Barotrauma

Barotrauma

View Stats:
kratos Jun 18, 2022 @ 3:30pm
Barotrauma roadmap.
So we're in what I assume is the last year of early access before Barotrauma hits 1.0. And we have a pretty good idea of what the devs want to add before then. Which you can find here.
https://trello.com/b/hBXI8ltN/barotrauma-roadmap-known-issues

I would like to talk about features not listed here that absolutely should be listed here. And maybe we can build a nice list of suggestions. For example, the server browser is fine for an early access build. I think its missing the polish and or features of a finished game. Maybe the game needs new graphical settings or better keymapping.

Highlighted suggestions
>Extended editor.[trello.com]
>Powerful torpedoes.
>Reactor and crafting additions.
Last edited by kratos; Jun 22, 2022 @ 9:28am
< >
Showing 1-15 of 22 comments
Greb Jun 18, 2022 @ 5:09pm 
Torpedoes appear to be missing from the trello, unless I am blind. That ought to be rectified! What good is a submarine without a torpedo missile launcher? Guh!

Something extremely powerful and can only be restocked from Military Outposts as opposed to crafting them on the submarine. Guided too, because obviously having big classic torpedoes designed for hitting targets 20+ miles away in those tight caverns is kinda silly, but some nice guided smart torpedoes that inflict massive damage on targets a few screens away could be pretty cool.

This is not a suggestion. Nor is it a request. This is a mandatory feature. This is a demand!

...you might say it's...demandatory? :captainclown:
GM9 Jun 19, 2022 @ 12:20am 
Originally posted by Greb:
Torpedoes appear to be missing from the trello, unless I am blind. That ought to be rectified! What good is a submarine without a torpedo missile launcher? Guh!

Something extremely powerful and can only be restocked from Military Outposts as opposed to crafting them on the submarine. Guided too, because obviously having big classic torpedoes designed for hitting targets 20+ miles away in those tight caverns is kinda silly, but some nice guided smart torpedoes that inflict massive damage on targets a few screens away could be pretty cool.

This is not a suggestion. Nor is it a request. This is a mandatory feature. This is a demand!

...you might say it's...demandatory? :captainclown:

Devs chose railgun Instead of torpedos
GM9 Jun 19, 2022 @ 12:21am 
Originally posted by Princess Muu-Muu:
>Set item conditions (% of quantities left over/damage)

Editor already have this function
Greb Jun 19, 2022 @ 1:10am 
Originally posted by Lord of Abyss:
Devs chose railgun Instead of torpedos
Pfft :winter2019angryyul:
Buggy Boy Jun 19, 2022 @ 6:05am 
What would a torpedo do better than a railgun shell? A self-propelled (even guided) torpedo would likely either miss and hit a wall, or be totally OP. Being able to kill large enemies before they're in visual range or have even detected you would somewhat destroy the horror / survival aspect, I think. The way railgun shells lose momentum and arc towards the ocean floor seems much more in-keeping and balanced for this game.
Captain Bart Jun 19, 2022 @ 12:01pm 
Originally posted by Buggy Boy:
What would a torpedo do better than a railgun shell? A self-propelled (even guided) torpedo would likely either miss and hit a wall, or be totally OP. Being able to kill large enemies before they're in visual range or have even detected you would somewhat destroy the horror / survival aspect, I think. The way railgun shells lose momentum and arc towards the ocean floor seems much more in-keeping and balanced for this game.
I would make them be very damaging agains structures and soft parts of a creature but suck against armored cretures larger than bonethresher.
Buggy Boy Jun 19, 2022 @ 1:29pm 
Originally posted by Captain Bart:
Originally posted by Buggy Boy:
What would a torpedo do better than a railgun shell? A self-propelled (even guided) torpedo would likely either miss and hit a wall, or be totally OP. Being able to kill large enemies before they're in visual range or have even detected you would somewhat destroy the horror / survival aspect, I think. The way railgun shells lose momentum and arc towards the ocean floor seems much more in-keeping and balanced for this game.
I would make them be very damaging agains structures and soft parts of a creature but suck against armored cretures larger than bonethresher.

Hmm, damaging structures AND the soft parts of creatures sounds like it might need to be some sort of high heat round, but underwater I don't think that really sounds right. A shrapnel-based weapon should be most effective against soft tissues, for hard structures I think piercing is probably going to be the best option. There already exists two different railgun shell types but people tend to fire the wrong type a lot (not to mention the nuke!), the same would happen with a torpedo, but if you're saying we have a 'magic bullet' torpedo that's effective against hard and soft target types then it still sounds OP.
Captain Bart Jun 19, 2022 @ 1:35pm 
Originally posted by Buggy Boy:

Hmm, damaging structures AND the soft parts of creatures sounds like it might need to be some sort of high heat round, but underwater I don't think that really sounds right.
I would say rather it would be a HEDP (High Explosive Dual Pourpouse). I may have over stated a litle by inclouding "very" in my description. It would instakill a crawler and anything in a radious of 3m and brake walls it hit but things bigger than Bone Thresher will shrug it of or be dameged, but never below around 50% of their health.
Greb Jun 19, 2022 @ 2:40pm 
Originally posted by Buggy Boy:
What would a torpedo do better than a railgun shell?
Be awesome, that's what! And be a harder weapon to manage than a railgun and its shells that somehow only require 2 steel bars to manufacture in endless quantities.

I played a submarine once that had a very, very janky torpedo launcher instead of a railgun that was more or less just a drone submarine you controlled with wifi or something, and then you pushed a button to make it explode - presumably by dropping a nuclear depth charge inside the drone ship or something, I dunno lol. It was cool, but janky. The coolest thing about it was the fact you had to "restock" them at outposts.

I'll just keep pretending the Chaingun is actually a micro torpedo launcher instead, at least that'll make the chaingun worth installing on my submarine :steamsad:
Dynamoon  [developer] Jun 20, 2022 @ 4:09am 
Hi! Thanks for this thread, we will be keeping an eye on it.

Not to dampen anyone's enthusiasm too much, I wanted to drop by and clarify something about our schedule: if everything goes as planned, we do not have a full year of new development time before 1.0, both because we actually hope to reach that milestone sometime earlier than a full year from now*, and because we cannot keep developing new things all the way until release – all releases require a testing and polishing phase, and this one more than any other before it.

So our "hands off" moment for the 1.0 release is coming almost sooner than we would like! With that in mind I'd like to temper your expectations a bit and repeat what we wrote on the blog[barotraumagame.com] last week: there will not be huge new additions before 1.0 besides certain key things, and those things will already keep us quite busy.

On the other hand, there will be updates after 1.0 that will add new features as well as fixes, if all goes well. More about those when the time comes!

With all that said, it is good to get some outside perspective on which things you think are important to iron out before our full release. So we will be reading!


*Please note that this is not an official statement, and I can't confirm any dates before we announce our release. Until then, no date is set in stone even though we are working towards a specific time frame.
FatherSarge Jun 20, 2022 @ 6:55am 
Originally posted by Lord of Abyss:
Originally posted by Princess Muu-Muu:
>Set item conditions (% of quantities left over/damage)

Editor already have this function

The editor has build in functionality to set O2 tank quantity (item condition)? Haven’t seen that.
GM9 Jun 20, 2022 @ 7:01am 
Originally posted by FatherSarge:
Originally posted by Lord of Abyss:

Editor already have this function

The editor has build in functionality to set O2 tank quantity (item condition)? Haven’t seen that.


Yes
Just select oxygen tank and choose the condution option
Mondian Jun 21, 2022 @ 8:09pm 
Cool stuff, but no word on optimization? Love the game, would love to play more, but it can easily turn into a slideshow and its really sad when its grinding along at single digit fps while my gpu and 5 spare cores sit idle. This includes using the workshop optimization mod and that patch last year that was supposed to help (it didn't). I tried to hop back in to check out the colony revamp, but yikes.
Last edited by Mondian; Jun 21, 2022 @ 8:10pm
Integrated fuel system
Currently the fuel system runs on consumables, but is a requirement and integral part of moving forward in the campaign and to other areas - basically a necessity for all sub movement, thus it really shouldn't be running as consumables, but rather being an integrated part of the game mechanics. What I mean with this, is that fuel rods shouldn't be a core resource / consumable for fuel, but should rather be handled in a different way, like making the reactor being able to recharge itself, as long as it's being operated, and when not it will rely on fuel rods. So basically having the reactor operated by crew (most often an engineer) will make it not deplete fuel rods, where the operators skill affects how well it can perform, both in terms of output and recharge levels.

Craftable Submarine Facilities - Player Placeables
As it is currently, the only way to change a submarine's facilities is to change it in the in-game editor, but to be able to modify a submarine in an ongoing campaign, requires the use of save game editors as well. I think making craftable player placeable facilitiies, and making it possible to place and remove facilities as well, will make it possible for players to really make the best out of the submarine they prefer. Examples of submarine facilities that would be great to be able to craft and place/remove, would be facilities like, storage lockers, crate and ammunition holders, diving suit lockers, improved fabricators and deconstructors, basically variations and improved versions of existing facilities as well, etc.
Granted that some of these might not be possible, due to the fact that the player might need to do wiring that's only currently possible in the in-game editor. But I think a player should able to play the game the way they want to rather than a predefined way without having to mod it.

Craftable Item Material Variations
I think it would be a good thing to create more variations of the craftable items, but making these variations be based on the material component. So for instance, steel crates, harpoons and railgun shells, they all rely on steel, but they could just as well exist in as an iron, titanium and other material variaton, but with different properties - especially ammo having different characteristics such as range and damage being different, but could also have other traits as well - giving reason to craft these if there is a need for it. Currently as it is, there is a problem where certain materials used more than others, leaving a surplus of other materials more rarely used.

Just a few things I thought about.
Last edited by SomethingIncarnateTV; Jun 21, 2022 @ 9:38pm
Bucholz Jun 22, 2022 @ 10:58am 
Originally posted by SomethingIncarnateTV:
Integrated fuel system
making the reactor being able to recharge itself, as long as it's being operated, and when not it will rely on fuel rods.
Any bot can operate reactor 24/7 no problem. What are you asking for is a fuel-free reactor, a perpetuum mobile. I doubt your suggestion will pass, just make yourself an everlasting fulgurium rod, the rest of the players have no issues with regular vanilla fuel rods (edit: moreso in the latest 0.18 update).
Last edited by Bucholz; Jun 22, 2022 @ 11:01am
< >
Showing 1-15 of 22 comments
Per page: 1530 50

Date Posted: Jun 18, 2022 @ 3:30pm
Posts: 23