![]() I am sure I was on the low end of what gamers made of the cyclops. I routinely used at least 4 large floor lockers and 12 wall lockers or more in my cyclops in addition to the 5 or 6 15-18 slot lockers in the lower deck for a total of over 600 slots. The replicator module has a bench built in but it is not a working locker. (Coops you say 2 lockers and 2 bench storage but isn't it 4 lockers, 2 benches?) The devs have already increased the available space once, but I agree it could use another bump. Simply adding more slots to the storage module is a quick and easy adjustment. Originally posted by Cougarific:As much as I like the idea of adding storage to other modules, that would involve a lot of work for the devs (new models, new characteristics, etc.). Separate storage upgrades for the storage trailer would be welcomed.Īs mentioned above towing upgrades to allow you to pull more weight. I would like to see six upgrade slots instead of four. The modules that are in the game work as advertised and are nice upgrades to your vehicle. This may change when more deep resources are put into the game. Turbo boost- Have not used it yet (I may edit this later) Horsepower upgrade - you need this if you have more than one attached module, otherwise you are too slow. but way too cheap to make (it is just a plasteel ingot)Įngine efficiency - conserves power. Perimeter Defense module actually does work to discourage reapers from continuing to eat you. I think it could be made a little harder to craft though. And a fully outfitted seatruck is more of a lumbering awkward whale than the cyclops ever was.Ī terrarium module would be great if you could grow food plants like heat pod plants (a mechanic not in the game yet)ĭepth module increases crush depth from 275 to 450 meters. They slow down the seatruck so much you need a horsepower upgrade module to use it without falling asleep at the wheel. The aquarium works as intended but if you had more storage like for water and salted fish, or an indoor growbed you would not need it. Storage needs more storage, fabricator needs more storage, sleeper does not do anything useful. Overall impression is that the modules are not robust enough. Don't have the prawn yet so have not used it. All the truck upgrades are available to make with resources you probably already have if you have got this far. Right now there are none, just a room with a fabricator that also makes seatruck upgrades. fabricator is a must have and coupled with the aquarium will keep you alive. It will pluck fish from the environment as you drive past them. The aquarium is cool and given that food and water deplete way too quickly in this early access version, you may need it to acquire fish more efficiently. (like heal you or add to your health temporarily) Pretty useless unless you are heavily into role play or if the bed actually does something in this game. The sleeper module has a bed and a jukebox that does not work yet and a picture frame. I may need three or four of these to make using seatruck storage even feasible. And it is questionable if you could carry the resources needed to build a small base. An extended voyage to collect resources will rapidly fill the free space. Storage for food, water, and medkits, takes a small locker. Just carrying the parts for a scanner room, hatch and solar panel with a couple scanner upgrades will take one locker. And you cannot use the build tool inside the truck to add more. Two small lockers and two regular sized lockers. The storage module is woefully inadequate. I would propose lowering the cost with the provision for adding MK1, MK2 and Mk3 towing modules to accommodate more trailers Much has been made of the cost of the seatruck. I have built the seatruck and all the "trailers" that are currently in the game as well as four of the upgrades.
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