Cyclops: Difference between revisions
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The '''Cyclops''' is equipped with an "overshield", which is represented on the ship's health meter by a small blue bar at the end of the orange bar which represents the ship's hull integrity. The overshield will absorb all damage taken by the '''Cyclops''' when the submarine has more than 80% of its health, and will prevent hull breaches from occurring. When the overshield has absorbed damage, it will deplete, but slowly recharge on its own while the '''Cyclops'''' hull is completely intact (i.e. has not taken any damage past 80%). |
The '''Cyclops''' is equipped with an "overshield", which is represented on the ship's health meter by a small blue bar at the end of the orange bar which represents the ship's hull integrity. The overshield will absorb all damage taken by the '''Cyclops''' when the submarine has more than 80% of its health, and will prevent hull breaches from occurring. When the overshield has absorbed damage, it will deplete, but slowly recharge on its own while the '''Cyclops'''' hull is completely intact (i.e. has not taken any damage past 80%). |
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Below 500 meters depth, the Player will be alerted by the onboard AI stating, "PASSING SAFE DEPTH." Below this depth, collisions with the terrain will result in hull damage, reducing the total health. Hull breaches can |
Below 500 meters depth, the Player will be alerted by the onboard AI stating, "PASSING SAFE DEPTH." Below this depth, collisions with the terrain will result in hull damage, reducing the total health. Hull breaches can also occur if the '''Cyclops''' is attacked by a group of predators, such as [[Boneshark]]s. |
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When the hull is breached, the glass on the front of the '''Cyclops''' will crack to signify that the Cyclops needs to be repaired. This crack is not counted as a breach of its own, and cannot be repaired manually. Instead, it will go away once all other breaches have been dealt with. |
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⚫ | |||
Hull breaches are found on the outside of the '''Cyclops''' and can be repaired with the [[Repair Tool]]. The hologram on the left side of the bridge will mark where hull breaches are located. |
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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 and suffocating 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. |
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 and suffocating 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. |
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⚫ | The [[Cyclops Hull Module MK1]] and [[Cyclops Hull Module MK2|MK2]] upgrades allow the player to increase the crush depth to 900m and 1,500m respectively. Players should note that this means that a fully upgraded '''Cyclops''' will be capable of travelling far below the [[Seamoth]]'s maximum crush limit of 900m. |
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Piloting the sub in Flank speed for more than 20 seconds will cause the engine to overheat, after which point there is a chance for a fire to start every 2 seconds. |
Piloting the sub in Flank speed for more than 20 seconds will cause the engine to overheat, after which point there is a chance for a fire to start every 2 seconds. |
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If the submarine receives critical damage, it will explode. The '''Cyclops'''' AI will warn the player prior to this explosion, providing time to exit the submarine. Upon explosion: |
If the submarine receives critical damage, it will explode. The '''Cyclops'''' AI will warn the player prior to this explosion, providing time to exit the submarine. Upon explosion: |
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* Any docked Seamoth or Prawn Suit will be destroyed. |
* Any docked Seamoth or Prawn Suit will be destroyed. |
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* Any placable items will remain and can be deconstructed. |
* Any placable items, such as [[Fabricator]]s and [[Power Cell Charger]]s, will remain and can be deconstructed. |
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* A small amount of [[Metal Salvage]] and [[Computer Chip]]s will be scattered around the location. |
* A small amount of [[Metal Salvage]] and [[Computer Chip]]s will be scattered around the location. |
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* If the player is on board at the time, they will be killed. |
* If the player is on board at the time, they will be killed. |
Revision as of 14:56, 28 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. File:CyclopsVO.ogg
― 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 AI 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 storage of 1200 Energy (6000 if using Ion Power Cells). The individual cells are drained sequentially during use. When all power is depleted, all lights will shut off, oxygen production will stop and appliances cannot be used.
The Cyclops will consume energy from its Power Cells in order to move. Placeable items, such as the Fabricator, will also consume the Cyclops' energy when used.
The different speed settings (Slow, Standard, and Flank) affect the rate of energy consumption, which can be found below:
Speed | Energy consumption rate (per minute) |
---|---|
Slow | 9 |
Standard | 20 |
Flank | 40 |
Movement in multiple directions (i.e. moving forward while turning, or moving forward while turning and diving) will increase the rate at which energy is drained.
A Cyclops Engine Efficiency Module improves the energy efficiency by 100% when installed.
The Interior Lights and Exterior Floodlights do not use the Cyclops' energy. Leaving the Cyclops will automatically disable the engine, but the lights will still be left on.
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 draw from the ship's power. Other items such as Lockers, Aquariums and Interior Growbeds can also be placed, which can be very useful for growing and storing food and materials on Survival mode for long-term sustenance when away from a seabase for extended periods of time.
Appliances can be used even if the engine is disabled. Energy-consuming appliances cannot be used if the Cyclops is out of energy.
Damage and Destruction
The Cyclops is equipped with an "overshield", which is represented on the ship's health meter by a small blue bar at the end of the orange bar which represents the ship's hull integrity. The overshield will absorb all damage taken by the Cyclops when the submarine has more than 80% of its health, and will prevent hull breaches from occurring. When the overshield has absorbed damage, it will deplete, but slowly recharge on its own while the Cyclops' hull is completely intact (i.e. has not taken any damage past 80%).
Below 500 meters depth, the Player will be alerted by the onboard AI stating, "PASSING SAFE DEPTH." Below this depth, collisions with the terrain will result in hull damage, reducing the total health. Hull breaches can also occur if the Cyclops is attacked by a group of predators, such as Bonesharks.
When the hull is breached, the glass on the front of the Cyclops will crack to signify that the Cyclops needs to be repaired. This crack is not counted as a breach of its own, and cannot be repaired manually. Instead, it will go away once all other breaches have been dealt with.
Hull breaches are found on the outside of the Cyclops and can be repaired with the Repair Tool. The hologram on the left side of the bridge will mark where hull breaches are located.
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 and suffocating 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.
The Cyclops Hull Module MK1 and MK2 upgrades allow the player to increase the crush depth to 900m and 1,500m respectively. Players should note that this means that a fully upgraded Cyclops will be capable of travelling far below the Seamoth's maximum crush limit of 900m.
Piloting the sub in Flank speed for more than 20 seconds will cause the engine to overheat, after which point there is a chance for a fire to start every 2 seconds.
If the submarine receives critical damage, it will explode. The Cyclops' AI will warn the player prior to this explosion, providing time to exit the submarine. Upon explosion:
- Any docked Seamoth or Prawn Suit will be destroyed.
- Any placable items, such as Fabricators and Power Cell Chargers, will remain and can be deconstructed.
- A small amount of Metal Salvage and Computer Chips will be scattered around the location.
- If the player is on board at the time, they will be killed.
- A wreck will remain, which will have openings in the bridge, vehicle bay, and tail for access.
- A Beacon is deployed at the location of the wreck.
Noise
Noise will draw hostile creatures' attention to the Cyclops. The more noise the sub is generating, the greater the range in which aggressive creatures will attack the sub will be. The amount of noise generated is dependent on several factors.
The different speed settings will cause the sub to emit noise, with Slow emitting the least amount of noise and Flank emitting the most.
Turning on the external floodlights will increase the amount of noise generated by the Cyclops when activated.
Activating Silent Running 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 the next update.[2]
- The Cyclops will be able to store an additional two upgrade modules.[3]
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.
- 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 the player being the only human and pilot of a Cyclops on the planet, as well as being both a pun on "kidding" and a reference to real-life squids, which can be found in bodies of water here on Earth, considering that 4546B is a mostly ocean-covered planet.