Subnautica

What I learned after another 100 hours of hardcore Subnautica experience

Subnautica 4 - What I learned after another 100 hours of hardcore Subnautica experience
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Hello fellow subnauts!

Today I wanted to tell you what I understood from playing some more hardcore Subnautica.

After my previous post about hardcore Subnautica experience, I tried it again with even more limitations and changes.

The new things that I tried included:

  1. More mods: Debris Recycling, Nitrogen, Radiation Challenge.

  2. No HUD.

  3. Increased energy consumption.

  4. Non-mods self-imposed limitations.

  5. Disabled illumination.

  1. The mods.

I changed the recipes from the Realistic Recipes mod, so I should go through the whole tech tree. It didn't affect the early and mid-stage gameplay much, but it was something new.

As I've already gone through the Realistic Recipes, I decided to vary my Titanium-collection part by using the Debris Recycling. Even though it significantly decreases the need in Titanium, it felt novel and interesting. I liked it.

Nitrogen made the lategame more interesting – you can't stay outside for too long without getting damaged.

The Radiation Challenge is what made the early-game stage shine again. I'll explain it in later points.

I thought about using Trollnautica in the place of Realistic Recipes, but it seemed to me that the timings of this mod are barely compatible with Radiation Challenge. Write in the comments if you tried this combination – maybe it's also interesting.

  1. No HUD.

First I discovered that F6 has many options, then I discovered that I can't see the crafting interface when disabling HUD, so I switched to AutoHotkey to go to the interface and back as seamlessly as possible.

Still, I understood that even though the idea of no interface sounds good, it becomes increasingly punishing later. You cannot check your oxygen and health, so you can die much more easily, and this would be very frustrating when you've already spent 35 hours on this restart.

It can be fixed with mods, but I didn't want to study mod making in-depth for that.

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  1. Increased energy consumption.

This thing is what really changed my experience. Even though it's not implemented separately by mods, I managed to change the code of the Radiation Challenge mod so I could change the constant energy drain multiplier.

Initially I set all energy drain to be multiplied by 5. This drastically changed my gameplay experience during the pre-explosion phase. Basically, you have no spare energy to cook food. Hell, you don't even have spare energy to craft fins! But it felt like I played the game for the first time – things were novel and interesting.

Later, when I got a nuclear reactor, I changed the multiplier from 5 to 20 for the base. So, the tools still had 5x drain and the fabricator crafts costed 100 per item. It was also funny to see how the nuclear reactor is barely able to satisfy a scanner room 😀 By the way, the changing is also accelerated, so there's that.

  1. Self-imposed limitations.

I decided that it's fair to use only fully charged batteries in crafting, as well as not using the bug when the battery can be recharged by placing it in the structure and then deconstructing it. Therefore, I really wanted a battery charger as soon as possible.

  1. Disabled illumination.

At first, I thought that it's a good idea for things to be realistic and for everything not to glow like a Christmas tree. However, later I understood that this would make the gameplay pretty dull, especially during the pre-explosion phase, as in this modpack, there's not much else to do at night other than going to Kelp Forest and getting food or rubber. Without light, even that would be impossible.

Overall, it was a good playthrough. I still didn't buy VR, but I guess my next step would be to try this modpack in VR.

Thank you for reading this.

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