base options. The cyclops was a good prototype, but that more modular design could really open up more options for how we approach base building. I'm imagining small capsules like on the space station that can be towed around and docked to any base. This would let us build one scanner capsule and bring it with us to whichever base that is needed.
I would also like more situational info about each species we scan. If I scan a creature while it's feeding, I should gain insights about that part of its behavior. There could be similar insights for when it's active/resting, breeding, socializing, traveling, fleeing threats, and young/aged. Seasonal differences noted as well. But it would be amazing to start with a really basic entry and only be able to fill it out by observing that creature in various contexts.
Open ocean biome, with extreme depths and varying vertical biomes. Basically sea treader's path but 2km deep, with different surface/midwater/seabed lifeforms
What I want is :
-the base pieces you talked about
-some sort of minimap but you have to draw it yourself, it would add a big challenge to the game while also be really useful if the player draws it correctly
-alien tech, PLEASE give us some sort of alien subs modifier.
-minimum of 4 submarines : a seamoth type of submarine that is small, maneuverable and fast / a prawn suit ( maybe mk4 ) / Something between the seamoth and cyclops ; you would be able to build in it, but it would only have one single room and a docking bay / a cyclops types sub.
So basically we need the odyssey sub in the next game
Isn't the third one just a seatruck
@@tychus1018no bc the seatruck is shit, you can’t build what you want inside, it’s slow, they tried to merge 2 different vehicles into 1, which didn’t worked at all.
@thecreeper803 the seatruck is absolute shit but it does fit the role of a medium range mobile base, if below zero gave us the seamoth and cyclops on top of the seatruck and just gave us a module that let you build freely it would be so much better
@@tychus1018 I somewhat agree with your point, however the Cyclops would be too large to navigate in below zero’s map.
1. Freely roaming predators/leviathans, not restricted to pre-programmed patrol boundaries.
2. Ability to trade resources offworld.
3. Ability, equipment and tools to actually do genetic/bio, archeological and geological research, to build up databases and communicate off world.
4. Have a pet in the base!
Three additions I've been wishing ever since the first Subnautica have been wandering leviathans, ocean currents and storms that affect the surface water.
The video covered most of the pros of wandering leviathans and I'd love to have them interact with the bases as well, such as stalking around it or smashing into it if they saw you enter it. The base damage and flooding is a neat mechanic but it's not really utilised in the games and this could add a purpose to it. It would add some pressure of hoping the leviathan will go away before the base floods or you'd have to make a momentary escape.
Ocean currents were another thing that came to mind when crossing large areas of the map. Would be neat if you could use the currents to get around the map quicker when you know where they go through.
And it would be great to have storms that affect the ocean too. Below Zero got halfway and added changing weather and storms but it mainly affected you on land. Would be awesome if the sea started raging in a heavy storm and you could even ride the large waves as another option of getting around quicker.
Things that I want:
-BRING BACK SIMON!
-Add leviathans that make me require new pants every time I visit. The only leviathans that EVER did this were the ghosts and reapers. Sorry Below Zero, you're leviathans were garbage.
-Make the landscaping pretty. Subnautica did a decent job of this with various biomes like the bulb zone, grand reef, lost river, and a few more. Below Zero absolutely NAILED the landscaping. All of it was SO BEAUTIFUL! I hope that they do the same thing in Subnautica 2 (or 3 ig)
-Make the story good. Subnautica's was pretty good, but for Below Zero... I think they tried a little too hard. It felt WAY more like a campaign rather than exploration/survival. Seriously, EVERYTHING ABOUT BELOW ZERO WAS GREAT EXCEPT FOR THE STORY AND LEVIATHANS!
GREAT video man. Popping this in the background to listen to was amazing. Much love keep it up❤️
Me personally, I would want autosave as a toggle cuz I do a lot of crazy stuff, and I don’t want that to be broken. Like one time I just spawned 100 reapers and 60 ghost leviathans cuz why not. Would hate for my main save to become that.
Agreed, subnautica has too many "I may not have a brain, but I've got an idea" moments that you don't want to keep and ruin that save.
so just make another save to do dumb stuff on??
@@SnowPaw404 most people want to test or do stupid things in the save that they have the idea in. The idea typically involves something they saw. They would need to make a backup copy of their save to do what you're saying, and that's only possible on PC. What are consoles gonna do? If subnautica 2 is as stable as the original game (I pushed the game to its limits and it never crashed once, the framerate would tank, but the game would still run) we shouldn't need an auto save.
I just hope they focus on the MAIN aspects of what made Subnautica SO successful and enjoyable to so many people. That is the fear of the deep ocean, fear that anything could be out there, and the enjoyment of exploring all beautiful and scary parts of the ocean. Things I would like to see:
1. The Levithian patrols is a great idea! The moment I learned their positions were static, the fear of not knowing what's out there immediately was lost. Although, I do think they should remain in dark and/or murky areas. Seeing a shadow of one off in the murky/dark distance or one sneaking up on you is a fun fear no other game has ever given me before (before I learned their positions were static). Better yet, I think they should be free to randomly roam in the biome they're assigned to. This will prevent players from eventually just posting their patrol route so you could still easily avoid it or build right outside of the patrol route.
2. Upgradable Dive suits. It was always a immersion breaking for me to have underwater vehicles that were limited to certain depths and their metal hulls start cracking, yet I could hop out and swim around just fine. I'm fine with upgrading the depths in vehicles, but I'd just like to see the same for dive suits as well. Not being able to simply hop out of your vehicle for safety when you're attacked at a depth you don't have a suit for would add tension.
3. Deeper ocean floors. I was disappointed when I learned the deepest designed point in the game (that's not a cave or the drop off) was only 600ish meters. Having the ability to go 1500+ meters to the ocean floor in the Cyclops where the sun can't penetrate the depths would drive that sense of anxiety of not knowing what's out there and offer tense exploration.
4. An addendum to the above, would be additional deep water only sea creatures to compliment the deeper oceans.
5. Bigger, longer, and narrower cave systems. While I know Subnautica has large caves, I wished there were longer and narrower large cave systems with multiple routes that you could easily get lost in. In the very beginning of the game, navigating through some cave systems was SO fun as I was always on edge to not run out of air and find my way out. However, mid-game there's really no caves that you'll run out of air as you can fit your Seamoth in pretty much all of them for infinite air - which removes the tension of being underwater.
6. Lastly, a more variety of gigantic sea creatures - both hostile and non-hostile. Watching and listening to the giant reefback leviathan never gets old. More variety of large non-hostile sea creatures like this (like maybe whale-types) would be awesome. And the thought of there being a GIGANTIC Reaper Leviathan out there (larger than the Sea Emperor) would ALWAYS put you on edge.
The thing I would also love to see is leviathans attacking the base, it always felt weird that the base is basically safe no matter if you built it in the Void or Crash zone
6:00 I love this. It's like a refreshing way to incorporate the famous gaming cliche about day/night cycles, only here, the cycle requires research and is more dynamic, further immersing players into base building and grounding themselves to the game
3:00 1. Save & Quit 2. Do dangerous task 3. (Fail Task) 4. Alt+F4 5. Open Shbnautica 6. Same as the other option just a bit more tedious
They should only add auto save if it’s optional. People should still have manual save as an option too
They should make more food options and more biomes with different animals ranging from deepest being the most sneaky and dangerous to the shallow friendly waters
Prawn getting stuck in the thermal plant hits too close to home
it happened enough that they eventually patched it out... I still get out and walk.
I DIDN'T KNOW IT HAPPENED TO OTHERS TOO LMFAO
My wish list:
1. Built-in multiplayer. I love the idea of having a 2-3 person crew managing a Cyclops in the Lost River, trying to navigate around the leviathans.
2. Procedurally generated maps. Part of the appeal of Subnautica 1 was the exploration, and the game would be much more replayable if the map was different every time. This would probably be limited to a pure survival mode, but it would still be a fun add.
3. More objectives and recipes. The first two games were very much "scavenge materials and recipes" for survival. I think a fun new angle would be that of a researcher setting up various bases to survey the environment and sea life. The more data you gather, the more recipes you unlock. This gives you a reason to set up and maintain multiple bases throughout the map, and creates a progression curve without "go deeper and find stuff."
4. More game modes. I kind of mentioned this already with the pure survival mode, but there are lots of things you can do in a big map like this. You could have a mode where you're sent to clean up the Aurora's wreck, converting it into a new base, or just to be nice to the environment. There could be a "Leviathan Hunter" mode, where you have access to weapons that will take down the beasts. This could open up a few other story threads to explore, too.
Your first point is already confirmed to be in subnautika 2.
@@terminator6431 Being able to restore and repair old habitats would be cool, like the old Degasi underwater bases.
i want to see leviathans have quick time events that if you miss youre instantly eaten so it always has some risk to it
Leviathan patrols really would have me out here making spreadsheets of route times
One thing I would love to see is a great migration of animals. Like once every 20 in game days, a huge school of critters spawns at one edge of the map and travels straight across to the other side. The critters may be the perfect food source, might be harvested for rare components, or the free buffet causes all carnivores along its path to become less aggressive due to full stomachs, potentially letting the players access a biome that's otherwise too hostile to explore.
I sometimes cant sleep bc im too excited for Subnautica 2 ( or 3) to some out
Be patients my Friend♥️✝️😁👍
The grappling arm has certainly saved my prawn from getting stuck. It literally wouldnt move and the arm would just make it slowly slide but id get out!
For the auto save part I think that auto save should be a setting that you could turn on because it is easy for bad stuff such as subnuatica 1 were you seamoth could get beached a the crash site so if they were to add something to unstuck your vehicle then auto save would be a good option
for leviathan patrols and when to expect them as a player, they can make a system where the leviathan's prey, travel to an area only to later be followed by the leviathan, for example: youre in the mushroom forest, you suddenly see an influx of peepers, huge amounts of peepers, a few minutes later, or in game days, a leviathan comes to the area
top 3 things subnautica 2 need to be The best game for atlest the next 10 years
N.1 Multiplayer (not with using mods)
N.2 mod support and more depth and bigger vehicles
N.3 weapons being used more and killing somthing like a leviathan gives materials and or ores like idk uranium
I want a Subnautica side game based on a planet or moon like a water world that lost its orbit, perhaps due to some dyson-sphere like alien technology, and is floating though space slowly freezing from the outside in but the oceans beneath the frozen surface still teem with life due to the remaining heat from the planets core and geothermal vents providing nutrients to the organisms with survive, mostly being chemosynthetic or only surviving because they were enough of an apex predator and ate a lot of the remaining organisms to extinction. Perhaps the goal of the game is capturing samples of each remaining creature before the planet freezes entirely leaving it desolate of nearly all life that used to exist within it?
Great idea. I would honestly kill for a subnautica spin off set on land with some hunting mechanics. Or even in zero g, like breathedge but not shit.
For a land based game they could use the temperature mechanic from below zero, or toxic atmosphere, but also, instead of going down, you're going up. So you start in a very deep but wide open crater and trying to climb to higher areas. So maybe you need to craft climbing gear, grappling hooks, jetpacks, etc. Perhaps you need an encapsulated hover bike to travel deeper into toxic biomes because you only have so much oxygen or filters. Maybe a larger truck sized vehicle with a winch like uncharted 4 or arkham knight. Maybe even a big mobile base vehicle ala the cyclops, which can store your smaller vehicles and deploy bridges across very large gaps.
Of course it has to have the staples like leviathans and weird biomes, a mysterious story and some kind of ending.
@ honestly if Subnautica 2 was a very limited but extremely in depth No Man’s Sky based on a single maybe a few worlds, I would not complain at all.
@hellodumzo yeah I thought something like that too. Your goal on the first planet would be to create a little short range space ship so you can zip around between like 2 planets and a moon, until you ultimately build a long range rocket to escape
Great video! What I would love to see in the next Subnautica is for sure more new scary and massive creatures. I'm playing Below Zero now and today I saw that giant ice worm for the first time. And I'm absolutely terrified of it, just like I am of the dead zone in the first game. I hope to have the same feeling of being both frightened and fascinated in the next game.
The auto save is also a wonderful idea. I hate that I can save the game and do something risky, cause if something goes bad I can just get back to the saved point.
A good thing with leviathan patrols would be leviathans actually attacking your base, like the degasi. With the current game you can literally live with the leviathans inches off of your base and it won't affect you at all. Just imagine hopping back in your base and a reaper just munches off a part of it
I love that my base is safe. I can build next to them and study them
The idea of having to plan out a base location based on where a leviathan might be is so cool, and having the paths change every playthrough so you can’t just figure out what area is safe and what area isn’t
Some personal things:
- water physics: Sub 1 just does not have them. Movements in the water don't result in waves being created on the surface
- More stretched out areas of ocean bedding: I love how compact an varied the crater is, but it results in the Cyclops being overpowered. The amount of powercells, food and water you can pack on this thing is insane, but it never has true use. You can get to and from any place on the map without having to worry about depleting power cells. I wouldn't mind it if some areas were just more empty. Picture the different biomes being separated by big stretches of sand, similar to the dunes. This would make it so that you actually have to plan out long sea voyages and build multiple bases of operation. Combine this with migrating leviathans, and you've got yourself a really cool submersible experience.
- Leviathan AI overhaul: As mentioned in this video, leviathan pathing is rather predictable. But besides that the AI itself could also use an upgrade. All leviathans will just swap to an aggro-state and charge you in a straight line. Kiting them by circling around them will make them quickly lose interest. It would be great if some leviathans has less predictable AI, such as stalking you or circling you before attacking. Some might be more nimble and harder to shake off, while some might we really fast and engage you from a large distance.
- Silent protagonist: I hope they return to silent protagonists, because Robin and ALAN's constant chatter made the game feel less isolated.
- Character customization: This might be least important since its a POV game, but with the addition of Coop, it might be nice to have some minor character customization. One lesser take-away I had from the Sub2 trailer is how I am not really in love with the character design. If they do return to silent protagonists, the character probably doesn't need a specific description, so this presents a nice opportunity for letting people make their own.
This video is very well put together! You explain your points quite well and present your arguments clearly. I hope these all get added to Subnautica 2 too!
I also want to see migration, Kinda like the leviathan patrol. Maybe a few types of the animals move from habitat to habitat, some go all the way across the ocean and then go back.
Also more caves.
I really appreciate the Underhand music. Played that game a lot. ^^
they need to make a mode where you drop in a compleatly random location making the game much more difficult (possibly adding it to a sort of hardcore mode)
There needs to be a void biome, leviathans that hunt instead of linger in the same area, weather affects that cause biomes to change like water rising or temperature change thats brings different species even leviathans to different areas
Speaking of brine pools and creep vines or creatures attaching to your cyclops, it would be cool to be able to collect the brine and have it pumped from the surface of the cyclops to prevent things from attaching to the surface or even as a kind of deterrent from potential threats as they would taste the brine and instinctively swim away.
The only thing I'm really hoping for with this game is upping the fear factor, below zero was scary at times but it never really had the same overarching dread Subnautica had with its environments. Another cool thing I hope they do is flush out the void surrounding the playable area, it would be so cool if we had some optional data entries or secret easter eggs hidden inside of the void or near the edge of it.
In the forest me and a friend spent countless hours making our base bigger and bigger to help defend against the ever growing patrol groups, it made the pursuit of a perfect base infinite. I think patrols and intentional combat are just what this game needs.
Great ideas!
I'd also love to be able to craft from your base inventory.
I think the leviathan patrol idea is an amazing idea for a different reason. When you go to get something, be it blueprints or materials, from an area with a leviathan, there's not really a point because you'll get chased off by said leviathan, so if leviathans patrolled, then you could be given a limited time to scavenge around an area until they return.
One thing I'd like to see is more stuff to interact with the base-buildndg mechanics more than we already do. It never felt right to me how auxiliary the nuclear reactor was. Hell, a single solar panel is enough to power most of one's industry the first half-of the game. But I also understood Subnautica's map isn't large enough to warrant more robust basebuilding mechanics. I would hope the _presumably_ larger, more diverse map of Subnautica 2 would give breathing room to bases too.
Here's mine:
1) Don't make a worse game (Below Zero)
2) Make progression more intuitive (I've recently finished the game twice, and the on the first time I had to all the time search guides on YT how to get certain blueprints to progres Yes, there are radio calls, but it's incredibly easy to miss something. Not the mention they don't even fire, if you have been to the pod beforehand). I think It'd be great if the player got a warning, that he's leaving an area with undiscovered blueprints. Some kind of a guided exploration would be nice too. Like in Subnautica there's almost nothing guiding you to an orange tablet.
3) Keep combat to a minimum. Subnautica is mostly an exploration game, so I love how animals actually behave like animals. Excluding Warpers (obviously), and leviathans, they retreat after getting hit once, and they mostly leave you alone, if you keep your distance. I don't think aggresive mobs are needed, maybe one or two, but no more types.
4) Bring back Cyclops.
5) Map at least as big as Subnautica
6) If possible give us co-op, and at least one multicrew sub. Like, Cyclops is said to be 3 people lorewise, but gameplaywise there's nothing to do for others. Portable scouting drones piloted from the sub itself would be nice.
Something I wish would be unique hunting methods
Making the world feel alive would be my ultimate wishlist. I want the game to be like a Valve game, where as Gabe Newell always put it for Half Life, that you want the game to react to your presence and actions. All of them. Because in a world that's meant to feel alive, if I interact with it and it feels indifferent to that presence, it'll push away a special dynamic the game and player can have
What I want in Subnautica 2 is a recipe for enameled glass which is cheaper than the Below 0 one. The Subnautica 1 recipe isnt cheap either, sure, but at least you can get the component at least somewhat easily, being just stalker teeth.
If you know where to find it, there's loads of diamond in BZ, which is used to make enamelled glass. But just because you know where to find stalker teeth in OG, it can still take a while before a tooth will actually turn up that you can collect. Stalker teeth become an annoying waiting game
I loved the BZ recipe, because I hated the OG recipe. It was so annoying to scan and wait for stalker teeth. I always knew where to find diamonds
That’s Tremendously Awesome! Have An Incredible Week!
I’d like to see some of subnautica’s and below zero’s biomes in subnautica 2, There would be so many resources biomes and base options. The crystal caves would be good for resources but incredibly dangerous. Also bringing all of the vehicles from both games along with some new weapons unique weapons that can only be used by certain vehicles and of course, new vehicles would be really cool as well And more base parts. Also marg has a tamed snow stalker wouldn’t be cool if you could tame land or sea creatures?
playing subnautica high is so fun and immersive cant even imagine trying it in vr too
New item: creature tag
It tags the leviathan and you can see him in the control room. When some time passes you can see his path and MAYBE even make it a gui part to see where the dangerous places is
i love the leviathan patrol idea, although it is not a simple thing, in fact it feels like it would be a very difficult thing to do(note that i too do not know anything about game developing but this seems like a very difficult task), also the emergency backup of power as power cells in the base is a brilliant idea
I think leviathan patrols are quite feasible.
A similar mod for Subnautica already exists which continuously simulates the movement of Reaper Leviathans even when de-spawned (e.g. a Reaper Leviathan could end up wandering from the Dunes to the Safe Shallows) and it wasn't particularly taxing to performance.
Especially considering Subnautica 2 will be using a far more optimized engine, I doubt implementing something like that would prove to be much an issue at all.
@@piss.warlock cool, i really need to get Subnautica on pc to check out all the cool mods
@@piss.warlock well then i really expect the leviathans roaming to be a feature, i really need to get subnautica on pc to check all these cool mods out
Good ideas. I think generally leaning into the more eerie end of the game would be ideal. Wandering leviathans add to that.
having a leviathan that moves around a massive area would make so much paranoia i would love that
I like the idea of roaming Reapers. I think they should definitely move between biomes. They'd have to balance it with how many in the game/given area, reapers eating everything in the biome, and making sure the PC doesn't immediately get recked when they start. Maybe tie their arrival to the area to some sort of (hidden from the PC) story checkpoint or something.
Death screens, bigger submarines, multi-player, deeper, bigger, maps, and (more) cutscenes. And scary music when a leviathan gets closer
4 player co-op is confirmed
Bigger map is confirmed
Deeper map is to be expected
Bigger map probably means bigger subs
Zero cutscenes! Their attempt at direct story telling was awful. Below Zero showed us that. They had it perfect in Subnautica 1 because it was hands off. You figured it out as you went and only if you wanted to. I pray they don't repeat their Below Zero nonsense of shoehorning cutscenes into the next game.
Better yet, they could make music stop playing when a leviathan is near.
Heres a idea. How about a mobile base. The upside is it can move anywhere on the surface. The down side is that it floats so it can’t go below the water.
I want something like infected crossroads in hollow knight, maybe some piece of land will fly up and make a new island with some new location to explore deep down, or in reverse, some isalnd sinks to the bottom of sea
Sorry for mistakes if i made any, im not a native speaker, or in this case writer
That alien thermal plant was the bane of my existence. I remember spending an hour trying to look up videos how to get out. I had no grappling hook so it took forever :(
If autosaves are implemented, I’d like to see 2 slots separate save slots, one for autosaves, and one for manual saves. One of my fondest memories of subnautica is going on scouting expeditions deep into unexplored parts of the map with nothing but a seaglide and o2 tank, then quit once I inevitably drowned and reload with the knowledge I acquired (this is actually how I made my way through the Lava Zone and Lost River, XD).
The leviathan patrols would terrify me, but I don’t know if they’re a good idea from a game design standpoint. You’d have to add the idea into the pda, and preferably do it with only one type of leviathan.
I love the idea of tagging leviathans.
If there is one thing I do want to see it's Biomes changing as you play, let's use the crash zone as an example. It starts out extremely dusty and the water is entirely contaminated with sand, but overtime the duat could settle and eventually return to how it was before the Aurora stirred it all up
I like the leviathan patrol idea. That’s one thing as an experienced player I felt both games lacked. Once I knew where they spawned I could easily avoid them. Having them roaming across the map randomly would cause experienced players to be more careful.
I really really like the pathway and tagging ideas for Leviathans to plan and coordinate your excursions.
5:30 I've thought about leviathan "migration routes" ever since I first tried the "Persistent Reapers" mod (look it up on nexus, it's one of the best modded additions to the OG game ever).
So imagine that scanning creatures is not a one-and-done activity per creature, but that information on each type of fauna must be unlocked in multiple "tiers over the course of the game, by tracking and observing the creature/leviathan in question. Below Zero added a temperature system for the player, but what if it affected all other fauna as well? Assuming the world map is big enough, a certain leviathan might have several potential "hunting grounds" that are based off the migration patterns of its preferred prey (which in turn, might be determined by weather events/temperature fluctuations/the presence of certain undersea vegetation that cause certain smaller fish to migrate from one area to another, in search of food/nesting grounds).
Imagine this scenario, with the above in mind. There's an extremely elusive leviathan that is known for its stealth, making it extremely difficult to track down. Yet, it's known for causing damage to ecosystems and man made structures it comes across. Over the course of the game, you may find evidence of the leviathan's wake (environmental destruction, destroyed/damaged structures, and eventually the carcasses of its prey), but never actually catch sight of it.
In order to actually track it down, you have to determine the type of prey it feeds on, and study the migration patterns and habits of THAT type of creature, and then use that info to track a herd (or a school?) of this particular (prey) fauna in order to figure out what times the leviathan is most likely to go hunting for it, and where it's most likely to strike at its prey.
You could have investigations/studies of multiple types of fauna that need to be cross-referenced in order to develop a full understanding of any particular species. Considering the game is already built around exploration and investigation (not combat), filling out a full PDA of creature data could be a really fun and challenging achievement for experienced players.:
I would personally love to see parallel build paths... eg: 3 different formulas for the same buildable, so you aren't reliant on going to 1 spot, but rather you could risk venuring deeper, navigating a leviathan, etc.
It’d be so nice to have a map that showed you the biomes as you discovered them. And discovered resources tell you where they can be found. Having to google that stuff was frustrating.
I'd like to see leviathans not f'ing clip through walls or the ground. In Below Zero I lost a vehicle thanks to those Shadow Leviathans because I thought I was safe in small rift only for that fucking thing to clip through everything and destroy my seatruck. And of course we can't not mention the Dragon Leviathans that everyone has seen clip at least once during playthroughs.
Another thing that I thought of with environmental effects: Changes through time/actions. Similar to how beating the first game gets rid of Khraa from the wildlife and releases emperors, but with more drastic effects. For example, maybe wild eggs hatching and being laid after a set amount of time for fish to return instead of random spawns, or something akin to whalefalls if you kill a leviathan (since we all know that's never stopping), where fish will swarm the corpse and allow a small ecosystem to bloom before it decomposes. (after all, if you're gonna make reapers go extinct, they might as well add some kind of consequence.)
I'd like to see some kind of multiplayer feature.
Everyone wants to show off a cool base to their friends.
Maybe have some kind of chest where you can gift materials to other players like the "time capsule" feature from the end of the first game
We really need all of these!
I think the auto save is a great idea but there could be a new game mode thats just like the hardcore in subnautica so that people who want to have a harder game could still have it.all the other ideas are mindblowing great video
Thank You :)
Have 2 autosaves with manual save be an option. Everytime you enter a vehicle it should save and every 5 minute in-game it can save. That way you have manual save and an autosave aswell as a backup if your autosave at a bad time
One of the small things I want that will make a big difference is stackable resources in lockers
Personally the thing I would want the most is an improvement on the pet system. In the first game you could have a containment and although it allowed you to spawn fish, it was a bit of a letdown otherwise.
I would love to see it expanded to allow for bioengineering or behavioral study. Both of which were actual factors in the storyline of each of the games so far but for whatever reason we were only allowed to interact through the scanner itself.
Labs have been purely cosmetic and I would like to see that change. How cool would it be if you could design your own Leviathan or cuttlefish by taking samples of DNA from the various life forms on the planet? Or what if certain life forms could break out of containment if you don't research them correctly?
It would add a risk reward system to the actual base management all while making the game feel more lived in.
Great video. I love all of your ideas. Now, I had some of the same ones, like the leviathans moving around on a different hunting path and the platforms centering. I hope you don't mind me using them in my video about what I would like to see in Subnautica 2. I'm not trying to copy. I do apologize if it seems that way. It will probably be like 2 ish months before I make the video I need to start and finish my Below Zero play through. So, I can form better ideas for what I wouldn't mind seeing in the next game. Mich love, man. hope you keep growing.
one thing I’d like to see is vertical migration, this is sort if like the leviathan patrol idea but i think some creatures should stay in the depths during the day then move up to the surface during the night, in subnautica the surface over deep areas is almost completely barren, because everything interesting or dangerous is a couple hundred meters lower, i dont want the open ocean part to be completely taken away at night or for the night ocean to be overflowing with massive dangerous predators, that would make traveling at night too annoying at the surface and too easy at night; i just want some specific species of deep sea creatures to move up at night, things like the spinefish and the jelly ray, jellyfish-like or squid-like creatures would also be good, or even a shark-like one especially if they ate spinefish or jellyrays. but idk what gameplay mechanic this could serve, maybe if the creatures were big enough they could have barnacles with useful resources inside that you might otherwise nit be able to reach because you dont have a strong enough vehicle yet, or they could carry things the way stalkers or sea monkeys do, or maybe it’d just add to the world building and make the planet feel more like a functioning ecosystem, as well as make the open ocean surface more pretty and lively at night.
i remember when the channel name was breathtaker 5000 and had 5k subs