Subnautica

Subnautica

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'Liquid Water' mod proposal
By Sputnik
What would Subnautica look like with better water mechanics? Hardcore it turns out!

This design resurrects an early access vision of a more challenging water environment (submarines needed for pressure protection, airlocks to prevent flooding)
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Caveat and Requests
  1. This is NOT meant as a faithful diving simulator. Just an upgrade to add more challenging water effects. Remember there's a LOT of design options between 0% and 100% realism!
  2. I haven't yet worked out the rates of pressure damage to inflict upon an exposed deep diver. Accepting suggestions from any number crunchers.
  3. There may still be a few unforeseen consequences. Please let me know in the comments what I've overlooked.
  4. Special request not to announce "Who wants to wait around for an airlock?"
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Free Swimming
Diving at great depth is bad for your health! We can acknowledge this without going the Full Sim (e.g. without including narcosis and 'the bends')
  • Beginning at 100m a swimmer receives some slight damage over time (rate to be decided)
  • Every 10m deeper below adds to this rate of damage
  • By about 900m pressure damage becomes brutal enough to make swimming unsustainable. To survive deep down in the inky depths you're gonna need a titanium hide!
Notes:
- Ideally with the addition of 'Ntrox' Tanks' and other mixed gases to mitigate pressure damage.
- The starting depth for taking damage is up for debate, due to implications for Seamoth pilots

Ryley mow squishy, and no longer immune to the crushing depths below 100m
Habitats
3 classes of habitat can be built to cope with increasing depth and water pressure:
Ambient Pressure, Hybrid, and Single Atmosphere.

Ambient Pressure Habitat
Use: Shallow-water base
Range: 0-100m deep
System: Ambient Pressure (Internal pressure = surrounding 'ambient' water pressure).
Access:
- Floor hatch (for continued easy access)
- Wall and ceiling hatches (but this now triggers the habitat flooding effect)
- Moonpool (when attached)
Notes:
- Floor hatch access won't cause flooding because internal and external pressures are balanced
- Below 100m the ambient pressure is too great to open conventional hatches

Hybrid Habitat
Use: Middle-depth base
Range: 100-900m deep
System: Hybrid (Habitat pressure = surface pressure, Moonpool = ambient water pressure)
Access:
- 'Wet Airlocks' (these replace wall hatches in Multipurpose rooms during construction)
- Alien Containment Airlock (see concept art below)
- Upgraded Moonpool with built-in a 'Dry airlock' (see location pics below)
No Access:
- Floor, ceiling and wall hatches (will not open against the extreme water pressure)
- Standard Moonpool (uncontrollable flooding will continue while one is attached)
Notes:
- Wet airlocks should be user friendly (single click use, rapid purging of about 3 seconds)
- Moonpool's dry airlock prevents high pressure water flooding into lower pressure base
- Pressure damage effects are experienced within moonpools below 100m (as for divers)

Single Atmosphere Habitat
Use: Deep-water base
Range : 900-2000m depth
System: Single atmosphere (all compartment pressures = surface pressure of 1 atm)
Access:
- Wet Airlock' wall hatches (but now high pressure damage incurred when exiting)
- Alien Containment Wet Airlock (but now very high pressure damage incurred when exiting)
- Cyclops 'docking tube' (existing mod pictured below)
No Access:
- Floor, ceiling and wall hatches (cant be opened against the water pressure)
- Standard Moonpool (uncontrollable flooding will continue while one is attached)
- Upgraded Moonpool (functions, but high ambient pressure damage makes it impractical here)
Notes:
- Cyclops now becomes essential to access the smaller subs at great depths

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Floor hatch
(Freely accessible above 100m. Inoperable below 100m)

Wall and Ceiling hatches
(Accessible above 100m, but with internal flooding event. Inoperable below 100m)

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Multipurpose Room hatch alcove
(proposed site of a 'wet airlock'. Must include an internal bulkhead door)

Alien Containment Airlock (concept art)
(Includes an external hatch, not shown)

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Moonpool connection alcove
(proposed site of a 'dry airlock'. Must include an internal bulkhead door)

Vehicles
Seaglide
Use: Shallow & medium depth transport (without air supply)
Range: 0-900m depth
System: No cabin (ambient pressure vehicle)
Access: Unrestricted
Note: Below 100m the pilot experiences ambient pressure damage as for 'Free Swimming'

Seamoth
Use: Shallow & medium depth (with air supply)
Range: 0-900m depth
System: Wet sub (internal pressure = ambient pressure)
Access:
- Unrestricted
- While Docked (in moonpool or Cyclops)
Notes:
- Cockpit that freely fills with water during use, then drains out when docked
- Air supply is provided by the sub's on-board re-breather mouthpiece (animation required)
- Below 100m the pilot experiences ambient pressure damage, as for 'Free Swimming' above.
- Suggest new Seamoth module 'IV Drip' to counter ambient pressure damage.

Prawn Suit
Use: Deep-water pressure protection (with air supply)
Range: 0-1700m depth
System: Single atmosphere 'dry sub' (internal pressure = surface pressure)
Access:
- While afloat immediately after construction by Mobile Vehicle bay
- While docked (moonpool or cyclops)
- When out of water
No Access:
- While submerged (hatch will not open)
Notes:
- The opportunity for surface entry into a newly made Prawn must be extended
- Warper teleports on a Prawn pilot can be deadly now. Don't stray far from your Cyclops when drilling and you should be OK. Use drones to scout ahead for Warper patrols n the Lava Zone.
- Alternatively, tweak the warp mechanic for the Prawn so you warp 'as one' , and stay inside the suit.

Prawn Tools
A bit tricky this one. Now you're sealed inside this can, tool use is limited to drills and grapples.
Couple of options:
- Several additional 'tool arms' as modules (Builder, Scanner, Cutter)
- Existing Prawn claw arm can just use any tool in your inventory. A mini 'tool airlock' allows this (that could just be commented on by the PDA without having to show it).

Cyclops
Use: Deep-water dock for smaller vehicles
Range: 0-1700m depth
System: Single atmosphere 'dry sub' (internal pressure = surface pressure)
Access:
- Via the existing wet airlock 'Diving Chamber' (non-functional, and pictured below)
- Via vehicles docked in its onboard dry dock (pictured below)
- Via a docking tube with a habitat (existing mod pictured below)
Notes:
- Now much more than just a floating Winnebago, it's now a vital partner for the smaller vehicles.

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The Seamoth is now a 'Wet Sub'
(it floods with water, allowing continued free access underwater)

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The Prawn is now a 'Dry Sub'
(it remains dry inside, so now cannot be accessed while submerged)

Prawn suit still afloat immediately after construction
(needs to be modded to remain afloat until boarded first time)

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Cyclops Docking Tube
(left = available mod, right = altenative concept)

Cyclops Wet Airlock
(an existing feature, but currently non-functional)

Cyclops internal dry dock
(now vital to progress in the game)
Precursor Upgrades
Three 'Precursor Tech' blueprints can be found the Primary Containment Facility, hidden in the
small rooms adjoining the Antechamber (Precursor forcefield pictured below)

Habitat Access Forcefield
Appearance: Replaces any hatch with a Precursor green force-field disk
Function: Allows free access to a habitat, at any depth, without need for a wet airlock

Moonpool Surface Forcefield
Appearance: Replaces interior water surface with a Precursor green force-field
Function: Modifies any moonpool to operate at surface atmosphere pressure
Notes: Eliminates need of any moonpool 'dry airlock' below 900m

Prawn Entry Forcefield
Appearance: Replaces top hatch with a Precursor green force-field disk
Function: Allows free entry/exit underwater to the Prawn without need for docking.

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Precursor Forcefield technology
(Available late game for modifying hatches, moonpools and prawn suits. You know you really deserve this!)
Thanks
@Catalytic - Troubleshooting & mixed gas idea.
@EleventhStar - Troubleshooting 
@Bionerd1999 - Brainstorming. Troubleshooting (Prawn tools)
@KC_RadishRipper - Warper effects on Prawn drivers. 
@Radio - Prawn arm tool use
47 Comments
Sputnik  [author] 20 Sep, 2023 @ 5:24am 
Yes, good point - that was from a PDA entry? But still, I'd prefer Seamoth as a wet sub for the convenience when foraging. So I suppose, to fudge the lore, you could say it involves an upgrade module to become space worthy.
Foe 19 Sep, 2023 @ 3:40pm 
Just of note: according to game lore the Seamoth is both and underwater and space vehicle ( according to its in game description), therefore it would not be an ambient pressure vehicle...
Sputnik  [author] 18 Sep, 2023 @ 5:04pm 
Don't hold your breath!
Neurotic Tangent 18 Sep, 2023 @ 3:50pm 
All of this would fit beautifully into Subnautica 3.
Sputnik  [author] 1 Sep, 2023 @ 2:50am 
Yup. Just need someone to code it now lol.
Radio 1 Sep, 2023 @ 2:22am 
perhaps looking all the way down and pressing the inventory button while in the prawn should open the prawn inventory instead of your own
Sputnik  [author] 31 Aug, 2023 @ 5:27pm 
Any thoughts on a mechanic that allows a Prawn operator to put held items into storage?
Sputnik  [author] 31 Aug, 2023 @ 5:13pm 
@Radio. Yes. Easier for development not to make additional arm models, just animate the existing claw to hold the existing tools. I imagine there would be a mini tool air lock that allows this (that could just be commented on by the PDA without having to show it).

@TheUnfunnyMan. Great idea for a 'Drones DLC', but outside the scope of this one I think.
TheUnfunnyMan 31 Aug, 2023 @ 3:36pm 
I feel like a small ROV, similar to the camera drones but with a repair tool, laser cutter and arm would be quite useful for exploring wrecks. Maybe it could be attached to the Cyclops, either as an upgrade or just coming with the Cyclops. That or a deep-sea diving suit.
Radio 31 Aug, 2023 @ 1:26pm 
yknow, default prawn arms can already manipulate their envionment, if you just made it so that you can give the arm any tool from your inventory i see no reason why it shouldnt work that way