Cyclops: Difference between revisions
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# Cyclops Engine fragments ([[Aurora]], [[Wrecks]], [[Mountain Island]], [[Underwater Islands]], and [[Jelly Shroom Caves]]) |
# Cyclops Engine fragments ([[Aurora]], [[Wrecks]], [[Mountain Island]], [[Underwater Islands]], and [[Jelly Shroom Caves]]) |
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# Cyclops Bridge fragments (Sea Treader's Path, Mushroom Forest and [[Crash Zone]]) |
# Cyclops Bridge fragments (Sea Treader's Path, Mushroom Forest and [[Crash Zone]]) |
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Each set requires three fragments to be scanned in order to complete the component. Each component is shown individually in the [[PDA]]. Each completed component will progress the overall '''Cyclops''' |
Each set requires three fragments to be scanned in order to complete the component. Each component is shown individually in the [[PDA]]. Each completed component will progress the overall '''Cyclops''' blueprint by 33%; to fully complete the '''Cyclops''' blueprint, the player must find and scan nine fragments in total. |
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==Features== |
==Features== |
Revision as of 21:30, 13 July 2017
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This seems new This article contains information that is updated for the latest Experimental Version of Subnautica. Players using stable mode may find this information inaccurate. |
<infobox>
<title source="title1"><default>Cyclops</default></title>
<image source="image4"></image> <label>Category</label> <label>Category</label> <label>Description</label> <label>Hull Integrity</label> <label>Health</label> <label>Blueprint Source</label> <label>Acquired From</label> <label>Fragments</label> <label>Build Time</label> <label>Size</label> <label>Damage</label> <label>Drill Yield</label> <label>Biome</label> <label>Location</label> <label>Coordinates</label> <label>Perks</label> <label>Penalties</label> <label>Attribute</label> <label>Drops</label>
<label>Debug Spawn</label> <format> * {{#explode:{{{debugspawn}}}||1}} </format> <label>Debug Spawn</label> <format> * {{#explode:cyclops||1}} </format><label>Music</label> <group layout="horizontal"> <label>Food</label> <label>H2O</label> </group> <label>Bioreactor</label> <label>Byproduct</label> <group collapse="open" class="tab-fragment"> <header>Fragments</header> <image source="image2"></image> <label>Item</label> <label>Description</label> <label>Location</label> <label>Fragments</label> <label>Attribute</label> <label>Debug Spawn</label> <format>cyclopshullfragment</format> <image source="image3"></image> <label>Item</label> <label>Description</label> <label>Location</label> <label>Fragments</label> <label>Attribute</label> <label>Debug Spawn</label> <format>cyclopsenginefragment</format> <image source="image5"></image> <label>Item</label> <label>Description</label> <label>Location</label> <label>Fragments</label> <label>Attribute</label> <label>Debug Spawn</label> <format>cyclopsbridgefragment</format> </group> <group collapse="open" class="tab-fragment"> <header>Data Boxes</header> <image source="image6"></image> <label>Location</label> </group> </infobox>


Be advised: the Cyclops is designed to be operated by a three-person crew. Only experienced helms-people should attempt to pilot this vehicle solo.
― PDA, Dialogue

The Cyclops is a player-controlled submarine that is constructed using the Mobile Vehicle Bay. It is equipped with a vehicle bay able to store a single smaller submersible, and can be modified with a range of different upgrades.
At 54.2m long, 12.6m wide and 14.2m tall, the Cyclops is the largest player controlled vehicle in the game, and is capable of diving to depths of up to 500m or greater with upgrades.
Overview
Access is obtained either via a dive chamber located at the bow of the keel or via the docking bay when piloting a Seamoth or Prawn Suit. It is equipped with an onboard A.I. that will warn the player of danger and a beacon allowing the player to locate it at a distance.
The player can customize the sub by constructing placeable items such as Fabricators or Lockers inside its many chambers, allowing it to act as a mobile seabase.
Blueprints
Unlike most other Blueprints, the player must find and scan three different sets of fragments in order to craft. These are:
- Cyclops Hull fragments (Sea Treader's Path, Floating Island and Mushroom Forest)
- Cyclops Engine fragments (Aurora, Wrecks, Mountain Island, Underwater Islands, and Jelly Shroom Caves)
- Cyclops Bridge fragments (Sea Treader's Path, Mushroom Forest and Crash Zone)
Each set requires three fragments to be scanned in order to complete the component. Each component is shown individually in the PDA. Each completed component will progress the overall Cyclops blueprint by 33%; to fully complete the Cyclops blueprint, the player must find and scan nine fragments in total.
Features
The submarine is equipped with three external cameras which are operated via the Pilot HUD. These cameras are located on the keel, conning tower, and screw, which are respectively below, above and at the rear of the submarine.
It is capable of travelling at 3 pre-set speeds from "Slow" up to "Ahead Flank", each setting impacting the amount of 'noise' generated and in turn, attention from hostile fauna. More information on noise can be found here: Noise
<tabber> Bridge= The Bridge is located at the bow of vessel and features a large domed glass port which is the primary viewing port for navigating.
A wall-mounted fire extinguisher can be located on the port wall and the player is able to access both the Upper midsection via a large bulkhead door and the keel via a dedicated ladder.
There are several different HUDS located here.
<tabber> Pilot HUD= Much of the HUD available to the pilot is not visible until the player engages the controls.
The speed setting bit of the HUD will not be visible unless the engine has been turned on. Furthermore, the Cyclops is incapable of movement if the engine is disabled, and "Engine off" will appear in front of the player as part of the HUD.
The player can view the current speed, noise and health of the vessel along with the ability to adjust the speed of the Cyclops, view from the external cameras and activate modules such as the Shield Generator, Sonar and Decoy Launcher.
Clicking the camera button will allow the player to control the external cameras, there are three in total; one under the keel, one on the back and one on the conning tower (Very top). These cameras are best used for navigating around obstacles and for checking for predators.
A hologram projector to the right of the piloting position displays a small image of the Cyclops and nearby hostile creatures as red triangles when they are hostile to the Cyclops, and yellow dots when they are ignoring the sub. It also features a noise range indicator in the form of a circle around a hologram of the sub. This allows the player to see a visual representation of the area in which hostile fauna will attack the Cyclops.
If the Cyclops is close to terrain, a HUD will appear on the bridge window, showing where the terrain is. |-|
Port HUD=
On the port side of the bridge, a hologram displaying a side-view Cyclops can be seen. The health bar is displayed at the top and, if present, the location of leaks and fires will be displayed on this image. The Fire Suppression System can be activated from here if installed.
|-|
Starboard HUD=
The starboard HUD offers several more controls. From here the player can customize the external color scheme and set a custom name of up to 14 characters which is displayed on the exterior starboard side.
Two further elements indicate the status of the exterior front-facing floodlights and internal lights, both of which can be toggled on and off. Turning off the floodlights will reduce the likelihood of being noticed by aggressive creatures. </tabber>
|-| Upper midsection= The upper midsection of the vessel grants access to the Bridge via a single large circular airlock as well as two bulk-head doors to access the port and starboard sides of the engine room.
The access port to the vehicle bay is located in the center of the large room and allows the player to disembark via a docked Seamoth or Prawn Suit.
As the largest open space on board, the player is able to place multiple stationary items such as Fabricators and Lockers. |-| Engine Room= The engine room is located at the stern of the vessel with the engine consuming the majority of available space, the player only having access to run down the port or starboard outer hull.
A Cyclops Upgrade Fabricator can be located on the starboard hull. It functions similarly to the upgrade fabricator in the Vehicle Modification Station and Scanner Room, allowing the player to craft dedicated Cyclops Upgrade Modules.
A wall-mounted fire extinguisher can be located on the port outer wall. |-| Vehicle Bay= Both the Seamoth and Prawn Suit are able to dock within the Cyclops by approaching the middle of the keel, similar to the Moonpool. Only a single vehicle can be docked at a time.
Seamoths and Prawns will recharge whilst docked and drain power from the Cyclops power cells when doing so. |-| Keel section= The keel section of the Cyclops has five built-in Storage Lockers, each containing 18 units of space. The diving chamber is located here, which allows the player to embark and disembark from the vessel through a hatch.
</tabber>
Energy
The submarine is powered via Power Cells and capable of having six active at any one time, allowing for a maximum charge of 1200 units (6000 if using Ion Power Cells) which are drained sequentially during use. When all power is depleted all lights will shut off, oxygen production will stop and appliances cannot be used.
Placeable items, such as the Fabricator, will drain from this power when used.
A unique Engine Efficiency Module can be obtained from the Aurora's engine room that improves the energy efficiency by 100%. The default Power efficiency is 300%.
Energy is not used when in Creative Mode.
The different speed modes (Ahead Slow, Ahead Standard, and Ahead Flank (Emergency Speed) affect the rate of energy consumption, which can be found below:
Speed | Energy Consumption Rate (per minute) |
---|---|
Ahead Slow | 9 |
Ahead Standard | 20 |
Ahead Flank | 40 |
The Interior Lights and Exterior Floodlights do not affect the Cyclops' energy (on or off). Dual movement (i.e.; moving forward while turning) does increase the rate the sub's energy drains, and tri movement (i.e.; moving forward while turning and diving) increases it further.
Leaving the Cyclops will automatically disable the engine, but headlights will still be left on. This does not use energy.
Fabrication and Appliances
The Cyclops can be further customized using Placeable Items constructed with the Habitat Builder. A Fabricator, Modification Station, Battery Charger or Power Cell Charger built in the Cyclops will use the ship's power. Other items such as Lockers, Giveaway Items, Aquariums and Interior Growbeds can also be built. The latter can be very useful for growing food on Survival mode which can provide long-term sustenance when away from a seabase for extended periods of time.
Appliances can be used if the engine is disabled.
Damage and Destruction
An 'overshield' will absorb all damage taken by the Cyclops when the submarine has more than 80% of its health. The overshield will prevent hull breaches from occurring. When the overshield has absorbed damage, it will deplete, but slowly recharge. However, the overshield will not recharge if the Cyclops has less than 80% of its health.
Below 500 meters depth, the Player will be alerted by the onboard A.I stating, "PASSING SAFE DEPTH." Below this depth, collisions with the terrain will result in hull damage, reducing the total health. Hull breaches can be repaired by the Repair Tool. Hull breaches are found outside of the Cyclops, repairing these will fix the broken window animation on the Pilot HUD.
The Cyclops Hull Module MK1 and MK2 upgrades allows the player to increase the crush depth by 400m and 1,000m respectively, allowing a total maximum depth of 1,500m as opposed to the Seamoth's 900m with a Pressure Compensator MK3 upgrade.
If damage continues, fires will start in random locations, and will spread if not extinguished. These fires will cause additional damage, reduce visibility and begin hurting the player. Small fires can sometimes be extinguished automatically.
If the Cyclops Fire Suppression System is equipped and activated, it will close and lock all bulkheads and a blue light will flash. A few seconds later, all fires will be extinguished and the smoke will evacuate.
Piloting the sub in Flank speed for more than 20 seconds will cause the engine to overheat, at this point there is a chance for a fire to start every 2 seconds.
If the submarine receives critical damage it will explode. The player will receive a warning prior to this explosion, providing time to exit the submarine. Upon explosion:
- Any docked Seamoth or Prawn Suit will be destroyed.
- Any placable items will remain and can be deconstructed.
- A small amount of Metal Salvage and Computer Chips will be available.
- If the player is on board at the time, they will be killed.
- The wreck will have openings in the bridge, vehicle bay, and tail for access.
- A Beacon is deployed at the location of the wreck.
Noise
Noise is attention drawn to the Cyclops. It will increase the range in which aggressive creatures attack the sub, should enough noise be generated. The amount of noise generated is dependent on several factors.
The different speed settings will cause the sub to emit noise, with the Slow setting emitting the least amount of noise, and Flank emitting the most.
The external floodlights will increase the amount of noise generated by the Cyclops when activated.
Using the Silent Running ability will suppress all noise being emitted by the sub for 90 seconds, with a recharge time of 3 minutes. The Cyclops can move at any speed while in Silent Running.
Disabling the engine will stop the Cyclops from emitting noise completely.
Hostile Fauna
Fauna | Biome |
---|---|
Ampeel | |
Crabsquid | |
Ghost Leviathan | |
Reaper Leviathan | |
Sea Dragon Leviathan |
Recipe
Audio
These tracks will only play if there is a fire on board the Cyclops.
<soundcloud url="https://soundcloud.com/subnautica/abandon-ship" height="166" width="100%" class="soundCloud"></soundcloud> <soundcloud url="https://soundcloud.com/subnautica/seamoth" height="166" width="100%" class="soundCloud"></soundcloud>
Future Plans
- The Cyclops may have the ability to be docked to seabases.[1]
- Flooding will be reimplemented into the Cyclops in a future update.[2]
Data Bank Entry
The cyclops is the most popular and reliable deep-sea submersible in the galaxy. By comparison to the competition it can be crewed by just one pilot, hence the name. It features:
Ratings:
NB The cyclops does NOT feature:
|
Gallery
<tabber> Screenshots= <tabber> Exterior=
|-| Interior=
Bridge
Pilot HUD
Upper Midsection
Engine Room
Keel Section
Vehicle Bay
</tabber> |-| Videos=
|-| Concept Art=
</tabber>
For a more complete gallery, visit Cyclops/Gallery.
Trivia
- The console left of the steering wheel is marked with "ALTERRA", similar to the Survival Knife displaying the manufacturer title "Alterra Arms", and other tools bearing symbols and logos related to Alterra. Alterra is a corporation also known from the game Natural Selection 2, which was also developed by Unknown Worlds Entertainment.
- At one point it was possible to recharge the Cyclops by mounting Solar Panels or other generators to the top of the Cyclops. This feature has since been removed.
- Sometimes when entering the Cyclops, the AI will say "You are the best captain on this planet, I'm not even squidding." This may be a reference to you being the only human and pilot of a Cyclops on the planet, as well as squidding being a reference the squid, which can be found in bodies of water here on Earth, considering that 4546B is a mostly ocean-covered planet.
References
- ↑ https://trello.com/c/Hg1gT7QR/193-cyclops-dock Dated August 25th, 2016.
- ↑ https://trello.com/c/zwXbqVK2/6381-add-flooding-back-to-cyclops