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ShadowMage016

Ocean Map DLC

Suggestion

Posted (edited)

Suggested Map Name: Rip Tide

The idea is to have a mostly ocean map (similar in size to Ragnarok) with a few small scattered islands (or one relatively large one).
  - islands will be very tropical, though some will be volcanic, mountainous, or snowy
There should be large underground caves to build in (many of which are also underwater).
Varied underwater biomes and areas such as:
  - Giant kelp beds
  - Sea grass plains
  - Oil fields
  - Steam vents
  - Underwater lakes (highly toxic and will harm creatures and players; possibly kick players off mounts?)
  - Ship graveyard
  - Sunken forests
  - Cypress or mangrove swamps (large redwood-sized trees growing in shallower waters)
  - Abyssal plains (very deep, very dark waters)
  - Coral reefs
  - Bioluminescent caves
  - Sunken Tek city
  - Molten element lake (located in the abyss?)

New weather events:
  - Hurricanes
  - Tides (could tie dino spawns to tide events where certain creatures only spawn during low/high tides)

Dinos
  - Trilobytes, Spinosaurus, Baryonyx are common around coastal areas and shallow areas where fish hide
  - Sarcos and kapros relatively common (kapros more-so by the swamp areas; they should be fairly uncommon elsewhere)
  - Otters
  - Obviously water dinos such as ichthyosaur, megalodon, plesiosaur, mosasaur, etc. should be common
  - New water dinos
     - New water-based wyvern: capable of swimming and flying; has a poisonous barbed tail (torpor); breath weapon is ??
        - Breath weapon possibilities
           - Sonic blast that stuns mounts (and dismounts players); could only be used underwater
           - Stream of super-heated water; deals damage ignoring some armor and also causes player temperature to rise; uses a water stat rather than stamina; has vastly increased damage and range on land/flying or on the water's surface
           - Cloud of toxic gas
        - nest in toxic underwater lakes and therefore immune to toxic effects of said lakes
        - Limited mobility out of water due to water stat drain
     - Sea drakes: variation of rock drakes better adapted to water
     - Hippocampus: Equus of the ocean; tames and acts just like an Equus
     - Nothosaurus: Basically an amphibious version of the plesiosaur
     - Aigialosaurus: basically a prehistoric iguana; possible oxygen shoulder pet
     - Eonatator: Small version of mosasaur
     - Goronyosaurus: An amphibious version of the mosasaur; ambush predator
     - Temnodontosaurus: Ichthyosaur with very large eyes to see in dark, deep waters
     - Helicoprion: Spiral-toothed shark; give it the "gnashed" ability
     - Kronosaurus: Very similar in appearance to mosasaur, but was able to crawl on land
     - Archelon: The largest sea turtle to have existed
     - Archegosaurus: Small amphibious salamander-like creature; possible oxygen shoulder pet
     - Eogyrinus: Large amphibious salamander-like creature
     - Ophiderpeton: Basically an amphibious version of titanoboa; has a constricting attack
     - Proterogyrinus: Basically an amphibious komodo dragon that lived in swamps and rivers
     - Gerrothorax: Basically an aquatic purlovia
     - Anatosuchus: "duck-billed crocodile"; very small, not rideable
     - Pakasuchus: "cat crocodile"  SWAMP CAT!!  small, not rideable
     - Desmatosuchus: Kapro with shoulder spikes; also an herbivore
     - Postosuchus: Kapro capable of both quadruped and biped stance
     - Terrestrisuchus: very small crocodile that inhabited wooded areas
     - Anomalocaris: Prehistoric crustacean; Essentially an aquatic version of Moschops (can be taught to harvest many resources)
     - Bacculite: Ammonite with a straight pointy shell
     - Bananogmius: A sail-finned fish
     - Xiphactinus: Large fish with large upturned jaw and lots of big pointy teeth
     - Astraspis, Cephalaspis, and/or Doryaspis:  armored fishes; some (especially doryaspis) look like tadpoles
     - Ceratodus: lung fish, capable of breathing air and "walking" on its fins
     - Mud Dragons (Phylum Kinorhyncha): These are tiny creatures, but a larger fictional form could make for a terrifying enemy
        on the beaches, can burrow and move underground (similar to Deathworms)
     - Giant octopus or cuttlefish
     - Giant ride-able crab (Karkinos? maybe with brighter color patterns)
  - New land/flying dinos
     - Moeritherium: Large hippo-like creature equally at home in water as on land
     - Thalassoleon: Large primitive seal
     - Anteosaurus: Basically a larger, predatory moschops
     - Hatzegopteryx: slightly smaller than quetz, but much more aggressive (to fill the flying apex predator role)
        - Dive bomb attack like the griffins
     - Amargasaurus: Smaller amphibious version of Bronto

Water tames that supply oxygen
  - Diplocaulus (should be very common around shallow waters)
  - New kind of fish (Bladderfish?  This would obviously be a fictional creature)
     - This would be a "shoulder pet" type of tame
     - Cannot leave the water; oxygen drains slowly while "held" and recharges when swimming free

Bosses:
  - Livyatan melvillei
  - Kraken
  - Giant electric ray

New resources
  - Existing DLC resources: Sand, green/blue/red gems, and element ore
  - Corkwood: used in flotation oriented recipes, such as life vests and lighter/faster rafts
  - Bamboo: could be used as a snorkel; bamboo could also be used for a new building tier between thatch and wood
     - Bamboo buildings would have the main benefit of being much more resistant to hurricanes than wood or thatch
  - Underwater oil veins (and accompanying pumps; similar to SE)
  - black variation of the clams that give pearls; found only in deep water and give black pearls
  - Seaweed/Kelp; could be used to tame aquatic and semi-aquatic herbivores
  - Aquatic version of berries for taming aquatic and semi-aquatic herbivores
     - Algae or Coral (technically coral are animals, but could work)

Plant Species W
  - Found underwater
  - Harvest for seeds/fruits; seeds must be planted underwater in order to grow
  - Fruits, when eaten, allow player to breathe and regen stamina underwater; also give boost to swim speed
     - This might limit the usefulness of Lazarus chowder, so some drawbacks need to be added to give the player viable choices:
        - Shorter duration (ex, 3 mins vs 10 mins)
        - Much more difficult to obtain (wild plants only found in hostile bio-luminescent underwater caves or especially deep water)
        - Shorter spoil time (ex, 10 mins vs 5 hrs)
        - Another possibility is to modify the Lazarus chowder recipe so that it requires these fruits
           - This could allow the plants to be more common and in easier to reach waters
  - Also provide oxygen while near them (like Plant Z heals)

New forms of electricity generation
  - Underwater turbines similar to windmills in SE; would need to add ocean currents to the map (similarly to wind in SE)
  - Geothermal pump to generate energy from steam vents

More raft styles, plus add ways to fend off the infamous Leedsichthys (armored raft?)
  - Small/Light Raft: made from corkwood and is lighter and faster than the normal raft (just fast enough to outrun a Leedsichthys) but is not buildable except for storage containers
  - Armored raft: requires corkwood and metal; same stats as standard raft but takes much less damage from a Leedsichthys
  - Large raft: larger, slower version of standard raft; has much higher build limits and takes slightly less damage from a Leedsichthys (perhaps an
    armored version as well?)

Craftable items that aid in swimming:
  - Primitive flippers: crafted from hide and wood or bamboo
  - Diving pump: airhose/mask and pump combination to allow limited range/depth but unlimited duration (provided pump does not run out of fuel)
  - Simple flotation device (life vest): crafted from fiber, hide and corkwood
  - Perhaps a "hazard suit" version of scuba gear to be able to survive the toxic underwater lakes
  - craftable mini-sub device (similar to seaglide in Subnautica); player can "ride" it by holding onto it; used to propel the player in areas where even small water mounts don't fit
     - runs on gasoline

Primitive forms of the Tek vacuum chamber
  - Leak over time, requiring continuous pumping
  - Tek chamber does require continuous power from Tek generator, but I believe they fill with water immediately if the generator runs out of
       element.  These primitive ones must be on a "decay timer" to enable hand pumping every so often (or even better, if there's a way to partially
       fill them with water, gradually increasing the water level over time if not pumped out).
  - Start with stone tier
     - Simple 2x2 sized room with moonpool; no other options/pieces
  - Metal tier
     - 2x2 rooms with no pre-built entrances
     - Can snap moonpool or air-lock style entrances
     - Has tunnel pieces in straight, corner, t- or x- configurations
     - Glass variants of tunnels and rooms
  - Water pumps to empty them
     - Hand pump: most primitive, requires significant stamina to use; snaps to inside of exterior walls of stone or metal rooms/tunnels
     - Electrical pump: requires electricity
        - These should be able to be built anywhere (excluding underwater) and will have hose attachments that can be built down to the vacuum
          chambers to pump out water
        - Once a chamber is emptied of water, pumps and other electrical/gasoline items can be built there (and fully function)
     - Submersible pump: can be built anywhere, even underwater, but still requires electricity to run
     - limited range/number of chambers any one pump can handle
  - These primitive chambers also have the disadvantage of running on normal generators, which cannot operate while submerged like the Tek generator
     - this requires players to either hand pump or build a generator on land to empty the chambers initially or if they get flooded
  - Add more Tek pieces such as sloped chambers, tunnels and an air-lock style entrance
  - Add Tek vacuum platforms (like the cliff/tree platforms) that can attach to underwater cliffs and columns

Other notes:
An interesting mechanic would be the ability to bury small storage chests in the sand

Edited by ShadowMage016
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I've also written some Dossiers for a few of the suggested creatures:

Water Wyvern
Tame method: steal egg
Behavior: aggressive
Role: battle mount; versatile travel

Wild
Like its close relatives in the desert, Draconis oceanum is a formidable foe.  Unlike its relatives, however, D. oceanum lives primarily in the deep oceans.  It is similar in shape to its desert dwelling relatives, though its tail is much more eel-like and it has a pair of flippers rather than legs, making it an extraordinarily good swimmer.  It is also capable of sustained flight in open air.  The only downfall seems to be its near inability to walk on land, due to the lack of any real legs.
It is much darker in color than its cousins, appearing in deep shades of blue, purple, or black.  It also has a row of bioluminescent spots running along each side of the dorsal fin and at the ends of four “whiskers” on its head, similar in fashion to the angler fish.  The exact purpose of these is unclear as it appears to be a voracious and active hunter, rather than an ambush predator like the angler.
Domesticated
D. oceanum is as deadly as it is versatile.  While in the water, it is able to emit a high-frequency sonic blast that stuns most other creatures, including survivors.  While on land or in flight, it switches to attacking with a superheated stream of seawater which seeps into foes’ armor.
While highly prized among warrior tribes, a beast such as this is not easy to obtain.  Like its relatives, it can only be tamed by stealing an egg from a nest, which just so happen to be located in extremely toxic underwater lakes.

 

Giant Cuttlefish
Tame method: knockout (fish)
Behavior: aggressive; ambush predator
Role: battle mount; transporter

Wild
Sepia gigantes, or Giant Cuttlefish, are masters of disguise.  Though much larger than common cuttlefish, they still possess the unique ability to change appearance rapidly.  This ability is often used for camouflage.  It is also useful for confusing prey and predator alike, although domesticated animals are usually trained well enough to recognize the deception.
The Giant Cuttlefish is also capable of lashing out with its feeder tentacles, which are much longer than the others.  It can then grab prey and pull them in to chew on them or simply hold onto them.
Domesticated
S. gigantes is highly prized for its surprising ability to extend its camouflage over its saddle and rider.  This, combined with their ability to lash out and grab smaller creatures and survivors, makes them excellent guerilla mounts.
S. gigantes is also incredibly mobile, able to move equally well forwards and backwards, even strafing side to side.  Like its cousin, Tusotuethis, the Giant Cuttlefish can escape from bad situations with a quick jet of sticky black ink.

 

Sea Drake
Tame method: passive (Hatz egg)
Behavior: neutral; loyal
Role: battle mount; versatile travel

Wild
Though much smaller, Draconis praeceps is no less threatening than its cave dwelling cousin.  What it lacks in strength, it makes up for with speed and numbers.  D. praeceps is a pack creature, commonly seen in groups of three or four individuals.  It is amazingly fast at climbing and gliding among the steep cliffs where it nests and there is little hope of outrunning them on foot.  Even the water is not safe, as these creatures are just as quick in the water and can seemingly hold their breath indefinitely.
Fortunately, D. praeceps is not typically aggressive unless disturbed.  Or you happen to be a fish, of course.
Domesticated
While there does not appear to be any alpha, these creatures are incredibly loyal to their pack.  Often, when one is tamed, packmates will join the survivor as well.  Larger packs are more likely to splinter into multiple packs, with those not joining the tamed individual becoming fiercely aggressive to those who did.
Survivors who are lucky enough to survive this attack and win the loyalty of a pack will have earned themselves a formidable army of versatile mounts, whether making war or simply exploring.
Although, to even think about taming these creatures, you’ll first have to procure a bounty of Hatzegopteryx eggs.  This delicacy seems to be the only way to buy their loyalty.

 

Anomalocaris
Tame method: passive (meat)
Behavior: passive
Role: resource harvester

Wild
The “abnormal shrimp” is certainly a strange-looking creature with its rather long, flat, finned body and two large feeding arms.  The feeding arms of Anomalocaris canadensis are exceptionally strong, being able to tear apart trilobites and clams which form the bulk of its diet.
While they aren’t immune to the toxicity of underwater brine lakes, Anomalocaris can often be found near them.  They sometimes appear in shallow water as well, looking for a tasty trilobite snack.
Anomalocaris are not aggressive creatures unless disturbed.  If one finds themselves incurring the wrath of one these creatures, it is best to flee.  They can inflict an incredibly painful bite, but will not follow long distances.
Domesticated
Anomalocaris are not large enough to ride, but that hasn’t stopped tribes from taming them.  These creatures are not as brainless as they appear.  Much like the land-dwelling Moschops, Anomalocaris can be taught to harvest specific resources.  They have a particular affinity for gathering chitin and pearls, but can be taught to harvest stone or even metal!

 

Archelon
Tame method: knockout (fish and/or biotoxin)
Behavior: passive
Role: passive healer; resource gatherer

Wild
Archelon therapeftis is a truly amazing creature.  It glides effortlessly through the water chasing down crustaceans and digging up clams, crushing them with its powerful jaws.  I’ve even seen them munching on cnidarians, seemingly oblivious to their painful stings.  In fact, Archelon appears to be able to process their toxins into an oily substance that seems to ooze from their skin, filling the water around them.  This substance provides a rejuvenating effect that allows them to shrug off most adverse effects aside from direct physical damage.  Interestingly, this secretion is able to heal other creatures as well.
Domesticated
While Archelon’s shell is not nearly as tough as that of Carbonemys, it still provides a good bit of protection, making it a durable aquatic mount.  However, the real reason tribes tame these is the rejuvenating effects of the secretions they produce.  The secretions break down too fast to be able to collect and keep, but Archelon can keep producing them as long as it has a steady supply of biotoxin.
In addition to this healing ability, the Archelon can use its powerful beak to harvest chitin, stone, and even metal, making it an extremely useful mount.  To make it even better, the extra weight doesn’t seem to affect its ability to swim, effectively reducing the weight of these materials.

 

Moeritherium
Tame Method: knockout (algae/kelp)
Behavior: passive
Role: algae/kelp harvester; transport

Wild
Equally at home in the water as it is on land, Moeritherium lyonsi spends most of its time grazing in the shallow swamps.  It is not a fussy eater and will happily munch on aquatic vegetation, berries, and even mushrooms.  These beasts are generally passive toward most creatures, including survivors.  However, when threatened, they can become very dangerous.  They may not look it, but they are surprisingly fast on land.  Luckily, they are too lazy to hold a grudge and will quickly forget any attacker that decides to run.
Domesticated
Many tribes use Moeritherium as beasts of burden, being able to carry a fairly significant amount of weight.  They are decently fast over short distances and excellent swimmers, making them superb at all-terrain transport.  Some tribes also farm them for meat.
Their sensitive snout also makes them very adept at gathering berries and algae.

 

Desmatosuchus
Tame method: knockout (algae/kelp/vegetables)
Behavior: passive
Role: algae/kelp harvester; versatile travel; loot gatherer

Wild
In stark contrast to both Kaprosuchus and Sarcosuchus, Desmatosuchus spurensis is a very passive animal.  It prefers digging in the mud for tasty vegetation over hunting down prey like its cousins.  That doesn’t mean that it isn’t a threat, however.  Desmatosuchus can still deliver a rather painful bite and its strong neck muscles, which were developed for digging up roots, can fling survivors and small creatures great distances.
Domesticated

Desmatosuchus is about the same size as a Kaprosuchus and therefore is often used as a more easily obtained mount.  Some survivors even ride bareback, due to the shoulder spikes providing a good place to grip.  Though it is much less dangerous to tame, Desmatosuchus is just as efficient at traveling both land and water.
Some tribes employ Desmatosuchus to assist in gathering edible wild tubers and roots from the swamps which their flat snouts and strong neck excel at doing.  Left on their own to wander around, they can sometimes even dig up valuable items lost long ago to the muddy swamp.

 

Pakasuchus
Tame method: passive (meat)
Behavior: fearless [aggressive (male); passive (female)
Role: shoulder pet

Wild
Pakasuchus atromitos is a rather small crocodilian, no bigger than a common housecat.  Aside from size, it is nearly identical in appearance to Kaprosuchus.  Much like housecats, they have a fondness for climbing trees.  Who would ever think to look up to find crocodiles!  Thankfully, they are not particularly dangerous, especially the females who are generally passive.  The males have an unusual lack of fear given their size and will attack just about anything that enters their territory, but even they are not really dangerous due to their small size.
Domesticated
Pakasuchus seem to server little purpose and most survivors will just completely ignore them, only defending themselves against the males.  They provide little meat and while their hides are tough, there’s not much of that either.  They cannot be used as mounts and are not particularly strong, yet a few tribes have found some use in their affinity for climbing.  They tame or breed vast numbers of Pakasuchus and train them to climb over wood or even stone fences and walls to attack and harass unsuspecting rivals.
Other survivors seem to just want a Pakasuchus for companionship.  This trend has earned it the name Swamp Cat among many such survivors.  Some Pakasuchus even form strong enough bonds that they will bring gifts to their masters in the form of insects, small fish, or even the occasional dodo.

 

Thalassoleon
Tame method: knockout (fish)
Behavior: territorial
Role: temperature regulation; fish gatherer

Wild
Very similar in appearance to large modern seals or walruses, Thalassoleon thermenktis lives in the snowy islands to the south.  Its thick coat of fur is not only near impervious to the freezing temperatures, but also gives the beast substantial protection against most primitive ranged weapons such as a bow and arrow.
Thalassoleon is fairly slow on land, but in the water few creatures can match it.  Its speed is impressive and it even seems to become stronger and more aggressive, especially while feeding on schools of fish.  I don’t recommend approaching these creatures during a feeding frenzy.  You will regret it.  Even Megalodons don’t dare interrupt a group of feeding Thalassoleons.
On land, they are rarely aggressive, only becoming hostile if one gets too close.
Domesticated
Their exceptional swimming ability makes Thalassoleon a prized mount for any seafaring tribe.  They can carry a fair amount of supplies and their ability to travel on land (albeit slowly) makes them decent transport mounts.  Some tribes use them for fishing as well.
Another great benefit of these creatures is their fantastic ability to insulate themselves and their riders against temperature extremes.  Their thick layer of fur provides exceptional protection against the cold and even insulates against heat.

 

Hatzegopteryx
Tame method: knockout (meat)
Behavior: aggressive
Role: battle mount; transport

Wild
Larger than a Pteranodon and smaller than a Quetzlcoatlus, Hatzegopteryx ourantromos is much more dangerous than either.  It is fast, powerful, and very aggressive.  Hatzegopteryx normally preys on fish, often diving and swimming for short distances.  However, it will not hesitate to attack and consume smaller land creatures that wander into its territory.  When Hatzegopteryx locks onto its prey, it will dive like a falcon often slamming its prey into the ground, pinning them and tearing them to pieces with its sharp beak.
Hatzegopteryx tend to stick to the mountains where they live.  They tend to spend most of their time guarding their nests from the ever-present threat of the Sea Drakes they share their mountainous home with, but will sometimes travel great distances in search of prey.
Domesticated
Because of their strength and speed in comparison to other flying mounts, many tribes tame Hatzegopteryx as an aerial battle mount, often times utilizing a three-seater saddle.  This makes for a terrifying adversary in battle with the two “gunner” seats defending the naturally deadly creature.
This same three-seater design on the saddle, makes Hatzegopteryx an ideal beast of burden.  It can carry a substantial amount of goods while still being defensible from would-be attackers.

 

Xiphactinus
Taming method: knockout (meat)
Behavior: aggressive
Role: early battle mount; travel; prime fish source

Wild
Xiphactinus almatromos patrols shallow waters near reefs and drop offs, even traveling up into river channels.  It is a rather large fish, though not nearly as large as a Megalodon, and highly aggressive, preying on fish or birds and other animals that happen to venture out into the water.  Its aggressive nature means it is a solitary creature, even taking to cannibalism when encountering another of its own kind.
They are also very fast and agile, often leaping from the water to attack low flying birds.  I have even heard reports of Xiphactinus leaping from the water and snatching people right off their rafts!
Domesticated
Easily large enough to ride, many survivors tame these as their first aquatic mount.  They are reasonably well-equipped to defend their riders and incredibly fast.  Others use them not as mounts, but as escorts.  When tamed, they can be trained well enough that they do not resort to cannibalism in the presence of their own kind as they do in the wild, although when too many are kept together their instincts will become too strong and they will slaughter each other.
Many tribes also hunt them for their meat.  I can personally attest to their marvelous flavor when fried with a little bit of citronal juice…

 

Gerrothorax
Taming method: knockout (meat)
Behavior: aggressive
Role: ambush defense (like purlovia)

Wild
Gerrothorax diavammos is a particularly dangerous creature, not so much because they are large or powerful, but because they are almost impossible to see before it’s too late.  They hide themselves in the sandy ocean bottom waiting for unsuspecting prey to swim past, be it a fish or an unfortunate survivor.  They typically prefer smaller fish that can be swallowed in a single gulp, but a hungry Gerrothorax will have no problem bashing larger prey items with its thick, and very sharp, wedge-shaped skull.  It lacks teeth, but is capable of delivering a very powerful bite.
Gerrothorax is very patient and doesn’t like to wander.  They will often pick a spot and remain there for exceptionally long periods of time, bursting from the sand to gulp prey and immediately returning to their hiding spot to digest.  They will only wander if prey becomes scarce or they are looking for a mate.
Domesticated
Just barely large enough to ride, Gerrothorax are often capable of digging deep enough to conceal their riders.  This, combined with their ability to lunge at surprising speeds, makes them useful in setting ambushes.  However, their relative fragility and slow swimming speed renders them impractical for much else.
I have seen some tribes employ Gerrothorax as a sort of perimeter defense around their underwater settlements (the likes of which still amaze me) where their slow metabolism allows them to remain hidden for weeks or even months, according to some, without being fed.

 

Amargasaurus
Taming method: knockout (algae)
Time: Early Cretaceous
Behavior: defensive
Roles: transport; battle-mount

Wild
Amargasaurus anapnerou is one of the smaller sauropods I’ve seen.  And one of the most unusual.  It has a double row of spines that runs down its neck and continues to a lesser degree down its back all the way to the tail.  The spines on the neck are much larger and sport a double sail, which seems to be mostly for show.  The spines themselves, however, make for very dangerous weapons.
The spines along the back conceal and protect a large air sack, which gives Amargasaurus the ability to graze on underwater vegetation for very long periods without surfacing for air.
Amargasaurus is an excellent swimmer for a sauropod.  They are capable of swimming short distances easily, but if the distance is too great to swim all at once, they simply sink to the bottom and rest or walk the remaining distance.  Provided the water isn’t too deep, of course.  You won’t see them swimming or walking the open ocean.
Domesticated
While smaller than the mighty Bronto or even the Diplodocus, Amargasaurus still makes an excellent transport mount due to its greater affinity for water than either of those two.  It is capable of carrying a great amount of goods and some tribes have even crafted large storage compartments into their saddles to increase the amount of goods they can transport.
Other tribes see Amargasaurus as an amphibious war tank, utilizing its strength and mobility to carry multiple passengers, often outfitting it with a heavily armored five-seater saddle.

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Ark oceanic DLC

 

Ark oceanic DLC

BOSSES

1.    Giant electric ray: is summoned down near the element river, shoots lightning at you, summons mantas to its aid in battle.

 

2.    King whale: summoned in the ship grave yard, summons sperm whales and basilos to its aid in battle.

 

3.    Kraken: summoned In arklantis/underwater tek city, summons tusoes, and small squids to its aid in battle.

 

4.    Giant shark: summoned in the corral reef, summons megalodons and helicoprions to its aid in battle

 

5.    Leviathan: summoned in the toxic sea, summons dakosaurus, water wyverns and sea drakes to its aid in battle

 

LOCATIONS

1.    Underwater tek city: once home to the arklantian tribe, once a beautiful landscape with a specialy built forcefield to keep water out of the city, now a destroyed and abandoned wreck

 

2.    Deep abyss: a large immensely deep crack running throughout the ark, only the biggest and baddest creatures dwell down here.

 

3.    Dako trench: nest of the dakosaurus, located in the deep abyss.

 

4.    Refuge island: the largest landmass on the map, home to 90% of the land fauna on the ark.

 

5.    Corral reef: a shallow watered habitat home to an abundant of sea life

 

6.    Swamp: located to the south of refuge island, the swamp is full of nasty creatures and not for the feint hearted.

 

7.    Mangrove swamp: located next to the swamp, a more passive and beautiful place, contains more friendly creatures.

 

8.    Giant iceberg: a gaint iceberg connecting to refuge island.

 

9.     Underground cave system: a network of caves underneath refuge island and its surrounding area, contains moon pools leading out to the water.

 

10.                       Toxic sea: a sea filled with toxic water, theorized to be the cause of the element lake with surrounding element nodes.

 

11.                       Wyvern corral dome nest: a corral dome housing a hive for water wyverns, located in the toxic sea.

 

12.                       Underwater mountain: a Gargantua mountain under the sea, home to the hive of sea drakes.

 

13.                       Underwater volcanoe: an underwater volcanoe surrounded by a circular like shaped trench with volcanic vents at the bottom: the water is poisonous due to toxic volcanic chemicals being released out of the vents, home to a nest of water wyverns.

 

14.                       Underwater forest: a forest consisting of aquatic trees along with other aquatic fauna.

 

15.                       Seagrass plains: a underwater field of seagrass, located close to the coral reef. Home to grazing aquatic life.

 

16.                       Kelp forest: a forest of kelp, home to hunters which prefer to stalk their prey, located near the underwater forest.

 

17.                       Whale/ship grave yard: a graveyard consisting of sunken ships and scattered whale skeletons.

 

18.                       Element crevasse: a small crevasse in the toxic sea obtaining am element lake at the bottom with rocks seeping element surrounding it.

 

19.                       Sandbars: sandbars are scattered through out the area surrounding refuge island.

 

20.                       Giant Underwater air pocket: giant air pockets containing life.

 

CREATURES

1.    Sea/ hydro wyvern: an aquatic based wyvern suited for water based habitats, can shoot a scalding hot hydro blast that can peirce armour and inflict a scalding affect heating up the victim and causing health loss, can also utilize a sonic blast that can stun creatures and riderless players. When leaving the water it loses hydration. Water wyverns can be obtained by stealing an egg from their hives.

 

2.    Sea drakes: an aquatic counter part of the cave dwelling         rock drake, gain a small pack bonus, they live in a hive in the giant underwater mountain, there are two ways to tame them: steal an egg and hatch it up, or feed them sea wyvern eggs.

 

3.    Sperm whale: a giant whale found dwelling in the deep abyss and ship graveyard, able to be seated with a twenty man seater, gains an attack and defence buff against squids. Fed by knocking out and feeding it  Tusoteuthis Tentacle’s.

 

4.    Dakosaurus: a large sea reptile related to the mosasaur, it can barrel roll in the water sending anything contacted flying, obtained by stealing an egg and feeding it dakosalt obtained by knocking out a male dakosaurus or sucssesfully killing an alpha dakosaurus. Their trench is found in the south part of the deep abyss.

 

5.    Predator X: referred to as the sea equivalent of a giga this literal monster is said to be untameable yet few have succeeded. Due to their high aggression to even their own kind only one will exist on the ark at a time. Able to grab onto creatures for a few seconds giving it time to use its thrashing attack causing bleed and crippling. Tamed by being knocked and fed dakosaurus meat a rare drop obtained by hunting dakosaurus.

 

6.    Helicoprions: a shark with a strange feature, this shark has a Buzzsaw looking structure to its mouth, when tamed it can efficiently harvest high quality chunks of meat, in battle it can also inflict a bleed attack

 

7.    Archleon: referred to as the healer of the sea, it has the ability to heal itself and allies in battle, taking reduced damage around the shell this creature is naturally slow yet can use short boosts of energy to dash forward. Tamed by knocking out of passive feeding it biotoxin or sea grass.

 

8.    Giant gulper eel: this huge eel is feared by everything due to its large appetite, eating anything in its path. It is commonly seen with smaller eels following it around. When tamed it can gulp up small creatures giving it a healing buff. It can ally itself with wild eels in battle. Tamed by dragging dead corpses over to them or in their path of movement.

 

9.    Hippocampus: the Equus’s sea cousin, it is said that when Equus had no fields to roam they travelled to the water and became hippocampus, able to use a spin attack that causes torpor and a head but attack that can stun small to medium creatures, if approached it will spin or head but the approacher allowing it to flee, tamed by riding it while feeding it sea grass, saddle is used as a mortar and pestle.

 

10.           Dugon: the cow of the sea this slow and sluggish creature spends its time grazing on the sea grass that flood its seagrass fields home, used as a berry gathering moutn if forced into combat it can smack creatures with its tail crippling them allowing it to flee, tamed by passively feeding it sea grass.

 

11.           Pakasuchus: a small crocodilian, passive to everything,tamed for their loyal companionship, passively tamed by feeding it fish meat.

 

12.           Bubble fish: a transparent fish that lives just about anywhere, when tamed it can be worn as a helemet, passively tamed

 

 

13.           Cuttle fish:can camouflage it and its rider, is also able to latch onto creatures and drag them. Passively tamed with silica pearls.

 

14.           stethocanthus: a shark with an anvil shaped lump on its head ,used as a smithy when tamed, knock out tame.

 

15.           Giant boxer crab: can heal itself using sea anemones, can use a power up punch attack which can damage up to metal and can stun creatures.

 

16.           Gerrothorax: is the sea equivalent of the purlovia.

 

17.           Xiphactinus: a fish like creature, gains a pack bonus, can cause a bleed effect, knock out tame.

 

18.           Deep sea worms: giant sand worms that appear anywhere through out the ocean. Not tameable.

 

19.           Thalassoleon: seal like creature, warms up players riding it. Passive tame.

 

20.           Amargasaurus: a smaller sauropod, live in and around water. Passive or knockout tame.

 

21.           Hatzegopteryx: a smaller similar looking vesion of the quetze: can dive underwater, divebomb and impale creratures and has a multi seater saddle and platform saddle. Tamed by stealing eggs and hatching them up, breedalbe.

 

22.           Anteosaurus: a carvivorous version of the mochops, an early game mount that can harvest prime meats and plants.

 

23.           Odonotoceti: a prehistoric dolphin, gains a pod bonus, when gaining a pod bonus

 

24.           Aigialosaurus: an aquatic iguana, can supply oxygen to the owner, passively tamed with kelp.

 

25.           Ophiderpeton: giant sea snake, can burrow underground and constrict creatures.

 

 

 

 

 

 

 

ITEMS

 

1.    Hide flippers

2.    Small-large platform-sub

3.    Rebreather

4.    New saddles

5.    Aquatic guns

6.    Element pump

7.    Waterproof structures

8.    Torpedoes

9.    Primitive goggles

10.                       Hydropack

11.                       Flipper attachmentsC

12.                       Corral-metal vacyme chambers

13.                       Shocking tranq harpoon

 

 

 

 

 

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A water based dlc is something lits of us ark players have been interested in for quite some time now. I think an underwater map could encourage more aquatic life on all maps (that have an ocean) and could also change metas and make the oceans worth while on existing maps.

The map could have small islands and underwater caves as starting areas (all with building limited to beds, campfires, etc to stop people from making traps or placing turrets). There could be a sunken city, (with a similar style to extinction's city)coral reefs, bioluminescent areas, barren wasteland areas, and maybe a toxic area with pollution that requires a radiation or pollution resistant dive suit and a dino that is either very tanky or is immune to the pollution (similar to reapers and rock drakes in radiation areas on aberration). The main areas (city, biolum, coral reef, etc) would be surrounded by the wasteland areas or just have drop-offs on all sides that either have a kill barrier or non-kill barrier to prevent you from going down. 

Some features and obstacles could include: pressure from swimming too deep (basilosaurus already has this effect), polluted or toxic areas that slowly kill you if you don't have the right gear equipped, extreme hot or extreme cold areas, and maybe underwater currents or cyclones that slow you down or speed you up (depending on which direction you and the current are going).

Some items or gameplay features could include: air skins (like a water skin but with air. Also could have air jars as more of a mid-level between skuba tanks and air skins), salty water jars, canteens, and skins that you have to put in a cooking pot to be able to drink, lower tier vacuum chambers that have a max structure size, rebreathers that makes your oxygen bar go down slower when equipped, handheld torpedo launchers that do massive damage to a single target, hydroelectric power sources, harpoon launchers that work similar to a zipline hook where you shoot a dino then a surface to immobilize the dino for a short period (could use more than one to elongate that time), and a small personal submarine or device that makes you swim faster.

Dinos could include: all current water dinos (and karkinos), diplocaulus, kaprosuchus, sarchosuchus, carbonemys, and maybe a water dragon type dino that must be tamed by immobilizing it using the harpoon gun feature (mentioned before), has a similar design to the water dragon things used in the army in aquaman, and can swim quickly in water, make strong water currents that deal small amounts of damage but either pull or push other dinos, can jump out of the water (similar to manta), and survive and move slowly on land for an extended period of time. 

 

There would definitely be more features and dinos, but these were my ideas. I would love to see this or something similar to this come to the game.

 

 

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There could be a very small type of creature on spawn points that are easy to tame as dodo's... however you pick them up and wear them as a mask and they provide you with heavily reduced oxygen - for the beginners... Then there would be a much better version of those creatures for once you get down from the spawn points.

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Guest BubbaCrawfish

There'll be at least 3 suggestions of this type already....

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Posted (edited)

I think ark is more focused on land than sea there is no sea boss you have to beat besides alphas so I think there should be a full on aquatic map with submarines new aquatic Dino’s like the leviathan whale and you should make the megalodon bigger like full size like it was and add other sharks you can tame like the hammerhead or bull shark that would take a while to get all types of sharks. And add maybe a passive ability for the turtle not the best idea but still and you could add underwater wyverns and you have to swim to the nest and get the eggs while underwater and you should add boats above water kinda like atlas but no island and you could add underwater tornadoes that would scatter anything outside from the underwater base and  tsunamis that can knock boats back and people off. Plus you could add a lot of stuff for the underwater base like hangers for the submarines that can drain water from the hanger. And you should add underwater trees to harvest and special armor better than scuba to help breath and go faster underwater and have 3 huge underwater bosses that you have to summon. And maybe some underwater shoulder pets that each have different abilities to help survive underwater like one could give you oxygen kind like the  Diplocaulus but smaller and on your shoulder.plus off topic i think you should make play as Dino on console .

 

Edited by GageCam85409771

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All I’ve wanted for several months now was a good water tlc, with new spawns and reworks. Out of the 2000 hours I’ve spent playing ark, the most enjoyable ones are when I’m underwater on a tuso or mosa. This map is gonna be a godsend for me and if you’re serious about making this know that there are other people like me out there who are rooting for you to see this through. 

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On 6/8/2019 at 3:26 AM, Clever2309 said:

All I’ve wanted for several months now was a good water tlc, with new spawns and reworks. Out of the 2000 hours I’ve spent playing ark, the most enjoyable ones are when I’m underwater on a tuso or mosa. This map is gonna be a godsend for me and if you’re serious about making this know that there are other people like me out there who are rooting for you to see this through. 

thx my fellow survivor, we are nearing completion of the map, but the creatures wil be a little while, unlike wildcard we want the models righ realistic and accurate. also, this map will limit the use of present tek while adding new tek. to prevent server trolling

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I'm not sure I want ALL of these but I sure want to see the oceans improved and you bring up excellent points. I hadn't spend a lot of time in the water so far and last week a friend accompanied me to tame my first mosa on Rag. I was so happy with it, I went "cool, now that I have this bada** beast, I want to go sightseeing in the ocean ! What are the cool landmarks around here ?". There was nothing to see for miles...
So yeah, upvoted, even though some of that stuff sounds a bit out there for me (water wyverns ? meh).

Also, allow me to pimp my own suggestion for a leeds TLC.

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Posted (edited)

well all the way back when scorched came out people wanted an ocena map and wilc card even stated some where that an ocean map was coming, but three years and it never came, so we r taking it into our own hands, hence the sunken world. and we changed the water wyvern to something else when we joined another team.

Edited by Kodking194

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Yes, indeed I would like to see this fourth Supplement) Just better not be called "water Wyvern" or whatever, and "Leviathan", I think. Also, it would be nice to add to the DLC marine artificial transport, from a single bathyscaphe to a nuclear submarine, which can be used as a mobile base. Still, on the DLC card, according to my idea, there would be an analogue of the "Mariana trench" at the bottom of which the eggs of leviathans are hidden. But the weather conditions: tidal flow, bi-directional winds (e.g., tail wind), which have a strong influence on the rafts, typhoons, tsunamis, eruptions of underwater volcanoes, underwater pressure (which is the difficulty in the extraction of eggs of a Leviathan-like radiation on the DLC abberration), and others.

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Yes, indeed I would like to see this fourth Supplement) Just better not be called "water Wyvern" or whatever, and "Leviathan", I think. Also, it would be nice to add to the DLC marine artificial transport, from a single bathyscaphe to a nuclear submarine, which can be used as a mobile base. Still, on the DLC card, according to my idea, there would be an analogue of the "Mariana trench" at the bottom of which the eggs of leviathans are hidden. But the weather conditions: tidal flow, bi-directional winds (e.g., tail wind), which have a strong influence on the rafts, typhoons, tsunamis, eruptions of underwater volcanoes, underwater pressure (which is the difficulty in the extraction of eggs of a Leviathan-like radiation on the DLC abberration), and others.

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Posted (edited)

Been wanting new water stuff for awhile made a post for new water creatures and bosses id like to see. This is what id like to see 

On 8/17/2019 at 1:13 PM, DuncanMacleod08 said:

New water tames id like to see added and possible water bosses

New fish

Arapaima

Alligator gar

Sturgeon

 

Sharks

Ginsu Shark

Edestus

Whales

Peregocetus pacificus

Acrophyseter

Seals

Allodesmus demerei

 

Walrus

Pontolis magnus

 

Mythical Tames

Kelpie

Sea Serpent

Kappa

Grindylow

 

Possible underwater bosses

Kraken

Hydra

Jörmungandr

 

Underwater plant species

Strangle kelp - acts like a root once wild animal player gets in radius will grab and hold in place for x amount of time or until player or dino dies from lack of oxygen

Fire Coral - not technically a plant but would be cool underwater defense option as it stings and causes rashes.. Would be a cool defense could cause short stun or dot when going through it.

New plant species for underwater that acts like pistol shrimp shoots a bubble bullet 

also for tek be cool to see a tek diving gear like them old navy diving suits for look.  have built in energy shield in chest and oxygen in helemet with built in sonar. boots increased water move speed gloves built in energy harpoons. Legs should have ability for speed surfacing...

Tek torpedo turrets like auto turret should have to load torpedos into it and have target and firing options like auto turrets.

Some weather options, rain,fog, tidal waves dmg to structures and dinos on beaches , and rough choppy seas during storms make it dangerous to be on boat during these times.

Edited by DuncanMacleod08

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8 hours ago, monomania said:

A fully submerged map would make for the most excitement available in Ark, underwater is pretty much the only place that feels scary now at end game.

 

there will be land aspects of the game (where u will start off) but there will be a decay timer and increased structure damage when onland. also 90% of the gameplay is in the water. now i cant give away to much in terms of story but we plan to add cut scenes and other cool mechanics into the map once it has been released. we will be adding a combo of mythical and real creatures including some desired creatures that should be in vannilla ark.

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