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for example, i really enjoy non automated subs with complex systems to tinker with as i play a lot of solo and have time to potter about with that stuff. To do that in MP you need a team of like minded individuals or it'll be real boring for some folks and you'll get griefed or people will just leave.
like you i prefer to start with very little ammo, equipment and resources as building a personalised collection of gear is an enjoyable part of the process. my own sub has a varient that starts with only hardpoints and all the cabinets are empty! so before you start first mission you gotta budget for buying a gun. BUT again If someone is playing stand alone missions or PvP then an empty sub would be useless. I do think many subs on the workshop come with way, way too much gear on them
i guess there are 2 things i want potentially from sub builders.
1. varients; for example a version of sub with no gear and only hardpoints for the solo grinders like me, then another varient of same sub with full compliment of weapons and gear for use in more short term game modes. i think many builders don't realise its easy to pack multiple varients of sub in 1 mod
2. clear labelling of subs intended use. if its OP and packed to the gills let the user know on the workshop page.
stuff like drones/mini subs etc i enjoy and are inteded gameplay, being obviously supported by vanilla machines like drone control station. i don't use them as much in SP but they are fun
finally there are things, like double hulls which many people do without realising its game breaking nature. i had double hulls on my sub for a while just for aesthetic reasons till someone pointed out it was basically impossible for monsters to breach. so i guess builder familierising themselves with the mechanics of how the game works is important too.
Agree with this, indeed I've previously put some thought into a fully manual sub (no easy nav terminal controls, just manual up/down forward/backward manually crewed physical controls, with the helmsman giving orders) and made a start on designing my own interface, sadly I stumbled and got a bit bored with it so it's been put on the back burner for now, my half-attempt is actually already present in one of my workshop subs although it just looks like a curious bit of scenery as it stands.
I tend to leave it up to the game to fill lockers as it sees fit, though I will manually add a decent complement of things such as welding tools, diving masks, bandages etc as essential items. Cabinets will not be filled and there's usually no fancy circuitry (in my most recent sub I added 'open-ended' or 'unfinished' circuit points for people to discover and complete as they see fit, or dismantle).
I definitely wouldn't care for a sub that has a bang-bang controller already installed and hidden in a wall, nor do I care for subs that are too organised in terms of crew responsibility - security must remain on the gun deck, engineers in the reactor room / engineering, etc. I get that's how a real sub may be organised but it feels like less fun to me, I don't play this game to feel like I'm part of a 50 man crew with just one responsibility, other players generally don't play that way and it makes for a boring game for some of the roles.
Talking of things hidden in walls, in my more recent sub designs I've tried to simplify things and have all circuit items on show, aside from some ubiquitous ones such as automatic door control, which I expect most crews will not need to change (if they want to then it's floor cutting time!) With all circuits and components on show it would be much easier for crews to adjust them to their liking, much like on a real submarine where everything needs to be accessible in some way shape or form. So everything hidden away is a bit of a negative for me, no room for tinkering etc. I know my earlier subs have a bit of this going on, that's down to inexperience, although to be fair to myself I am still playing Single Player using that same early modified Humpback, currently just reached The Great Sea and the sub is performing very well, very smoothly, at least as well as any other I've joined in multiplayer (including those with bang-bang controllers).
I suppose idiotic / aggressive human factors are something I definitely don't want to see in a sub, there are game modes for that kind of play and I don't play in those.
If I wanted art I'd go to a gallery
Haha! Yes indeed. I wouldn't want to get upset about another player demonstrating their knowledge about wiring up the oscillator circuit, maybe in the festive period it could be quite creative, but I agree - not really a good thing especially for people with lesser systems. I saw one player put the same disco light show in two separate servers, once was OK but if they waste campaign resources on doing it all over the place then it's bad.
For example I tested a submarine which had these very cool black bars and tank shapes which looked like they were in front of the player but not illuminated. Very aesthetic. Big immersion breaking issue though. The tank shapes were research containment tanks and if you hovered the mouse over them it would show the tooltip. Could've easily been fixed by just turning on non interactible.
On my own custom Dugong I had some sprite depth errors that would make items that were not supposed to be in front of the player be just that.
Furthermore I don't like OP submarines. The game is already too easy if you're playing with an experienced crew (although I haven't tried any of the difficulty+ mods).
I especially dislike subs that come with end or mid-game items out of the box, for example Combat Diving Suits or PUCS. Where's the progression aspect of the gameplay in that?
The biggest one is making sure you make decorative objects you have made non-interactable for decorative or embellishment purposes, or because you're hiding another device behind it, make sure you make them invulnerable to damage. Nothing sucks more to have a broken item billowing smoke that can't be interacted with to be repaired. I made that mistake once, I used the Medical Fabricator (Legacy) with a Large Steel Cabinet tucked behind it as a fancy medical cabinet thing, and within a round or two the non-interactable legacy medfab had hit 0% durability and was filling the entire medbay with sparks and smoke. It was awful.
Depth issues too for sure, when dropping items causes them to vanish behind the sprite layers, or causing certain layers to appear in front of the player. Newbie mistakes which I made a ton of on my first sub. Don't want to be too harsh here, but you definitely want to thoroughly test your custom sub before putting it out there for these little things.
One of the reasons why I am spending like hours with multiple people on my self-made submarines, and even those I just modify, with debugging. Not much of fun, but important before publishing.
Especially the sprite depths issue is easy to overlook.
Granted, this can be completely negated by just wearing the suit 24/7, but it's quite a literal design issue.
Except for my self-made submarines I do not recall any vanilla submarine having diving suits not nearby an airlock...
Also, I used to store diving suits at critical rooms like medbay or bridge. Just got scolded by the captain that they are in the way, considering we never had a situation in which a normal diving mask would not suffice.
The Humpback is an example of a terrible diving suit room. It is at the very bottom of the ship, far away from the stairs, with the hull adjacent to water. If gravity puts water on the way there or there's a leak and the stairs become flooded then it becomes very dangerous to traverse. If the remaining crew is suitless by the time the middle gets flooded, then the run is over.
The half dozen hatches that open when it detects water don't help, because this will add water pressure from every connected, possibly flooded compartment, killing people in rooms that would otherwise be too small to have enough water to crush anyone.