Depth Levels: Difference between revisions
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[[File:NewDepthMeter.png|thumb|224x224px|HUD depth indicator]] |
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'''Depth |
'''Depth''' is one of the main [[HUD]] indicators in ''[[Subnautica]]''. The depth element of the HUD is always present and shows the player's current depth below the surface. Keeping an eye on this HUD element is important when navigating the [[Seamoth]], [[Cyclops]], [[Prawn Suit]], and [[Seatruck]]. |
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Depth is only measured underwater; if the player's position is above sea level, the indicator will always show a depth of 0 no matter how high up they are. Depth effects are disregarded in any area which has an atmosphere, and in water which is inside any kind of enclosed facility. |
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The maximum possible depth the player can reach is 8,192 meters in both ''[[Subnautica]]'' and ''[[Subnautica: Below Zero]]'' by going down the dropoff at the [[Crater Edge]] and [[World Edge]], respectively: passing this will immediately warp the player and any vehicle they are in to [[Lifepod 5]]. |
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Around 3000 meters the world "ends" and gives way to a void. |
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== |
== Player Depth == |
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There is no strict depth limit for the player character outside of a vehicle; they are never damaged by depth alone no matter how deep they go. However, by default their oxygen depletes faster as they go deeper. From 0–99m they will lose 1 oxygen every second. At 100–199m this increases to 2 oxygen every second, and below 200m oxygen loss maxes out at 3 every second. The [[Rebreather]] item completely removes this effect while equipped and gives a uniform 1 oxygen loss per second regardless of depth. |
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There are currently three stages of '''Depth'''. The indicator will change color if it passes to another stage. Each stage affects the Cyclops in different ways. |
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==Seabase Depth== |
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When the Cyclops goes past 400 meters, the computer system will warn the player that they are leaving the safe zone. When the Cyclops goes past 500 meters, the computer system will warn the player that hull damage is imminent. The player then has a few seconds to turn back before the Cyclops starts to spring leaks. The player then has to turn back, as attempts to repair the damage past the 500-meter-mark will be futile. |
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Depth also has an impact on [[Seabases]]. While a base has no crush depth ''per se'', and modules will never leak due to depth alone, any module that reduces [[Hull Integrity]] has a multiplier added to its Integrity penalty that increases the further down the base is built. The multiplier is fixed at 1.0 down to 100m, with an additional 0.001 added for every meter beyond that. For example, at 750m the multiplier will be 1.65: adding a [[Moonpool]] to a base at this depth (basic penalty 5.0) will result in a structural integrity penalty of 8.25. |
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Since positive bonuses are static, bases built at greater depths will require progressively more [[Reinforcement]]s, [[Bulkhead]]s or [[Foundation]]s to keep them from flooding. [[Solar Panel]]s also become less effective in deeper waters. |
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The safe zone of the Seamoth is 150 meters, and the crush depth is 200 meters however this can be increased by placing a Seamoth Pressure Compensator in the upgrades. |
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Bases built at 0 depth are totally unaffected by the Hull Integrity system. |
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It is possible to increase the Cyclops' maximum depth using [[:category:Upgrade|Upgrades]]. |
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==Vehicle Depth Stages== |
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Currently, the player can go to greater depths than the cyclops without taking damage. However, the player depletes oxygen faster as they go deeper. For example, referring to the graph below, in the 'white' zone the player will lose 1 oxygen every second. In the 'yellow' zone, the player loses 2 oxygen every second, and in red, the player loses 3 oxygen every second. |
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There are two stages of depth for vehicles. |
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When the vehicle is in the safe zone, the [[Cyclops]] and [[Prawn Suit]] will not take impact damage, and the [[Seamoth|Seamoth's]] and [[Seatruck]]'s impact damage will be minimal. |
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When a vehicle goes past the crush depth, the computer system will warn the player that hull damage is imminent. The player then has a few seconds to turn back to avoid damage. After this a creaking sound like buckling metal will be heard at regular intervals. In the Seamoth, Seatruck, and Prawn Suit, the vehicle will take constant damage until it is destroyed or returns to its safe depth. In the Cyclops, external hull breaches will start to appear, with the Cyclops' health decreasing as they do. The [[Repair Tool]] can generally fix a vehicle faster than the damage-over-time from being below crush depth damages it (though in the case of the Cyclops this is trickier due to the need to find the breaches), though this is only a temporary solution. |
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A vehicle docked within a Cyclops or Seatruck cannot take damage while still inside the Cyclops no matter how deep the latter goes. |
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It is possible to increase a vehicle's maximum depth using Upgrades. |
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=== Seamoth Depths === |
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{| class="wikitable" border="0" |
{| class="wikitable" border="0" |
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|- |
|- |
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! scope="col" |Depth |
! scope="col" |Depth |
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![[Seamoth Depth Module MK1|Upgrade 1]] |
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! scope="col" |Indicator color |
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![[Seamoth Depth Module MK2|Upgrade 2]] |
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![[Seamoth Depth Module MK3|Upgrade 3]] |
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! scope="col" |Effect |
! scope="col" |Effect |
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|- |
|- |
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|0- |
|0-199 meters |
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|0-299 meters |
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|White |
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|0-499 meters |
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|None; the Cyclops will not take any damage |
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|0-899 meters |
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|- |
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|The Seamoth only suffers collision damage at high speeds, and the damage is minimal |
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|100-199 meters |
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|Yellow |
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|Past safe zone; Cyclops will take damage on impact |
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|- |
|- |
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|200+ meters |
|200+ meters |
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|300+ meters |
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|Red |
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|500+ meters |
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|Hull integrity compromised; Cyclops will slowly start to spring more and more leaks |
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|900+ meters |
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|Hull integrity compromised; Seamoth will take damage as long as it is below crush depth |
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|} |
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=== Cyclops Depths === |
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{| class="wikitable" border="0" |
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|- |
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! scope="col" |Depth |
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![[Cyclops Depth Module MK1|Upgrade 1]] |
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![[Cyclops Depth Module MK2|Upgrade 2]] |
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![[Cyclops Depth Module MK3|Upgrade 3]] |
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! scope="col" |Effect |
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|- |
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|0-499 meters |
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|0-899 meters |
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|0-1299 meters |
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|0-1699 meters |
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|None; the Cyclops will not take any impact damage (can be damaged by creature attacks) |
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|- |
|- |
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| |
|500+ meters |
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|900+ meters |
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|Red |
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|1300+ meters |
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|Maximum depth of beta build. Biomes all end around this point. |
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|1700+ meters |
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|Hull integrity compromised; Cyclops will develop external hull cracks as long as it is below crush depth |
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|} |
|} |
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=== Prawn Suit Depths === |
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==Future Plans== |
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{| class="wikitable" border="0" |
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In the future, '''depth''' will be important to watch, as going up too quickly will hurt the player<ref>https://trello.com/c/TweR6DNP/4059-prototype-nitrogen-bends</ref>. |
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|- |
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! scope="col" |Depth |
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![[Prawn Suit Depth Module MK1|Upgrade 1]] |
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![[Prawn Suit Depth Module MK2|Upgrade 2]] |
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! scope="col" |Effect |
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|- |
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|0-899 meters |
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|0-1299 meters |
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|0-1699 meters |
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|None; the Prawn Suit will not take any damage |
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|- |
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|900+ meters |
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|1300+ meters |
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|1700+ meters |
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|Hull integrity compromised; Prawn Suit will take damage as long as it is below crush depth |
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|} |
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== |
=== Seatruck Depths === |
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{| class="wikitable" border="0" |
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As '''Depth''' has many effects outside the ''Subnautica'' universe, it might well be that it will affect more things in future builds, such as for example the player's health or usage of [[oxygen]]. |
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|- |
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! scope="col" |Depth |
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![[Seatruck Depth Upgrade MK1|Upgrade 1]] |
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![[Seatruck Depth Upgrade MK2|Upgrade 2]] |
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![[Seatruck Depth Upgrade MK3|Upgrade 3]] |
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! scope="col" |Effect |
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|- |
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|0-199 meters |
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|0-299 meters |
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|0-649 meters |
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|0-999 meters |
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|The Seatruck only suffers collision damage at high speeds, and the damage is minimal |
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|- |
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|200+ meters |
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|300+ meters |
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|650+ meters |
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|1000+ meters |
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|Hull integrity compromised; Seatruck will take damage as long as it is below crush depth |
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|} |
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== |
==Gallery== |
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<gallery orientation=" |
<gallery orientation="landscape"> |
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HUD0m.png|Depth HUD indicator at the surface shows zero meters |
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HUDDepth1.png|The HUD Indicator at 94m |
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Depth HUD (2).jpg|[[Cyclops]]: Even inside the vehicle shows HUD indicator |
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HUDDepth158m.jpg|The HUD Indicator at 158m |
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Depth HUD (5).jpg|The HUD indicator shows yellow color when the player is between 100 to 200 meters. |
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HUDDepth1378m.jpg|The HUD Indicator at 1378m |
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Depth HUD (4).jpg|The HUD indicator shows red color when the player is deeper than 200 meters. |
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</gallery> |
</gallery> |
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== |
==Trivia== |
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* If the player swims past 500m in depth, they will start breathing faster, to reflect the pressure making it harder for them to |
* If the player swims past 500m in depth, they will start breathing faster, to reflect the pressure making it harder for them to breathe properly at this depth. This occurs even with the Rebreather equipped, and is purely cosmetic, having no effect on oxygen consumption. |
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* In older versions, there was a secondary game mechanic called '''Safe Depth.''' If a vehicle surpassed this depth, its onboard computer would warn the player that collisions could damage the hull. This feature was later scrapped. |
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* In older versions, the player's depth HUD would display as yellow at 100m in depth, and turn red at 200m. This occurred even with a rebreather equipped. |
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==References== |
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* The maximum depth before being reset to 0m is 8192m. Falling (through construction glitches) or diving in the [[Crater Edge]] is the only way to reach this maximum depth. |
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<references /> |
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[[fr:Niveaux de profondeur]] |
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[[Category:Attributes]] |
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[[Category:Mechanics]] |
[[Category:Mechanics]] |
Latest revision as of 16:48, 13 February 2025
Depth is one of the main HUD indicators in Subnautica. The depth element of the HUD is always present and shows the player's current depth below the surface. Keeping an eye on this HUD element is important when navigating the Seamoth, Cyclops, Prawn Suit, and Seatruck.
Depth is only measured underwater; if the player's position is above sea level, the indicator will always show a depth of 0 no matter how high up they are. Depth effects are disregarded in any area which has an atmosphere, and in water which is inside any kind of enclosed facility.
The maximum possible depth the player can reach is 8,192 meters in both Subnautica and Subnautica: Below Zero by going down the dropoff at the Crater Edge and World Edge, respectively: passing this will immediately warp the player and any vehicle they are in to Lifepod 5.
Player Depth
There is no strict depth limit for the player character outside of a vehicle; they are never damaged by depth alone no matter how deep they go. However, by default their oxygen depletes faster as they go deeper. From 0–99m they will lose 1 oxygen every second. At 100–199m this increases to 2 oxygen every second, and below 200m oxygen loss maxes out at 3 every second. The Rebreather item completely removes this effect while equipped and gives a uniform 1 oxygen loss per second regardless of depth.
Seabase Depth
Depth also has an impact on Seabases. While a base has no crush depth per se, and modules will never leak due to depth alone, any module that reduces Hull Integrity has a multiplier added to its Integrity penalty that increases the further down the base is built. The multiplier is fixed at 1.0 down to 100m, with an additional 0.001 added for every meter beyond that. For example, at 750m the multiplier will be 1.65: adding a Moonpool to a base at this depth (basic penalty 5.0) will result in a structural integrity penalty of 8.25.
Since positive bonuses are static, bases built at greater depths will require progressively more Reinforcements, Bulkheads or Foundations to keep them from flooding. Solar Panels also become less effective in deeper waters.
Bases built at 0 depth are totally unaffected by the Hull Integrity system.
Vehicle Depth Stages
There are two stages of depth for vehicles. When the vehicle is in the safe zone, the Cyclops and Prawn Suit will not take impact damage, and the Seamoth's and Seatruck's impact damage will be minimal.
When a vehicle goes past the crush depth, the computer system will warn the player that hull damage is imminent. The player then has a few seconds to turn back to avoid damage. After this a creaking sound like buckling metal will be heard at regular intervals. In the Seamoth, Seatruck, and Prawn Suit, the vehicle will take constant damage until it is destroyed or returns to its safe depth. In the Cyclops, external hull breaches will start to appear, with the Cyclops' health decreasing as they do. The Repair Tool can generally fix a vehicle faster than the damage-over-time from being below crush depth damages it (though in the case of the Cyclops this is trickier due to the need to find the breaches), though this is only a temporary solution.
A vehicle docked within a Cyclops or Seatruck cannot take damage while still inside the Cyclops no matter how deep the latter goes.
It is possible to increase a vehicle's maximum depth using Upgrades.
Seamoth Depths
Depth | Upgrade 1 | Upgrade 2 | Upgrade 3 | Effect |
---|---|---|---|---|
0-199 meters | 0-299 meters | 0-499 meters | 0-899 meters | The Seamoth only suffers collision damage at high speeds, and the damage is minimal |
200+ meters | 300+ meters | 500+ meters | 900+ meters | Hull integrity compromised; Seamoth will take damage as long as it is below crush depth |
Cyclops Depths
Depth | Upgrade 1 | Upgrade 2 | Upgrade 3 | Effect |
---|---|---|---|---|
0-499 meters | 0-899 meters | 0-1299 meters | 0-1699 meters | None; the Cyclops will not take any impact damage (can be damaged by creature attacks) |
500+ meters | 900+ meters | 1300+ meters | 1700+ meters | Hull integrity compromised; Cyclops will develop external hull cracks as long as it is below crush depth |
Prawn Suit Depths
Depth | Upgrade 1 | Upgrade 2 | Effect |
---|---|---|---|
0-899 meters | 0-1299 meters | 0-1699 meters | None; the Prawn Suit will not take any damage |
900+ meters | 1300+ meters | 1700+ meters | Hull integrity compromised; Prawn Suit will take damage as long as it is below crush depth |
Seatruck Depths
Depth | Upgrade 1 | Upgrade 2 | Upgrade 3 | Effect |
---|---|---|---|---|
0-199 meters | 0-299 meters | 0-649 meters | 0-999 meters | The Seatruck only suffers collision damage at high speeds, and the damage is minimal |
200+ meters | 300+ meters | 650+ meters | 1000+ meters | Hull integrity compromised; Seatruck will take damage as long as it is below crush depth |
Gallery
Trivia
- If the player swims past 500m in depth, they will start breathing faster, to reflect the pressure making it harder for them to breathe properly at this depth. This occurs even with the Rebreather equipped, and is purely cosmetic, having no effect on oxygen consumption.
- In older versions, there was a secondary game mechanic called Safe Depth. If a vehicle surpassed this depth, its onboard computer would warn the player that collisions could damage the hull. This feature was later scrapped.
- In older versions, the player's depth HUD would display as yellow at 100m in depth, and turn red at 200m. This occurred even with a rebreather equipped.
- The maximum depth before being reset to 0m is 8192m. Falling (through construction glitches) or diving in the Crater Edge is the only way to reach this maximum depth.