Barotrauma

Barotrauma

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flyingcircus Jun 12, 2019 @ 7:42pm
Fixing hull breach is too easy
First off, I love this game! This is coming from a long time ss13 player. I do some mapping in tg too, nothing big I just mess around for fun. One of my only complaints is that repairing a hull breach is way to simple. All you need is a welding tool in order to completely repair whole missing sections of the outside shell. I won't go into Ideas for changing this. I just wanted to get my word out there. I figured if We're unable to repair a breach then the crew would need to improvise a bit more to stay alive, making the experience more fun imo.
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Showing 1-8 of 8 comments
Cdey Jun 12, 2019 @ 7:54pm 
To be fair, hull breaches need a lot more than a welder to fix. Breaches will damage machinery in the room which also take time to repair, not to mention unless it was just crashing into the rock, you still have to worry about what caused the breach.
flyingcircus Jun 13, 2019 @ 11:37am 
I don't think you're catching my point. What I mean is having permanent damage to the shell if for example whole sections were missing, at least until you can dock at a station for repair. This would force the crew to possibly move and rewire machinery in order to operate the sub without the flooded rooms. I can see this being a balancing issue, but those scenarios where you would need to be a bit more creative just to survive, I would find that fun. However, I will agree that the current mechanic for hull breach can have its moments.
Cdey Jun 13, 2019 @ 2:05pm 
Well, with the current way submarines work and the way the devs are headed with the game, that really wouldn't work.
Permanent damage, cool. But if you loose an important system mid-mission you are forced to restart. There's no recovery from a reactor meltdown, or explosive cargo going off and hitting the only engine onboard.
The developers want you to be able to fix the submarine and continue on, not ♥♥♥♥ up once and restart.
Besides, with how griefers go about their business, you are only empowering them more.
Last edited by Cdey; Jun 13, 2019 @ 2:06pm
CanadianSnow Sep 20, 2020 @ 5:02pm 
I agree with you both. It would be an even bigger pain in the ass, but I understand the "ugh, this isn't anywhere nearly realistic at all!" itch too. I think this could maybe be solved with an "ultra realistic hardcore mode" but I feel like the workshop has that covered.
Last edited by CanadianSnow; Sep 20, 2020 @ 5:02pm
CanadianSnow Sep 20, 2020 @ 5:05pm 
PS - we've noticed that sometimes subs seem to repair really quick and sometimes they take a long time and we're not really sure why, that's what I came here searching for an answer to, not sure what's going on with that but we do use a lot of different random mods *shrug*
cinless Sep 21, 2020 @ 5:54am 
i'd like to add to the point about system damage and remind everyone that submarine navigation in barotrauma is semi-realistic, which is to say that to ascend and descend, you need to drain or fill ballast tanks. if a compartment of the ship is permanently flooded you might find yourself completely unable to ascend, effectively ending the round even if no critical systems were damaged.
Dominating David Sep 21, 2020 @ 6:32pm 
I would not like such a permanent mechanic. Its hard enough having like 1 guy left after a bad breach.
The Flaming Pike Sep 21, 2020 @ 8:24pm 
Originally posted by CanadianSnow:
PS - we've noticed that sometimes subs seem to repair really quick and sometimes they take a long time and we're not really sure why

It might depend on who is doing the job. A mechanic will be more efficient with a welding tool.
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Date Posted: Jun 12, 2019 @ 7:42pm
Posts: 8