11/21/2023 0 Comments Subnautica cyclops solar charger modBut those using the cyclops as a mobile base could find a solar charging module really valuable. if you're base-oriented like us then we'd be recharging our cyclops' at our bases. If the game can allow for that then it broadens the game's appeal and that's good for everyone. Some people might - for whatever reason - prefer the idea of a mobile base. There's something to be said for a game catering to different tastes and playstyles. My personal tastes are the same as yours in this respect but I don't necessarily think that makes it best for the game. So you could have the "deep sea exploration" setup or "loot hauler" setup or the "scanning" setup or the "tourist visibility" setup or the "haul my exosuit" setup or whatever. Instead, just have different configurations/interior modules that you can change out. I think they should shrink the cyclops by about 30% and not allow you to build anything in it. It's why I feel they need to put different mechanics for gathering materials, basically mining and growing to build the bases. I think this slows down the player's speed moving through the biomes and lets them appreciate each area. You basically grow and explore organically. Instead, if its power consumption continues to be higher, then it encourages you to build bases as you go. When the Cyclops functions as a place to have unlimited food grown, place to store your loot, someplace to recharge your seamoth, etc it basically just invalidates all that and you're left with half a game. Part of the game is building bases, including gathering materials, laying them out, building them, powering them, etc. I've never felt the "this is my mobile base" thing is astoundingly good for the game. :) Efficiency doesn't mean anything when you're stranded several kilometers away from your sub.I think base charging is really all it needs. That being said, when I go on a far-away recon mission in the Seamoth, I always pack an extra power cell for those times I don't have access to the required 1.21 Gigawatts needed for the return trip. It's more efficient (resource-wise) to explore in the Seamoth, but once you get the power upgrade for the Cyclops (that's something you can get from the Aurora easily once it blows up) it seems like it's better to use the Cyclops to recharge the Seamoth's battery. It really depends on how much you move the Cyclops around, thus using more of it's energy. (Not to mention an aquarium full of fish.) Since I have several exterior growbeds with creepvine growing, I have a virtually unlimited supply of biomass to use. I keep 4 or 5 of them in my inventory for either excursions in the Seamoth, or to replenish the Cyclops ones, and when the Cyclops is at by main base, I just recharge the power cells in the base, which uses thermal and bioreactor energy. I can see this getting fixed eventually, but for now it's by far the most efficient usage of power cells. This means that recharging the power cell will use less energy then you get from a recharged one. With that in mind, however, you can now build a power cell recharging station on your Cyclops, and according to the wiki, gives a net-gain of energy for the cyclops. Keep in mind that when you charge the Seamoth docked in the Cyclops, that it drains Cyclops power. Now that power cells are rechargable, This changes my answer slightly. (Note one way of recharging spent power cells without a power-cell-recharging unit in your base is to replace it with an empty/low power cell while near the surface.) That coupled with the recharging stations (again, that can be placed on a base, or even in your cyclops) makes recharging always a good move. Things have changed yet again since the original answer and update - several updates ago (as mentioned) the Seamoth can be outfitted with a Solar charger, so if you're close enough to the surface, and it's daylight, it will auto-recharge.
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