Play Enlisted for free by using this link: playen.link/aci New players on PC will also get a special bonus pack with two weapons, a helmet for your soldiers, 4000 Silver and a 3 days premium account!
Aci I think you could have base lockdown mode or something where reinforcements come down from the windows on your base kind of like shields and you could also add a control Panadol, so like a reaper was trying to attack. It would sound an alarm the base lights would turn red and start flashing.
Not sure how feasible it might be, but it would be cool to have a base that can just float in the void without being attached to land. Maybe with floaters holding it up? Would be cool i think
That sounds super cool, but I think it might need an anchor, or else creature would be able to push it around and then you could lose your whole base (like the drone cameras in the base game lol) But it would be super cool to be able to mess with your base's buoyancy by adding or removing floaters
If you're going to be adapting Precursor tech ... capture and reprogram those little maintenance bots, place them in your base, and they keep it repaired when you're attacked. A certain number of bots would successfully defend against an attack by a certain number/type of creature. The rest of the time they're just clanking around, acting as a sort of pet.
Or even (just hypothetical) instead of idling they can craft things for you? Like when you pin things they can help make the things on your list, or if not maybe they just keep things stocked like bioreactor etc.
All i want is a prawn suit with a modded upgrade module that adds two extra arms to the prawn suit so you can add all the different arms and absolutely beat the living crap out of the leviathans. 😊 Edit: a good base defense module would be a sensors with turrets that put about a thousand bullets in the enemy per minute as long as they are in the sendors range. 😊
@@toptiergaming6900unless it's on the prawn suit what's a spear gun gonna do against a leviathan? Maybe for food creatures I could see it working but that's it
That new base attack / repair stuff really looks like something that'll change SN in the best way possible, I also LOVE the idea of the modules to defend your base!!
i absolutely adore the idea of having a few creatures that help defend your base in a symbiosis with the player i'm a particularly big fan of that shock resistant floater cousin thing and the hives i love the idea that an army of tiny creatures will help you defend your home because it's also their home, little bit of teamwork to keep the shared living space safe, be it swarms taking on attackers directly or a pile of living goo that creates a coating to defend from electrical attacks
There is one modded base piece I know of - the Cyclops dock. It's essentially a vertical connector with grabber arms at it's top to hold a cyclops in place, attaching to the hatch under the front end and allowing you to jump in and out without going outside. It doesn't have it's own models or anything, but it's well implemented, adding autopilot to the Cyclops for both docking and traveling across the map hands-free, the ability to charge the sub using the base's power, and it's relatively free of bugs or glitches.
The idea of hives on your base is sick as hell. Also, maybe some sort of geysers that could scare off or damaged creatures without proper heat resistance could be interesting. Edit: This was posted 2 months ago, how the fuck is this still getting likes?
@@Billy-ir4jc Yeah, and then different evolutionary lines could potentially have different effects and be better/worse at warding off different creatures.
I think it would be really cool if you could have growbeds that contain regional plants to disguise bases such as kelp in the kelp forests or corals in the safe shallows (Maybe even some kind of cloaking system from the void that passively uses energy, could tie into the silence). I think it would also be really cool if creatures you hatch could be released and protect your base while you're not around.
The risk-reward of your mod plans is really well made. If you build in the safe shallows there’s no room but if you build in the dunes you can have a massive base, allowing for more natural progression which Subnautica excels at. It would be nice if you added some kind of filter module to give you a needed item and expand this risk-reward concept. Edit: imagine if you could have your own precursor crab drones.
I also think it works for Subnautica if some creatures are just *really good* at smashing your base. It's their planet, after all, you're just a visitor.
Aci I just want to say this is one of the coolest mods I've ever had the pleasure to witness. The silence is so good and I can't even play subnautica without it in my mod folders now. It's so excellently well done that its almost indescernable from vanilla subnautica. Keep up the good work!
For leaks causing oxygen loss : it makes no sense since the exterior pressure is higher than interior pressure it would more likely pressurize the air/o2 until the pressure equalizes and the air/o2 is given an out so the destroyed base components would lose a ton of air/o2
you could make it so that plants can grow around and on your base so that it gives natural camoflage and decreases the chances of leviathans and other creatures from spotting or detecting it
I'd love to see this type of of thing added to further the part of Subnautica that sorta relies more on your creativity and adapting to your environment, rather than brute forcing the idea with weaponry and foreign means.
Would love an airlock interior piece that will drain whatever module it is in so long as there are no holes! That way you can have intentional holes in your base so you can swim straight in and travel through a bulkhead airlock without flooding the rest of it.
You know, as a joke, I think you should be able to dismantle the quarantine enforcement platform using a habitat builder and put it on top of your base as a defensive turret
The fact that this mod extends beyond the void is absolutely insane! I can't wait to see what else this mod will have to offer in later updates. Also, the dock at 8:08 reminded me of this face: ̊ ̊ ̊ ̊
100% add these components: Electrical panel; This module takes the place of a reinforcement/window, and is activated by the "Breaker". Breaker; An interior module, attached to a wall, upon interaction, it absorbs energy (Amount changes based on how many electrical panels you have on that base), and electrifies all electrical panels attached to the base, deterring any creators attached to / grabbing a room with enough electrical panels to harm it
there could be a module that shoots out a creature decoy to get the creatures to go away. you could attach it to walls like windows or wall planters, and have to refill it every once in a while
you really need to add some way to camouflage your base. it would make it so most big creatures can't find your base, and it would be super cool. If you could blend the transition and make it so bases are half buried for defense it would be SO COOL. Also, a shield generator like the cyclops, for the base could be very fitting. Another idea, a dome projector that makes a small area around it have no water. You could have some very cool things. Also, (ik its a lot,) but having a form of weathering, where bases will gather things like barnacles or algae, or grow root like vines around it. It's a lot of things, and most likely you won't read this, but I just wanted to share some of my ideas. Also, I hate to say it, Cyclops docking module? 🥺👉👈
Yeah I think colouring your base could make it camouflage with the water and environment edit: maybe your vehicles too like depending on how you colour it it could camouflage with the leviathans in the area and then the leviathans will be sceptical at first but then start not attacking your vehicle of choice also vehicle cloak module ? That can be activated through a button on the inside😮 another thing for aci is please bring the seatruck into subnautica from below zero and then add a cloak module that would have a button inside that once activated would make your entire seatruck turn invisible 🫥 and then no hostile creatures would attack it
I love the idea of creatures that can help you base rather than just attack it. It’s a great and realistic idea. I feel like Inorder to have one of them move in, you would need to meet requirements. Maybe the hive species don’t like loud noises, but will be attracted if you emit lights (Like other bugs are). But I feel like rather than being something you craft, or attach. You would find it in the wild, scan it, then the data log for it tells the player what it does for the base, and how to meet its conditions. Then you need to wait for it to arrive and nest.
You could add radioactive defense to your base you would need your rad suit again but you could have a short burst of radiation drive off non-leviathan attackers. Could even make use of spent fuel rods perhaps
You guys should add new things to the system of base breaking down things, like if a small fish attacks it numerous times, it'll put a small hole in it, but if a reaper attacks or something, then it would be possible for large cracks and maybe even super big holes in your base, where you could possibly swim through, and even smaller fish starting to come in your base, and some larger. Like if the reaper makes a huge hole, the sandshark could possibly get into your base. And also when you're base is flooded, even at 15m deep, you're base will slowly start to rust and once you repair your base for holes, you need to add a tool to get rid of the rust :). I've been wanting something like this and Call of the Void is the perfect way to get it implemented!
hear me out, I've always loved the idea of the cyclops being able to dock another vehicle (ignoring the convenience of it) for the hypothetical of if my cyclops gets attacked by a threat too big, where it would eventually no longer be able to take the hits or escape from this great threat, when you start to hear that final abandon ship message from the onboard ai telling you that you have mere moments before your ship is gone, as the alarms blare, you scurry to your docked seamoth (or prawn suit ig) in a final desperate attempt to run for your life from whatever terrifying threat attacked you. ....what im getting at is that, i think it'd be really cool to have a base piece that would enable a similar experience to this, a last ditch attempt at survival from a threat too big for you and your base to handle, this could be because you underestimated the dangers of the environment you decided to encroach on, or you were underequipped for the threats around you, such as having the wrong defences for a certain threat, or running out of power after a long defence that you hadn't expected. or maybe you unknowingly brought a lurker back to your defenceless home ect ect maybe something along the lines of an escape pod / shuttle that would split from your base and get launched up to the surface, getting you as far away from the deadly depths below, possibly sending out creature decoys periodically to try increase your odds of escape.
@@amethyst137_ ehhhhhh, ig doesnt hit the same tho and moonpools, in the void would be.... interesting.... with the crush depth and the surrounding "wildlife"
It would be cool to see a warper based defense structure or module that could teleport creatures away from your base and disorient them, in exchange for a lot of power.
Based off game lore and knowlege of how camoflage works, changing the color of the base to fool the eyes and breaking up straight lines (Remember, there is NOTHING straight in nature) with shadows, the terrain or flora would theoretically work since the animals on 4546B work off visual cues.
adding on to what other commenters have said, having camouflage is a really cool idea. adding plants that are native to your current biome could boost your "stealth" score by a LOT, at the cost of not being able to have noisy or intrusive modules
Perhaps you could add something like a abandoned base, with a random chance of spawning in the void. It could be held up by floaters ( floater idea from Razsac.) These bases could be like time capsules, just its an entire base. The bigger the base is, the lower chance of it spawning.
"Or, you can go out and deal with them yourself, but that probably won't go too well for you since, well, you only have a knife." I see that as a challenge and I accept it.
If there was a vine like growth it could be more a camouflage rather than adding actual defense. It could maybe attract herbivorous creatures that don't attack the base itself but rather eat the growth thus making it need to have some level of upkeep to maintain the camouflage. Perhaps it could be a balance where too much vine growth means the herbivores start attracting predators. Planting creep vine potentially needed for upkeep of the camouflage may attract stalkers. While a risk they also begin bringing nests of scrap metal and of course drop teeth. A calculated risk for easier titanium and enameled glass sources used for expanding one's base. I think overall being able to have plant life growing in an area effect the ecosystem would be really cool. Seeing how certain creatures react to other fauna and flora in the area could add a level of experimentation and immersion that brings the ecosystem more to life. Also, in the hydra video a potential skill tree associated with the hydra rather than standard upgrades was mentioned. The skill tree could also correspond to the base defense systems. Like a biological path leans into the previously mentioned ecosystem-based defenses. The crystal reinforcements could go along with a crystal path. The sonic deterrent could be part of the tech path. Maybe one branch may make hydra exploration easier but not do as much for base building or vice vera. Maybe that makes things needlessly complicated, but it could add more functionality to the dock. You use the dock to access the skill tree for the hydra and in the process the pda discovers applications for base defense based on whatever upgrade. Like Hydra getting the ability to pump o2 from the water may allow the base to figure out how to lower power costs for base o2.
Two ideas for the base: 1. Some sort of camouflage mechanic decreases the likelihood of massive creatures even noticing your base, especially if it's still small 2. An incentive to hatch eggs of defensive creatures that, after a certain amount of time in your alien containment tank, have loyalty to you and will defend your base.
I have an idea for a defence with precursor tech. Once you activate it, it makes big blast around your base causing some creatures to flee and maybe stunning leviathans for a short time. I don’t really know how broken this would be but I would love for it to be added in at least the concept.
I have this idea for a base defense module. It’s this frostbite module that’s used to fight off creatures, specifically from the lava zone. You would basically put these types of frost panels around the outside of your base, and you would have a control panel for the frostbite system, so whenever a lava lizard attacks your base, they get shocked with frostbite, and they will retreat.
I've never played the game but I've watched the game grow from having no active lava zone to now seeing this and all I can say is keep up the good work
I like the idea of using local wildlife and precursor tech to upgrade your base, as you're going deeper than Alterra would plan for under normal circumstances.
One idea is to make it so that to get rid of something bigger than you can handle, you have to get the precursor tech out of the cases, aka strange box, doomsday machine, alien rifle, nanobots, etc. I think this would be a cool idea because it adds some reasons to go back to the mainland and get some resources you need to progress. Maybe you even have to go down to the lava lakes (active lava zone) to collect stuff down there. Another idea is that you have something bigger that has been destroying the precursor tech and bases, aka Quarantine Enforcement Platform and Primary Containment Facility etc and you have to rebuild them or at least scan fragments to get new precursor blueprints :)
miniature QEP, uses an ion cube per blast, and can scare away leviathans, the gun part will have a pipe jut into your base where you can refill it with a ion cube
You know, since the Cyclops has a shield generator module, I think it is only fair if the Habitat has one as well. Especially when you have to deal with territorial Ghost Leviathans.
Some cool ideas for some base related things: Attaching floaters to your base will reduce the hull integrity loss when attaching base pieces to your base. It starts off small, but the more you add, the greater the effect is. Some of the new base pieces you’re adding could only be unlocked by scanning precursor tech. For example, for that sonic deterrent base defense you mentioned, maybe you could have it so it’s only unlocked by scanning the sonic deterrents outside the PCF or ones found on other bases. Idk, I’m not really a game developer, but I think these would be cool ideas
Idea: Directed Sonic Wave Emitter - A turret-like device that is mounted on top of a multi-purpose room and can be remotely controlled from within the room. The turret will emit directed sonic waves that deter almost all creatures when fired at but, consumes a significant amount of power.
I really want to see Archotech bases that can be built by player. Maybe some end-game/post-game building parts, maybe even restricted to it's own Precursor habitat builder tool. Also - batteries for bases. If you make so much mechanics linked to energy, you need to add a way to store extra energy on your base.
making the silent drop a organ when defeated to make your base a sort of null-zone so everything just avoids it could be cool. or scanning it gives you a blueprint for a synthetic version of its organs for the same effect
I feel like a cool base defense from either the volcanic zone or precursor itself would be a thermal weapon. Maybe an orb-range around the base just superheating the water to boil any non-volcanic creature alive (like when you use a thermal knife on creatures), or even a sort of heatray that auto-seeks attacking creatures and shoots a jet of superheated plasma or magma at it. The pro being very high damage but the con being high power useage and attracting light & heat seeking creatures.
Something that does the opposite of the lava larva. Lets call them "ghost larva" help power your base instead of leaching off of them. Just need to feed them somehow, or perhaps they can serve as a sort of battery. The name says it all. they would be way way down in the same territory as Ghost Levitations and are a translucent blue and vary in brightness by their charge. To attract them you need a sub with dead power cells and a power level of 0% for them to come and attach to you sub, so it can be very risky and dangerous to intentionally run your energy flat to catch them. A seamoth sized sub or prawn would only take 1 at a time, while a large sub like a cyclops would support 3(2 available dead power cells per larva). Then you simply go back up to your base and they will leisurely detach an move to the much larger base. They will flee if they sense danger, which can be helped by having a parameter defense system. Activating will keep them from detaching for 1 minute. While on a base they would only flee if your base is critically damaged, a special device with protective pods could serve as a more permanent use for these Ghost Larva. They could contain between normal and ion power cells amount of charge say 300 units of power. And maybe if you have enough of them on your base it could form a passive shield instead of just acting like a battery, set via the larva containment. And maybe more cool additions, like a precursor upgrade for the containment that makes it the energy equivalent of the quantum locker from sub zero, the containment blueprint would only be unlocked by a Ghost larva attaching itself to your sub.
Precursor defense system: A little turret that shoots out the teleportation projectiles warpers shoot, teleporting the creature and dealing a small amount of damage. Oxygen shouldn't decrease with holes in your base, seeing as IRL, when a car goes underwater and water is leaking, oxygen won't leak because there is no room for it to leak. If the base is broken, obviously oxygen will leak. Alterra defense systems: A torpedo defense system would be nice, as well as a creature decoy deployer, similar to the one in the cyclops.
A way to camouflage your base to more easily blend into the surroundings would be great. Not 100% effective, but helpful for those that make large bases or set up in more dangerous areas.
maybe a style of base defense thats just hiding the base. either tech wise or just camouflage. idk, gives me the mental image of a group of scientists in their base turning on their defensive camouflage, turning out the lights, and quietly waiting for whatever’s outside to go away.
I really love all these ideas. I hope you and your team can make all this a reality! Genuinely so excited for more of this. Really does feel like the DLC Subnautica always could have had. Just played with the Silence mod and it was one of the best intense gaming moments I've had for a while. Getting past the creature was so fun, at one point it literally tipped my cyclops vertically, set the inside on fire and I had to climb back up to activate the suppression system, then swim outside in the void (whilst crying) and repair the ship. Was so much fun. One Idea I have, not sure how hard this would be to code but for creatures you have raised in containment and released outside your base to be able to fight off other aggressive creatures who are attacking your base. Say you released a friendly stalker or bone shark outside, they could start attacking creatures who are attacking the base to scare them off. Could have a lil fish tower defense army
I think a good idea for defending your bases could be: a module you can add to your base that attracts a certain creature and that creature thinks food is coming from the base so it will defend it and will prevent certain creature attacks from happening example: a crabsnake comes to your base and prevents small creatures form attacking.
if you use precursor tech than I would love to see the use of ion energy in defense and/or power for vehicles like ion shields, torpedoes, power generation, radar, and a stronger hull (not that it will save you :) ). Just an idea but I love the sound of this mod and would love to play with it keep up the good work and don't let others stop you :)
a hologram where if you have scanned x creature you can put it into your hologram inside your base (in my example x will be the silence) so for example you have scanned the silence and have built the hologram projector you have also built the hologram info device in your base so you go to your info device and put in the scanning of the silence it would be projected roaming your base and it would scare away stuff like sand sharks, stalkers, reapers, and some other creatures it would also have a counter where lets say you built in the silence territory and you use a reaper hologram well that would only attract the silence to attack your base
I love all these ideas, especially the fact, that you could cooperate with the surrounding fauna and flora in some way, that doesn't make it just happen, but you have to work for it (ex. You put some kind of feeder outside and the creatures will try to protect your base).
I would like to see pets in this mode, if you hatch an egg of a creature and make it friendly, then you can let this creature to stay near your base. If friendly creature is nearby your base, all creatures with same type will become less aggressive to your base, also your pet will defend your base against smaller creatures, but will swim away when bigger fish attacks. I want most of creatures to have unique abilities: amp eel can charge up your base sometimes, stalker will rarely give metal scraps to you, lava lizards will be very aggresive towards lava leaches, crabsquids will have a chance to hide your base from being detected by reaper's roar.
My suggestions(Im late they wont even notice): 1. I have a really cool idea of adding a watch that can notify you of approaching threats or even like a motor radio , O2 meter and many more functionalities regarding the content the mod will add 2. Will we be getting any new companion pets ? 🐕❤ 3. Aci there's a lotta room inside the hollow aurora and might be a good place to add up some story plots or like add up fragments into. Like a new room for broken down hydras . 4. Aci your idea of a teleporter is cool but from my view the alien tech never blends in into the alterra's habitat systems but the teleports can be another outdoor buildable and still looks a lot resembling the teleports down in the emperor encloser (please dont make them triangular jus makes it feel like a door frame metal detectors in theatres and airports)(my opinion) Another thought i had was that It couldn't be made possible to be placed in the void areas so you would still have to face the deadly creatures to pass through and do your doings (that's basically the mod void expansion (don't make it skipabble)) (this part of the thought could be scrapped (i think im talkin nonsense?))
Add levithan eggs you can hatch and will defend you base after you raise them but to hatch them youll need special incubaters and to move the babys to diffrent bioms to grow or if the power goes out for to long the egg might die
I think it would be fun if different interior modules impacted what damage your base would sustain. Moon pools and aquariums could flood, emphasising the need for bulkheads and power generators could catch on fire or even explode (this would make nuclear power a huge risk/reward).
what if you had some sort of control panel to let you be able to turn on and off the power or certain defences, this might be a way to peacefully avoid the attention of electrical based threats when they get too close to your base, or maybe do the same thing to light sensitive creatures by turning off the lights in your base. this could maybe be expanded to be more precise, where you could turn of specific rooms / parts to save power or maybe to stop powering a room that has either got leeches all over it stealing your precious power or been damaged / flooded during attack, to once again save your power / oxygen production being wasted.
Idea: at some point, you could sound upgrade your defenses to precursor, like the sonic deterrents you see near the primary containment facility. These would be very resource and cost expensive though, so you could also make a precursor power transmitter to draw power from thermal vents in the lava zone assuming you put thermal generators and another power transmitter there. This could also work with solar panels. Another idea is an upgraded thermal power generator, so that they could run at high efficiency (750 or 1000 power units instead of 250) while not being too overpowered. Maybe you could also adapt some kind of boosted sonar if you scan the silence. Also, should silence be capitalized? Another idea is to make a very large (2-3 story in a large room) nuclear generator. Or should I say power plant?
Hey, he’s alive!! And I like the idea of having base attacks and the defense concepts you mentioned. A lot actually. But i also feel like it would be extremely beneficial to have an “aggressiveness toggle” to lower or negate the rate they happen. It would be a shame if some people couldn’t actually play the mod because the pressure of having their base ruined was too high. Im all for the base defense and creature attack system, but there’s probably a lot of people who want to experience the rest of the mod without it. Adding destructive elements or dramatic changes to the gameplay is often a difficult task to balance properly, or serves as a way to divide the players. (See the famous Mincraft Combat Update that added shields; theres a massive number of servers today which don’t support more recent updates or revert the changes. Some users don’t even play on any versions or updates released after that one) Tldr: I’m not saying its a bad system, and i REALLY like what you’re making. I’m just saying the mod could potentially benefit from an option to disable or toggle the likelihood of base attacks specifically.
Here's a idea for a defense module, You know those gas pods in game? There near worthless but how about this, There a small device similar to a smoke launchers. that fire six gas pods in a decent area, making a huge smoke cloud, damaging monsters in range and also blinding them from attacking that portion of your base! Its something i thought of. :/
What about a sonar system for your base, I think it would be really cool to see something like the lurker leviathan in the distance get closer and closer. I think it would build anticipation and terror like the base game does very well
I have a biome idea for your mod! The biome will basically be located INSIDE a cave in the mountains. My idea is that if you go deep enough in to the cave, you will be able to surface into the biome. This biome will be out of the water, inside this cave that’s basically this just huge cave network that is located under the mountains biome. There would be two other cave entrances on the bottom of the floating islands biome, and in the bulb zone. I don’t really have any art for it, but one thing I know is that this biome would be called “The Twisted Caves”. This biome would be full of life and many types of flora and fauna, like cave crawlers, and this new crab-like creature that I have ideas for. I hope you can implement this biome, but I understand if you can’t. You and your team are working hard on Call of The Void, and adding this biome would just give you more to work on.😅
I think it would be so cool if we had a final defense type of thing, it would have to be expensive so it would take a whole ion core or smthg to power, if your base was in a bad enough state you could activate it and it would unleash a green wave deterring all creatures for the current "wave" giving you time to re build and prepare for next time
I love this concept, tho i do not like the idea that every creature is going to attack your base. It will become quickly annoying as you have to be on your toes to repair. Also the problem of this idea is that the enemies will attack the base even if the player is not there in they base (Due to there AI). I love the idea to not add weapons to kill monsters, but atleast add some automatic defense systems to protect the base (This automatic can have a major drawback, as they can use more power to keep active). Also add base part like a security room or defense room where you can control some of the defenses through it (Allowing the player to allocate power to selected parts of the base but making the another parts vulnerable to attacks) I love your work and this is definitely one of my favorite mods in subnautica Also I love and hate you in the same time for releasing the gargantuan leviathan (it still gives my PTSD to this date).
Base defense idea: A porcupine/hedgehog esque defense that requires tiger plant seeds to make. It adds numerous small holes onto the selected base piece. So, if it detects a hostile, or manually activated, it will launch tiger plant spikes in all directions. Works best when theres swarms of hostiles.
What could be a nice addition is a electronic shock perimeter defense system like on the seamoth, but stronger. The shock should not be able to kill however. But just temporarily stun and spook the enemies.
I know that it might be a bit overstretched but why not have the cyclops shield generator as a defense module with increased health since its a base and it has more power i think it would also like bend around the base not like a dome beacause it would be op
If we're talking about precursor tech for defenses I can think of two... A warper deployment platform. You occasionally fead it lead, diamonds, and biomass and it can create/store warpers to deploy during attacks. Another would be a spider drone deployer. They drive off attackers and will also automatically rebuild bits of your base when they can. The sonic deterrent system was already spoken of after all. Maybe one thing you could do is create a sulphur nest to build a colony of crash fish. Anything "hostile" that gets too close it can bring forth a crash fish to attack. It could keep a storage of crash fish eggs to breed and keep going. Maybe even a "call" system. That could play back certain creature sounds recorded to scare off some threats or accidentally attract others. Like you don't want to play sea dragon or reaper calls in the lava zone, but playing sea dragon sounds near the mountains stops reapers from daring to come near. I do get not wanting to put in anything like an automated turret considering everything, but having something you could store the gasopod sacks in to release towards attackers would work.
At first I thought "oh no I don't want creatures attacking my base" but all those ideas that you have of how to defend it convinced me!!! Amazing, I'm so excited for this mod, I already am preparing a playthrough with the shard and hoarding resources to play with it!!!!
Maybe you could use precursor tech to mesh organic chitinous growths into your base as a form of regrowing reinforcement and possible deterrent, by making your base somewhat alive other creatures may see it as a leviathan and be careful to avoid it if possible.
Could also unlock defense modules inspired by scanning certain leviathans. The silence -> the sonic dampener from the vid. Sea emperor -> pacifying area of effect Reaper -> increased scanner room effectiveness. Just some off the top of my head
I only very recently stumbled across the COTV project and I'm beyond excited to see this come to pass. This is more than a mod, you'll have breathed a whole new life into what is already a very immersive and awesome game. So, having watched this video there's one thing I'd like to see addressed. It's always bothered me that having a flooded base brings no real consequence, simply slap on a reinforcement plate, repair the breaches and continue like nothing happened. It should be that electrical equipment is ruined and any plants killed by the salt water, which would also mean that Bulkhead Doors suddenly become very important, beyond providing some reinforcement, because now you need to plan how to protect, for example, your power plant room by their installation. It's a very small detail against the backdrop of all you have planned, but one that would help with the immersion and challenge of the game. Can't wait to see this come out!!
It actually makes no sense to build an underwater habitat and not also ensure it's resistant to flooding. Believe it or not, primitive underwater habitats are a thing in the real world and spoiler all electrical/mechanical parts have extra care put into them to ensure they will work even if exposed to large amounts of water.
A cool idea would be having a weed like plant attached to islands stopping other plants growing on it and making a web of islands with maybe a cure thing for it pls up vote
I hope you get all of this done! It sounds just incredible. Though I need to say, it also sounds like a lot of work. Whether all of this is feasible as a mixing team therefore is sundering I don’t know.
I think that the void giraffe like creatures, should be able to take sehlter in exterior grow beds and make it their homes whilst releasing spores to help increase growth rates of the plants outside. Maybe due to the lack of light plant growth is reduced so these can be benefical, howver the creatures wont settle near ur base if there is too much bright light or the base it too loud with energy generators or the sound wave machine. Just some food 4 thought
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Research trees killed my interest in the game because of the BR
Hey Acy Please Create a Habitat Contoll Palel wich send a Warning to the PDA (I Build a Base in Front of the Aurora😅)
Aci the GOAT
There is actually a mod with base parts, it is called fcs and it adds plenty od features.
Aci I think you could have base lockdown mode or something where reinforcements come down from the windows on your base kind of like shields and you could also add a control Panadol, so like a reaper was trying to attack. It would sound an alarm the base lights would turn red and start flashing.
Not sure how feasible it might be, but it would be cool to have a base that can just float in the void without being attached to land. Maybe with floaters holding it up? Would be cool i think
That sounds super cool, but I think it might need an anchor, or else creature would be able to push it around and then you could lose your whole base (like the drone cameras in the base game lol)
But it would be super cool to be able to mess with your base's buoyancy by adding or removing floaters
What do feasible mean ?
Im not english i need help lol
@@GIGACAT573 it means something like if it's possible to do it
Or using floaters as a resource to make special “floater” variants of base modules, simply removing the land requirement
@@GIGACAT573Basically if something isn’t feasible it isn’t easily possible
If you're going to be adapting Precursor tech ... capture and reprogram those little maintenance bots, place them in your base, and they keep it repaired when you're attacked. A certain number of bots would successfully defend against an attack by a certain number/type of creature. The rest of the time they're just clanking around, acting as a sort of pet.
Better yet, the mechanical leviathans for like 3 platsteel and two double A batteries
I second this
@@computer-fortnite7571 Two AA batteries?
Or even (just hypothetical) instead of idling they can craft things for you? Like when you pin things they can help make the things on your list, or if not maybe they just keep things stocked like bioreactor etc.
Well if we are on the topic of precursor tech then may I bring you attention to the gun in the pod Heehe
"we'll stick to the no weapons rule of Subnautica"
*inhales deeply*
"Alien Rifle mod goes brrr"
that is sooooo truth
I also think a speargun would be an interesting idea,
lol
All i want is a prawn suit with a modded upgrade module that adds two extra arms to the prawn suit so you can add all the different arms and absolutely beat the living crap out of the leviathans. 😊
Edit: a good base defense module would be a sensors with turrets that put about a thousand bullets in the enemy per minute as long as they are in the sendors range. 😊
@@toptiergaming6900unless it's on the prawn suit what's a spear gun gonna do against a leviathan? Maybe for food creatures I could see it working but that's it
That new base attack / repair stuff really looks like something that'll change SN in the best way possible, I also LOVE the idea of the modules to defend your base!!
ANTH!
i absolutely adore the idea of having a few creatures that help defend your base in a symbiosis with the player
i'm a particularly big fan of that shock resistant floater cousin thing and the hives
i love the idea that an army of tiny creatures will help you defend your home because it's also their home, little bit of teamwork to keep the shared living space safe, be it swarms taking on attackers directly or a pile of living goo that creates a coating to defend from electrical attacks
It's already possible to do a few interesting things with "tame" creatures in Subnautica, I'd love to see that expanded upon in CotV!
not tiny creatures, but like if you live with symbiosis with reaper leviathan? like you feed him etc, it would be cool (also he protects your base)
There is one modded base piece I know of - the Cyclops dock. It's essentially a vertical connector with grabber arms at it's top to hold a cyclops in place, attaching to the hatch under the front end and allowing you to jump in and out without going outside. It doesn't have it's own models or anything, but it's well implemented, adding autopilot to the Cyclops for both docking and traveling across the map hands-free, the ability to charge the sub using the base's power, and it's relatively free of bugs or glitches.
The idea of hives on your base is sick as hell. Also, maybe some sort of geysers that could scare off or damaged creatures without proper heat resistance could be interesting.
Edit: This was posted 2 months ago, how the fuck is this still getting likes?
I imagine you could feed them and evolve them to suit the biomes fauna
@@Billy-ir4jc Yeah, and then different evolutionary lines could potentially have different effects and be better/worse at warding off different creatures.
I think it would be really cool if you could have growbeds that contain regional plants to disguise bases such as kelp in the kelp forests or corals in the safe shallows (Maybe even some kind of cloaking system from the void that passively uses energy, could tie into the silence). I think it would also be really cool if creatures you hatch could be released and protect your base while you're not around.
The risk-reward of your mod plans is really well made. If you build in the safe shallows there’s no room but if you build in the dunes you can have a massive base, allowing for more natural progression which Subnautica excels at. It would be nice if you added some kind of filter module to give you a needed item and expand this risk-reward concept. Edit: imagine if you could have your own precursor crab drones.
I also think it works for Subnautica if some creatures are just *really good* at smashing your base. It's their planet, after all, you're just a visitor.
Aci I just want to say this is one of the coolest mods I've ever had the pleasure to witness. The silence is so good and I can't even play subnautica without it in my mod folders now. It's so excellently well done that its almost indescernable from vanilla subnautica. Keep up the good work!
For leaks causing oxygen loss : it makes no sense since the exterior pressure is higher than interior pressure it would more likely pressurize the air/o2 until the pressure equalizes and the air/o2 is given an out so the destroyed base components would lose a ton of air/o2
you could make it so that plants can grow around and on your base so that it gives natural camoflage and decreases the chances of leviathans and other creatures from spotting or detecting it
what type of plants tho?
Creepvine, bloodkelp, some basic seagrass, maybe a brain coral or two, just anything other then a tiger plant.
Almost anything
I'd love to see this type of of thing added to further the part of Subnautica that sorta relies more on your creativity and adapting to your environment, rather than brute forcing the idea with weaponry and foreign means.
Unless its something you attach to your base that sounds hard to program
Would love an airlock interior piece that will drain whatever module it is in so long as there are no holes!
That way you can have intentional holes in your base so you can swim straight in and travel through a bulkhead airlock without flooding the rest of it.
thats a really unique idea!
You know, as a joke, I think you should be able to dismantle the quarantine enforcement platform using a habitat builder and put it on top of your base as a defensive turret
#isupportthisidea
knowing subnautica recipes, it's gonna cost like 5 plasteel ingots and an ion power cell for that massive hyperlaser cannon which is like nothing lol
The thermal plant for 4 platsteel and like five copper
@@iSomeDood Resources are finite and can be difficult to procure, so the recipes being rather forgiving is pretty nice
@@computer-fortnite75715 copper is a lot
The fact that this mod extends beyond the void is absolutely insane! I can't wait to see what else this mod will have to offer in later updates.
Also, the dock at 8:08 reminded me of this face: ̊ ̊ ̊ ̊
100% add these components: Electrical panel; This module takes the place of a reinforcement/window, and is activated by the "Breaker". Breaker; An interior module, attached to a wall, upon interaction, it absorbs energy (Amount changes based on how many electrical panels you have on that base), and electrifies all electrical panels attached to the base, deterring any creators attached to / grabbing a room with enough electrical panels to harm it
there could be a module that shoots out a creature decoy to get the creatures to go away. you could attach it to walls like windows or wall planters, and have to refill it every once in a while
you really need to add some way to camouflage your base. it would make it so most big creatures can't find your base, and it would be super cool. If you could blend the transition and make it so bases are half buried for defense it would be SO COOL. Also, a shield generator like the cyclops, for the base could be very fitting. Another idea, a dome projector that makes a small area around it have no water. You could have some very cool things. Also, (ik its a lot,) but having a form of weathering, where bases will gather things like barnacles or algae, or grow root like vines around it.
It's a lot of things, and most likely you won't read this, but I just wanted to share some of my ideas. Also, I hate to say it, Cyclops docking module? 🥺👉👈
Yeah I think colouring your base could make it camouflage with the water and environment edit: maybe your vehicles too like depending on how you colour it it could camouflage with the leviathans in the area and then the leviathans will be sceptical at first but then start not attacking your vehicle of choice also vehicle cloak module ? That can be activated through a button on the inside😮 another thing for aci is please bring the seatruck into subnautica from below zero and then add a cloak module that would have a button inside that once activated would make your entire seatruck turn invisible 🫥 and then no hostile creatures would attack it
Also shield generator for the base🧐 as a base defence for all biomes?
I love the idea of creatures that can help you base rather than just attack it. It’s a great and realistic idea. I feel like Inorder to have one of them move in, you would need to meet requirements. Maybe the hive species don’t like loud noises, but will be attracted if you emit lights (Like other bugs are).
But I feel like rather than being something you craft, or attach. You would find it in the wild, scan it, then the data log for it tells the player what it does for the base, and how to meet its conditions. Then you need to wait for it to arrive and nest.
You could add radioactive defense to your base you would need your rad suit again but you could have a short burst of radiation drive off non-leviathan attackers. Could even make use of spent fuel rods perhaps
yeah or have nuclear reactor to fuel it? like u can't just use a therm reactor of bio
there already is one in the base game@@haleybrown8197
You guys should add new things to the system of base breaking down things, like if a small fish attacks it numerous times, it'll put a small hole in it, but if a reaper attacks or something, then it would be possible for large cracks and maybe even super big holes in your base, where you could possibly swim through, and even smaller fish starting to come in your base, and some larger. Like if the reaper makes a huge hole, the sandshark could possibly get into your base. And also when you're base is flooded, even at 15m deep, you're base will slowly start to rust and once you repair your base for holes, you need to add a tool to get rid of the rust :). I've been wanting something like this and Call of the Void is the perfect way to get it implemented!
hear me out,
I've always loved the idea of the cyclops being able to dock another vehicle (ignoring the convenience of it) for the hypothetical of if my cyclops gets attacked by a threat too big, where it would eventually no longer be able to take the hits or escape from this great threat, when you start to hear that final abandon ship message from the onboard ai telling you that you have mere moments before your ship is gone, as the alarms blare, you scurry to your docked seamoth (or prawn suit ig) in a final desperate attempt to run for your life from whatever terrifying threat attacked you.
....what im getting at is that, i think it'd be really cool to have a base piece that would enable a similar experience to this, a last ditch attempt at survival from a threat too big for you and your base to handle, this could be because you underestimated the dangers of the environment you decided to encroach on, or you were underequipped for the threats around you, such as having the wrong defences for a certain threat, or running out of power after a long defence that you hadn't expected. or maybe you unknowingly brought a lurker back to your defenceless home ect ect
maybe something along the lines of an escape pod / shuttle that would split from your base and get launched up to the surface, getting you as far away from the deadly depths below, possibly sending out creature decoys periodically to try increase your odds of escape.
Build a moonpool and dock your sub
@@amethyst137_ ehhhhhh, ig
doesnt hit the same tho
and moonpools, in the void would be.... interesting.... with the crush depth and the surrounding "wildlife"
@@theragepheonix8527 they literally showcased the moonpool for Hydra in this video.
Can't wait for this mod to be done
me too bud
This is a mod?
@superawsome043 yeah
Place your bets lol . 2027?
2030 maybe... With luck
It would be cool to see a warper based defense structure or module that could teleport creatures away from your base and disorient them, in exchange for a lot of power.
Maybe add something like camouflage to base so there is less chance hostile creatures attacking base
yeah like cover it in vine? or like a thing that glows, like those really small green creatures in the regular subnautica
Based off game lore and knowlege of how camoflage works, changing the color of the base to fool the eyes and breaking up straight lines (Remember, there is NOTHING straight in nature) with shadows, the terrain or flora would theoretically work since the animals on 4546B work off visual cues.
adding on to what other commenters have said, having camouflage is a really cool idea. adding plants that are native to your current biome could boost your "stealth" score by a LOT, at the cost of not being able to have noisy or intrusive modules
Perhaps you could add something like a abandoned base, with a random chance of spawning in the void. It could be held up by floaters ( floater idea from Razsac.) These bases could be like time capsules, just its an entire base. The bigger the base is, the lower chance of it spawning.
"Or, you can go out and deal with them yourself, but that probably won't go too well for you since, well, you only have a knife."
I see that as a challenge and I accept it.
If there was a vine like growth it could be more a camouflage rather than adding actual defense. It could maybe attract herbivorous creatures that don't attack the base itself but rather eat the growth thus making it need to have some level of upkeep to maintain the camouflage. Perhaps it could be a balance where too much vine growth means the herbivores start attracting predators. Planting creep vine potentially needed for upkeep of the camouflage may attract stalkers. While a risk they also begin bringing nests of scrap metal and of course drop teeth. A calculated risk for easier titanium and enameled glass sources used for expanding one's base. I think overall being able to have plant life growing in an area effect the ecosystem would be really cool. Seeing how certain creatures react to other fauna and flora in the area could add a level of experimentation and immersion that brings the ecosystem more to life.
Also, in the hydra video a potential skill tree associated with the hydra rather than standard upgrades was mentioned. The skill tree could also correspond to the base defense systems. Like a biological path leans into the previously mentioned ecosystem-based defenses. The crystal reinforcements could go along with a crystal path. The sonic deterrent could be part of the tech path. Maybe one branch may make hydra exploration easier but not do as much for base building or vice vera. Maybe that makes things needlessly complicated, but it could add more functionality to the dock. You use the dock to access the skill tree for the hydra and in the process the pda discovers applications for base defense based on whatever upgrade. Like Hydra getting the ability to pump o2 from the water may allow the base to figure out how to lower power costs for base o2.
Two ideas for the base:
1. Some sort of camouflage mechanic decreases the likelihood of massive creatures even noticing your base, especially if it's still small
2. An incentive to hatch eggs of defensive creatures that, after a certain amount of time in your alien containment tank, have loyalty to you and will defend your base.
I have an idea for a defence with precursor tech. Once you activate it, it makes big blast around your base causing some creatures to flee and maybe stunning leviathans for a short time. I don’t really know how broken this would be but I would love for it to be added in at least the concept.
I have this idea for a base defense module. It’s this frostbite module that’s used to fight off creatures, specifically from the lava zone. You would basically put these types of frost panels around the outside of your base, and you would have a control panel for the frostbite system, so whenever a lava lizard attacks your base, they get shocked with frostbite, and they will retreat.
I've never played the game but I've watched the game grow from having no active lava zone to now seeing this and all I can say is keep up the good work
I like the idea of using local wildlife and precursor tech to upgrade your base, as you're going deeper than Alterra would plan for under normal circumstances.
One idea is to make it so that to get rid of something bigger than you can handle, you have to get the precursor tech out of the cases, aka strange box, doomsday machine, alien rifle, nanobots, etc. I think this would be a cool idea because it adds some reasons to go back to the mainland and get some resources you need to progress. Maybe you even have to go down to the lava lakes (active lava zone) to collect stuff down there. Another idea is that you have something bigger that has been destroying the precursor tech and bases, aka Quarantine Enforcement Platform and Primary Containment Facility etc and you have to rebuild them or at least scan fragments to get new precursor blueprints :)
miniature QEP, uses an ion cube per blast, and can scare away leviathans, the gun part will have a pipe jut into your base where you can refill it with a ion cube
Base shield generator. Large room center piece console.
Thank you! ❤️
We're actually looking into a base shield, but what do you mean wirh a center piece console? :)
Maybe for base protection you could use the shield from the cyclops (the same that we used on the rocket in the original game)
You know, since the Cyclops has a shield generator module, I think it is only fair if the Habitat has one as well. Especially when you have to deal with territorial Ghost Leviathans.
Looks good man! Looking forward to this mod.
Some cool ideas for some base related things:
Attaching floaters to your base will reduce the hull integrity loss when attaching base pieces to your base. It starts off small, but the more you add, the greater the effect is.
Some of the new base pieces you’re adding could only be unlocked by scanning precursor tech. For example, for that sonic deterrent base defense you mentioned, maybe you could have it so it’s only unlocked by scanning the sonic deterrents outside the PCF or ones found on other bases.
Idk, I’m not really a game developer, but I think these would be cool ideas
Maybe the hydra docking could be something like the cyclops docking mod if it gets too complicated to add the new base piece
Idea: Directed Sonic Wave Emitter - A turret-like device that is mounted on top of a multi-purpose room and can be remotely controlled from within the room. The turret will emit directed sonic waves that deter almost all creatures when fired at but, consumes a significant amount of power.
LEEEEETSSSS GOOOOOOOOOOO
I really want to see Archotech bases that can be built by player. Maybe some end-game/post-game building parts, maybe even restricted to it's own Precursor habitat builder tool.
Also - batteries for bases. If you make so much mechanics linked to energy, you need to add a way to store extra energy on your base.
making the silent drop a organ when defeated to make your base a sort of null-zone so everything just avoids it could be cool. or scanning it gives you a blueprint for a synthetic version of its organs for the same effect
I am extremely excited to see a more fleashed out version of the lurker leviathan that concept really intrigued me and terrified me all the same
I feel like a cool base defense from either the volcanic zone or precursor itself would be a thermal weapon. Maybe an orb-range around the base just superheating the water to boil any non-volcanic creature alive (like when you use a thermal knife on creatures), or even a sort of heatray that auto-seeks attacking creatures and shoots a jet of superheated plasma or magma at it. The pro being very high damage but the con being high power useage and attracting light & heat seeking creatures.
Something that does the opposite of the lava larva. Lets call them "ghost larva" help power your base instead of leaching off of them. Just need to feed them somehow, or perhaps they can serve as a sort of battery. The name says it all. they would be way way down in the same territory as Ghost Levitations and are a translucent blue and vary in brightness by their charge. To attract them you need a sub with dead power cells and a power level of 0% for them to come and attach to you sub, so it can be very risky and dangerous to intentionally run your energy flat to catch them. A seamoth sized sub or prawn would only take 1 at a time, while a large sub like a cyclops would support 3(2 available dead power cells per larva). Then you simply go back up to your base and they will leisurely detach an move to the much larger base. They will flee if they sense danger, which can be helped by having a parameter defense system. Activating will keep them from detaching for 1 minute. While on a base they would only flee if your base is critically damaged, a special device with protective pods could serve as a more permanent use for these Ghost Larva. They could contain between normal and ion power cells amount of charge say 300 units of power. And maybe if you have enough of them on your base it could form a passive shield instead of just acting like a battery, set via the larva containment. And maybe more cool additions, like a precursor upgrade for the containment that makes it the energy equivalent of the quantum locker from sub zero, the containment blueprint would only be unlocked by a Ghost larva attaching itself to your sub.
Precursor defense system: A little turret that shoots out the teleportation projectiles warpers shoot, teleporting the creature and dealing a small amount of damage.
Oxygen shouldn't decrease with holes in your base, seeing as IRL, when a car goes underwater and water is leaking, oxygen won't leak because there is no room for it to leak. If the base is broken, obviously oxygen will leak.
Alterra defense systems: A torpedo defense system would be nice, as well as a creature decoy deployer, similar to the one in the cyclops.
A way to camouflage your base to more easily blend into the surroundings would be great. Not 100% effective, but helpful for those that make large bases or set up in more dangerous areas.
maybe a style of base defense thats just hiding the base. either tech wise or just camouflage. idk, gives me the mental image of a group of scientists in their base turning on their defensive camouflage, turning out the lights, and quietly waiting for whatever’s outside to go away.
I really love all these ideas. I hope you and your team can make all this a reality! Genuinely so excited for more of this. Really does feel like the DLC Subnautica always could have had. Just played with the Silence mod and it was one of the best intense gaming moments I've had for a while. Getting past the creature was so fun, at one point it literally tipped my cyclops vertically, set the inside on fire and I had to climb back up to activate the suppression system, then swim outside in the void (whilst crying) and repair the ship. Was so much fun.
One Idea I have, not sure how hard this would be to code but for creatures you have raised in containment and released outside your base to be able to fight off other aggressive creatures who are attacking your base. Say you released a friendly stalker or bone shark outside, they could start attacking creatures who are attacking the base to scare them off. Could have a lil fish tower defense army
I think a good idea for defending your bases could be: a module you can add to your base that attracts a certain creature and that creature thinks food is coming from the base so it will defend it and will prevent certain creature attacks from happening example: a crabsnake comes to your base and prevents small creatures form attacking.
You can find new creature eggs that you can put in a nest that you can build and the new creature attacks anything nearby the base
I like how at 3:05 the duck looking whatjamacallit looks like it’s shaking his head alongside the commentary.
i freaking love the idea of symbiotic relationship with alien life and your base and i liked the way you thought about these base defence aspects
if you use precursor tech than I would love to see the use of ion energy in defense and/or power for vehicles like ion shields, torpedoes, power generation, radar, and a stronger hull (not that it will save you :) ). Just an idea but I love the sound of this mod and would love to play with it keep up the good work and don't let others stop you :)
a hologram where if you have scanned x creature you can put it into your hologram inside your base (in my example x will be the silence)
so for example you have scanned the silence and have built the hologram projector you have also built the hologram info device in your base so you go to your info device and put in the scanning of the silence it would be projected roaming your base and it would scare away stuff like sand sharks, stalkers, reapers, and some other creatures it would also have a counter where lets say you built in the silence territory and you use a reaper hologram well that would only attract the silence to attack your base
Alterra and/or Precursor shield generator with it's own amount of health. Plain and simple.
Maybe a personal version and a base version.
I love all these ideas, especially the fact, that you could cooperate with the surrounding fauna and flora in some way, that doesn't make it just happen, but you have to work for it (ex. You put some kind of feeder outside and the creatures will try to protect your base).
I would like to see pets in this mode, if you hatch an egg of a creature and make it friendly, then you can let this creature to stay near your base. If friendly creature is nearby your base, all creatures with same type will become less aggressive to your base, also your pet will defend your base against smaller creatures, but will swim away when bigger fish attacks. I want most of creatures to have unique abilities: amp eel can charge up your base sometimes, stalker will rarely give metal scraps to you, lava lizards will be very aggresive towards lava leaches, crabsquids will have a chance to hide your base from being detected by reaper's roar.
A cool base Moodle idea that I have is an creature decoy shooter which shoots decoys if the base is under attack 🙂
0:58 judging by how water would be gushing through the holes I don’t think it should drain oxygen
I love the idea of things that grow on your base and adapting the environment to your purposes.
This is too good and the only support i think we will get for a update to subnautica hope this goes well aci
My suggestions(Im late they wont even notice):
1.
I have a really cool idea of adding a watch that can notify you of approaching threats or even like a motor radio , O2 meter and many more functionalities regarding the content the mod will add
2.
Will we be getting any new companion pets ? 🐕❤
3.
Aci there's a lotta room inside the hollow aurora and might be a good place to add up some story plots or like add up fragments into. Like a new room for broken down hydras .
4.
Aci your idea of a teleporter is cool but from my view the alien tech never blends in into the alterra's habitat systems but the teleports can be another outdoor buildable and still looks a lot resembling the teleports down in the emperor encloser (please dont make them triangular jus makes it feel like a door frame metal detectors in theatres and airports)(my opinion)
Another thought i had was that It couldn't be made possible to be placed in the void areas so you would still have to face the deadly creatures to pass through and do your doings (that's basically the mod void expansion (don't make it skipabble)) (this part of the thought could be scrapped (i think im talkin nonsense?))
Add levithan eggs you can hatch and will defend you base after you raise them but to hatch them youll need special incubaters and to move the babys to diffrent bioms to grow or if the power goes out for to long the egg might die
I think it would be fun if different interior modules impacted what damage your base would sustain. Moon pools and aquariums could flood, emphasising the need for bulkheads and power generators could catch on fire or even explode (this would make nuclear power a huge risk/reward).
Always happy to see news on the call of the void mod, the work you and your team are doing is incredible!
what if you had some sort of control panel to let you be able to turn on and off the power or certain defences, this might be a way to peacefully avoid the attention of electrical based threats when they get too close to your base, or maybe do the same thing to light sensitive creatures by turning off the lights in your base. this could maybe be expanded to be more precise, where you could turn of specific rooms / parts to save power or maybe to stop powering a room that has either got leeches all over it stealing your precious power or been damaged / flooded during attack, to once again save your power / oxygen production being wasted.
3:39 the new Plants Vs Zombies footage looks good.
Idea: at some point, you could sound upgrade your defenses to precursor, like the sonic deterrents you see near the primary containment facility. These would be very resource and cost expensive though, so you could also make a precursor power transmitter to draw power from thermal vents in the lava zone assuming you put thermal generators and another power transmitter there. This could also work with solar panels. Another idea is an upgraded thermal power generator, so that they could run at high efficiency (750 or 1000 power units instead of 250) while not being too overpowered. Maybe you could also adapt some kind of boosted sonar if you scan the silence. Also, should silence be capitalized? Another idea is to make a very large (2-3 story in a large room) nuclear generator. Or should I say power plant?
I hope I get a response.
here's your reply
Thanks!
@@haleybrown8197
Hey, he’s alive!! And I like the idea of having base attacks and the defense concepts you mentioned. A lot actually. But i also feel like it would be extremely beneficial to have an “aggressiveness toggle” to lower or negate the rate they happen. It would be a shame if some people couldn’t actually play the mod because the pressure of having their base ruined was too high. Im all for the base defense and creature attack system, but there’s probably a lot of people who want to experience the rest of the mod without it. Adding destructive elements or dramatic changes to the gameplay is often a difficult task to balance properly, or serves as a way to divide the players. (See the famous Mincraft Combat Update that added shields; theres a massive number of servers today which don’t support more recent updates or revert the changes. Some users don’t even play on any versions or updates released after that one)
Tldr: I’m not saying its a bad system, and i REALLY like what you’re making. I’m just saying the mod could potentially benefit from an option to disable or toggle the likelihood of base attacks specifically.
Here's a idea for a defense module, You know those gas pods in game? There near worthless but how about this, There a small device similar to a smoke launchers. that fire six gas pods in a decent area, making a huge smoke cloud, damaging monsters in range and also blinding them from attacking that portion of your base!
Its something i thought of. :/
What about a sonar system for your base, I think it would be really cool to see something like the lurker leviathan in the distance get closer and closer. I think it would build anticipation and terror like the base game does very well
I have a biome idea for your mod! The biome will basically be located INSIDE a cave in the mountains. My idea is that if you go deep enough in to the cave, you will be able to surface into the biome. This biome will be out of the water, inside this cave that’s basically this just huge cave network that is located under the mountains biome. There would be two other cave entrances on the bottom of the floating islands biome, and in the bulb zone. I don’t really have any art for it, but one thing I know is that this biome would be called “The Twisted Caves”.
This biome would be full of life and many types of flora and fauna, like cave crawlers, and this new crab-like creature that I have ideas for.
I hope you can implement this biome, but I understand if you can’t. You and your team are working hard on Call of The Void, and adding this biome would just give you more to work on.😅
wow all off these ideas are so cool keep it up!
I think it would be so cool if we had a final defense type of thing, it would have to be expensive so it would take a whole ion core or smthg to power, if your base was in a bad enough state you could activate it and it would unleash a green wave deterring all creatures for the current "wave" giving you time to re build and prepare for next time
I love this concept, tho i do not like the idea that every creature is going to attack your base. It will become quickly annoying as you have to be on your toes to repair. Also the problem of this idea is that the enemies will attack the base even if the player is not there in they base (Due to there AI).
I love the idea to not add weapons to kill monsters, but atleast add some automatic defense systems to protect the base (This automatic can have a major drawback, as they can use more power to keep active).
Also add base part like a security room or defense room where you can control some of the defenses through it (Allowing the player to allocate power to selected parts of the base but making the another parts vulnerable to attacks)
I love your work and this is definitely one of my favorite mods in subnautica
Also I love and hate you in the same time for releasing the gargantuan leviathan (it still gives my PTSD to this date).
Base defense idea:
A porcupine/hedgehog esque defense that requires tiger plant seeds to make. It adds numerous small holes onto the selected base piece. So, if it detects a hostile, or manually activated, it will launch tiger plant spikes in all directions. Works best when theres swarms of hostiles.
What could be a nice addition is a electronic shock perimeter defense system like on the seamoth, but stronger. The shock should not be able to kill however. But just temporarily stun and spook the enemies.
I would like to have more organic options to utilise at bsse. Its sounds very logical to use local materials and creatures to defend yourself
3:24 I remember in one of the videos about sabnaticus, red sprut took off harmful tips and one of them was to plant these very plants near his base
I know that it might be a bit overstretched but why not have the cyclops shield generator as a defense module with increased health since its a base and it has more power i think it would also like bend around the base not like a dome beacause it would be op
This mod is gonna be great, I haven’t played the first shard and I might not but I will definitely be checking out the final product
If we're talking about precursor tech for defenses I can think of two...
A warper deployment platform. You occasionally fead it lead, diamonds, and biomass and it can create/store warpers to deploy during attacks.
Another would be a spider drone deployer. They drive off attackers and will also automatically rebuild bits of your base when they can.
The sonic deterrent system was already spoken of after all.
Maybe one thing you could do is create a sulphur nest to build a colony of crash fish. Anything "hostile" that gets too close it can bring forth a crash fish to attack. It could keep a storage of crash fish eggs to breed and keep going.
Maybe even a "call" system. That could play back certain creature sounds recorded to scare off some threats or accidentally attract others. Like you don't want to play sea dragon or reaper calls in the lava zone, but playing sea dragon sounds near the mountains stops reapers from daring to come near.
I do get not wanting to put in anything like an automated turret considering everything, but having something you could store the gasopod sacks in to release towards attackers would work.
keep up the good work. we believe in you and everyone in the team working on call of the void
I wonder if any of the Aroura Lifepods managed to get to the islands, Who knows maybe Maida, or even Bart Torgal?
At first I thought "oh no I don't want creatures attacking my base" but all those ideas that you have of how to defend it convinced me!!! Amazing, I'm so excited for this mod, I already am preparing a playthrough with the shard and hoarding resources to play with it!!!!
Maybe you could use precursor tech to mesh organic chitinous growths into your base as a form of regrowing reinforcement and possible deterrent, by making your base somewhat alive other creatures may see it as a leviathan and be careful to avoid it if possible.
Could also unlock defense modules inspired by scanning certain leviathans.
The silence -> the sonic dampener from the vid.
Sea emperor -> pacifying area of effect
Reaper -> increased scanner room effectiveness.
Just some off the top of my head
holy sh*t that's a great idea
sea dragon: shoot a fireball from turret?
A base idea:what if you could place a hologram/or a kind of statue of a leviathan or other species that could scare the little creatures
NGL this sounds super cool! I’d love to see this in game soon enough. Keep up the good work dude.
I only very recently stumbled across the COTV project and I'm beyond excited to see this come to pass. This is more than a mod, you'll have breathed a whole new life into what is already a very immersive and awesome game. So, having watched this video there's one thing I'd like to see addressed.
It's always bothered me that having a flooded base brings no real consequence, simply slap on a reinforcement plate, repair the breaches and continue like nothing happened. It should be that electrical equipment is ruined and any plants killed by the salt water, which would also mean that Bulkhead Doors suddenly become very important, beyond providing some reinforcement, because now you need to plan how to protect, for example, your power plant room by their installation. It's a very small detail against the backdrop of all you have planned, but one that would help with the immersion and challenge of the game. Can't wait to see this come out!!
It actually makes no sense to build an underwater habitat and not also ensure it's resistant to flooding. Believe it or not, primitive underwater habitats are a thing in the real world and spoiler all electrical/mechanical parts have extra care put into them to ensure they will work even if exposed to large amounts of water.
A cool idea would be having a weed like plant attached to islands stopping other plants growing on it and making a web of islands with maybe a cure thing for it pls up vote
This mod looks amazing already with just this and the silence
Hopefully this helps make it reality for subnautica?
Thank you!
Your welcome I gave you a mod idea in the chat
I hope you get all of this done! It sounds just incredible. Though I need to say, it also sounds like a lot of work. Whether all of this is feasible as a mixing team therefore is sundering I don’t know.
I think that the void giraffe like creatures, should be able to take sehlter in exterior grow beds and make it their homes whilst releasing spores to help increase growth rates of the plants outside. Maybe due to the lack of light plant growth is reduced so these can be benefical, howver the creatures wont settle near ur base if there is too much bright light or the base it too loud with energy generators or the sound wave machine. Just some food 4 thought