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On the other hand, the whole concept of an efficient flooding control system could unbalance the game somewhat, making it too easy. A big part of the game, especially multiplayer, is how to survive when things go wrong and the sub starts sinking downwards in an uncontrolled dive, that's when the crew either pulls together or all hell breaks loose!
In a 2-player game we modified the Orca 2 to have a ridiculously efficient flood control system (starting with a vanilla Orca 2, in-campaign wiring only), and with a few sub upgrades this quickly became rather OP in terms of surviving what would normally have seen us in an uncontrolled dive into the abyss, instead the sub barely moved in the vertical plane, dive control was never a problem even during the worst attacks.
Maybe your FCS would appeal to people who prefer their campaigns to run as if their sub had an impenetrable shield around it, and the enemies were just an annoyance that had to be dealt with, but personally I prefer the rag-tag struggle that the vanilla systems provide. Yes, maybe I will do a little bit of flood control (opening a hatch to let more water into the ballast instead of just one puny duct, etc), but I still want that sense of jeopardy and the need to avoid being smashed by large enemies, and that sense of achievement when surviving an onslaught and getting the sub ship-shape again after it's been beaten up and has been sitting on a shovel full of sand (see Das Boot).
Certainly understandable. It's quite a lengthy post, but I was writing it partially as a reference guide and will likely port a lot of it over to a Steam Guide later, so that's somewhat intentionally.
The FCS I've designed absolutely makes the game a lot easier. It can allow submarines to punch way above their weight-class. Of course, you could say the same about any rewiring efforts whatsoever - all of them make the game easier, and it's your decision whether or not that's something you want in your game. You can beat the game with a Barsuk and a sufficiently-experienced crew, it's just very difficult. Barotrauma lets you set your own challenge level and how much burden you want to put on your crew, and there are plenty of mods that can push difficulty high enough to demand such efforts.
The Veteran series I'm working on is explicitly built around pushing vanilla submarines to their absolute peak performance. Find the limit so that we know what the limit IS. How easy can the game be if you rewire everything (in-game, not sub editor) to perfection? Just how much better can a dedicated engineer make a submarine if they do everything they can? The FCS is part of that series, and I've shared it because some people may find it useful. I think it's particularly good for folks running singleplayer games, where plenty can still go catastrophically wrong even with such strong flood-resistance.
If someone wants an overpowered sub straight-up, there's little reason to go to the trouble of implementing my FCS. They could just go download any of the dozens of insanely OP subs on the workshop, and that's what most people so-inclined will do. It feels like you're characterizing an alternative playstyle as essentially cheating, though.
Barotrauma is a game where the challenge is split - at the player's discretion - between preparation and improvisation. Most problems can be pre-solved with good preparation, or you can just figure it out in the moment and adapt. What you've described is that you prefer to adapt in the moment, but I think it's a bit rude to characterize players who prefer to engage in iterative design and engineering to mitigate problems as preferring to run a challenge-free game. There is genuine challenge in taking a submarine, identifying its flaws, working to solve them, and iterating on each flaw with those implementations over time.
That said, it's not like I fully disagree with you. There are some wiring tricks I call 'the dark side of wiring' that I am deliberately avoiding even with my Veteran series, because they're outright exploits. The best example of this is that it's possible to remove junction boxes from the game entirely by abusing an oddity in the wiring logic with relays. I refuse to do that on the Veteran subs. Pre-Hoist the Sails ARCs were also too strong.
The FCS is kind of borderline when it comes to balance. You can't call it an exploit - it's a really straightforward use of vanilla wiring and systems - but it's so much stronger than the default setup that it definitely changes the vibe of the game substantially. That said, it's far from an auto-win, especially in singleplayer - remember, in singleplayer, there are no respawns and losing a single crewmate is often grounds to declare mission failure and retry. Even with a perfect FCS, there's tons of ways to lose crew when things get rough. In multiplayer, difficulty can be modulated with permadeath/iron man mode and similar.
EDIT: Edited for clarity/tone.
Second Edit/PS: It would be really helpful to have some experienced players try out the Veteran subs and make a judgement call on which systems are overpowered vs balanced for different playstyles, so I could produce a toned-down version of them for people who want to skip rewiring but still want proper challenge.
https://steamcommunity.com/sharedfiles/filedetails/?id=2582199263
https://steamcommunity.com/sharedfiles/filedetails/?id=2863218300
My favourite:
https://steamcommunity.com/sharedfiles/filedetails/?id=2844599549
I was just thinking of one example in particular - a public server I joined where it seems their entire aim was to kill everything including the endworm (this was during Early Access before the official 'ending' was added) without the sub taking so much as a scratch, if that happened they immediately restarted the round to try again. They did have a massively OP setup, so that's the sort of player I was thinking about when I made my comments about having an impenetrable barrier around the sub. Nothing to do with using smart design and engineering skills, just people who love to play OP stuff and expect to win every time.
The method is unimportant, it's the fact that in that server they were intent on a 'perfect' run, that was just an example to clarify my point about how some people like to play OP subs, but for anyone else who happens to join that server expecting normal gameplay it may turn out rather boring.
Ah, fair enough. Sorry I misunderstood, then. It is true such people exist - in good enough numbers to drive the popularity of quite a few OP subs on the workshop, in fact - so I can see why you're leery of things that make the game easier, to be honest. I should have been more considerate of that.
It's true that the method is unimportant. Even if you stick to in-game rewiring, it's possible to make a sub that is far too powerful. There are certain tricks that I call 'the dark side of wiring' in Barotrauma where exploits can break the intended game balance. For instance, there is an exploit which can completely bypass junction boxes using relays and merging power grids, which removes most of the chance of fire and most of the repair work across the sub. Pre-Hoist the Sails ARCs were also overpowered.
These kinds of exploit-wiring are things I refuse to put on my Veteran sub series, as I much prefer to use developer-intended functionality to the limit rather than finding ways to outright break the game. To Reeves, basically the debate happening here is whether the FCS falls under the umbrella of 'stuff that's just too powerful and ruins the game balance' or 'acceptable rewiring advantage.'
To Buggy Boy, I'm honestly a little on-the-fence about it. The FCS is certainly strong, but by itself it mostly just allows the bots to reliably patch the sub before it floods over. It lets you get away with a slower submarine, worse helmsman/gunners and fewer leak-repairmen while taking bigger hits, but you still need to put the work in to survive. If you drive the sub full-speed into enemies, they will still tear open big portions of the sub and cause significant problems - those problems are just much less likely to get a member of the crew killed.
That being said, the Veteran Subs aren't intended to be balanced overall. While I refuse to use exploits on them, the stated goal is to 'take the vanilla submarines to their absolute peak using in-game rewiring.' Right now, no one really knows what the limit is, or how strong submarines can become if you put altogether too much work into every little aspect of the sub; I intend to find out. If the result is unplayably OP, at least we'll know for the future. One example is the internal flashbang security system I added; it ensures no crew are in the room and the doors are fully closed, then flashbangs any monsters in the room. This means even if you DO ram straight into a Mudraptor pack, the likelihood of them killing any crew is minimal. That might be overpowered when paired with FCS - I'm not sure (it costs enough in flashbangs I'd rather just keep them out of the sub with good piloting).
With this system you won't get full of water to begin with if you happen to catch a breach during a dive. I've seen it make a difference before. Plus, the fewer things distracting the captain, the better.