Subnautia structure, spoilers
So a thing I think is interesting is how clearly Subnautica has a early/mid/late/endgame structure, considering it's an open world game and you don't have to do the plot "in order". Discovering new tech opens up areas of the game that were strictly inaccessible before.
Subnautia structure, spoilers
Getting the Seamoth opens up the midgame. Suddenly you no longer need to keep bouncing to the surface, which is huge for serious exploration. Almost every biome becomes accessible as you get the first two depth upgrades. Collecting food and water has become a routinized chore.
Subnautia structure, spoilers
The mid to late game transition is a touch fuzzier, but I think it occurs when you either get the Seamoth 900m depth upgrade or build the Cyclops. Delving into Lost River and beyond involves a novel set of exploration challenges. By this point you also probably feel like you have a pretty good handle on the overall layout of the map, just need to fill in the remaining corners. Food and water are largely automated.
Subnautia structure, spoilers
@starkatt @starkatt Yeah, I really liked the tech-tree-gated style of progress. A lot like a Metroid game, but with less guidance for what's needed next and no map on where to find things.
I was immensely gratified at the end to find that I'd hoarded all the relevant elements to the end-game stuff over the course of the game, and thus built things very quickly.
Subnautia structure, spoilers
@starkatt (pst that last one was unspoiler'd)
Subnautia structure, spoilers
@Doephin fff, thanks.
Subnautia structure, spoilers
@starkatt Actual response: you got it fairly well, visiting and clearing the Auroa is fairly significant too.
I'm curious how many players actually use the air pipes. They're useful but only in very small niches (you can't get somewhere with the Seamoth or don't have it yet) and they're resource intensive.
Subnautia structure, spoilers
@Doephin I tried using the air pipes to get me to the jellyshroom cave but they just don't get far enough.
Subnautia structure, spoilers
@starkatt You can chain them infinitely as far as I could tell but you need looots of materials.
Re Endgame- that idea could be interesting. It'd also fit a little better...it is slightly odd that the darkest most opressive biomes are open water. The caves lost river and lava are so we'll lit.
Subnautia structure, spoilers
@Doephin What I'd really like metrics on is average number of beacons deployed by each player. I feel like I'm using a shitload but have no idea if it's actually typical or not.
Subnautia structure, spoilers
@starkatt Lack of map = alot of beacons I think. I had like a dozen, not counting the parked cameras I used for the same purpose.
Subnautia structure, spoilers
@Doephin heh, I completely ignored the cameras. I'm at like 13 or 14 beacons deployed. Have started recycling ones that are no longer needed instead of making new ones, so I've actually probably marked at least 20 locations.
Subnautia structure, spoilers
@Doephin also I haven't talked about this before but "no map" is actually kind of refreshing, even if it took me a while to appreciate.
Subnautia structure, spoilers
@starkatt Same, that's probably pretty common especially early on
Subnautia structure, spoilers
Early game is everything before you get the Seamoth. At the very first you're figuring out basic survival, then once that's down and you get an air tank or two you can start actually exploring. You're still tethered to the surface though, and anything below 250ish meters is basically inaccessible for all but the shortest of visits.