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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?
Devs chose railgun Instead of torpedos
Editor already have this function
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.
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
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.
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
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.