Barotrauma

Barotrauma

Triton
Solodric Dec 6, 2021 @ 2:26pm
Thoughts and impressions
I decided to move my thoughts, impressions, review, etc., of the Triton sub here since I intend to plow through most of a singleplayer campaign with one. First impressions are highly positive.

1. Pathing: The only pathing issue I've seen is the periscope staircase one I mentioned in a comment. Otherwise, the bots seem to get around just fine!

2. Item-Sorting: Regarding item-sorting, I did notice the bots aren't sweeping up items as efficiently as on some other subs. I'm not sure if this is due to a lack of container tagging or what. It's a minor quibble, but worth pointing out, especially if the tagging IS set up but not working.

3. Armaments: I got all four of the edge guns just to see if the sub felt overpowered; to my surprise, it actually felt weaker than the Humpback or Palestar A, mostly because of a lack of focus-fire. While the Triton offers excellent coverage with its corner guns, it can't focus-fire on anything smaller than a Moloch, and even that's pretty unusual. The two primary cannons could of course add some punch, but having one railgun and one coilgun on a target is pretty standard late-game. Not having to maneuver excessively to get these weapons on-target is nice, but the crew demand to man all six at once would be prohibitive; as a result, my intention is to let my backup captain man one in emergencies, while I just man whichever I think is most-relevant at the same time as the primary captain. This gives me the assurance of manually aiming my railgun shots, which are too precious (and annoying to craft) to waste. Overall, while this sub is definitely a bit overpowered by vanilla standards (having perfect coverage, the potential for railgun+coilgun focus-fire in two different directions, acceptable mobility, and above-average cargo space) its shape and size necessitate a large amount of guns for a relatively spartan amount of firepower, so it balances out. The absence of a drone massively sets it back in this department compared to many competitors.

4. Singleplayer Management: This is a fairly manageable submarine in singleplayer. Its size and awkward engine strength (unupgraded) means it tends to be a little crash-happy, so a dab hand at the helm is preferred. The solid gun coverage means that you are unlikely to run into the nightmare-scenario of having enemies perpetually stuck on a blindspot that can't be eliminated without EVA (a real problem when you're alone), but you won't be pulling any turn-on-a-dime maneuvers in the water and mowing down enemies with focus-fire turrets in this tub until you upgrade the weapon range and engines substantially. Even then, don't go expecting too much. The lack of a drone/shuttle is a mixed blessing; while they can be a pain to manage in singleplayer, having one in a cave, preferably with a bot manning the guns, can be a lifesaver. More importantly, a time saver if the drone has substantial storage space for your loot. Using a drone to cover blindspots in combat is much trickier in singleplayer, though, so simply having good gun coverage to begin with is much-preferred. All of that said, this sub has large superstructural cavities, which can end up flooded with water; in multiplayer, you would simply cut open an access to these and use them for growing plants or placing extra wiring, but in singleplayer the bots will insist on sealing these cuts immediately. This kind of feature on a singleplayer sub is always a bit of a disaster in my experience.

5. Inventory Management: This is partially a subset of singleplayer management, because it's the biggest nightmare when running a sub solo. The lack of a loot-carrying drone/shuttle is a pain, but not a dealbreaker. The engineering workshop locker is set up to open its UI at the same time you're crafting, which is fantastic; it's too small to hold a decent variety of materials, though, and there's no clear place to stuff all of the excess. I think a system more like the Palestar's (where there's two gear lockers, one which serves as deconstructor outflow, and both can be pulled from for the fabricator) might be an upgrade, but the Palestar lacks the open UI of this sub, so it's a tradeoff. Artifact storage is a nice perk, the medical cabinet is set up well (though again, lacking a secondary cabinet, which would be appreciated), and there's a true wealth of places to stuff excess weaponry, which is appreciated. That all said, there's nowhere to store extra depth charges, nor is there anywhere to store extra engineering gear aside from the standard utility cabinets dotted around the ship; an extra spot to put specialized dive gear like artifact cases in the diving rooms would be good, as would somewhere to put specialized engineering gear. But maybe I'm just too much of a damned hoarder? Then again, if I deconstruct everything, the materials locker overflows, too. Hm. Well, it's still leagues beyond most of the vanilla submarines, and I've yet to see a sub inventory setup I'm completely satisfied with anyway. At least there's a dedicated fuel-rod depository (though I ask the author to check out the container used in the Palestar, as I think it visually looks more convincing as a shielded case for fuel rods, and I think it's vanilla. That's pure aesthetics.)

6. Emergency Readiness: This is always a huge deal in singleplayer. Of course, a good captain ensures every member of the crew is already carrying everything they need for standard crisis-management; welding tools, wrenches, screwdrivers, weaponry, armor, diving masks, extra oxygen tanks, that sort of thing. The key area where the submarine design comes in is in non-standard crisis-tool storage, as well as backup gear. Supply cabinets with a clear and consistent theme to their inventory are key here, as is fire extinguisher placement. Fire extinguishers on the Triton are where they need to be; there's no lack of the things from what I've seen. Supply cabinets are well-stocked by default and present in most areas of the ship. There is a notable absence of emergency diving suits throughout the sub; they're only located in three areas, which can make it tricky to get to one during a surprise flooding event. This may be a deliberate difficulty feature by the sub designer rather than a design flaw per se, I just felt I should mention it. The ballasts also feature an absolute lack of emergency readiness; no supply cabinets, no diving suit lockers. That's not great, as if they get punctured any nearby mechanics may have to rush around to get extra oxygen and fuel tanks and suits before arresting the problem.

7. Featureset: The Triton has cargo-space, good gun coverage, decent mobility, top-notch deck security, an excellent crafting UI implementation, the best power-management I've seen on a sub (though it doesn't automatically turn the reactor on/off on docking at a station, this is a minor quibble given how slowly it eats reactor-power at idle), and even some kickass side features like being able to recharge oxygen tanks at suit lockers and thermal-artifact storage, which is great if you're waiting for a medic to level up Xenologist before deconstructing all of your artifacts. It's not so fast or so strong as to feel like a dedicated attack or scout sub, but it's bot-friendly and singleplayer-friendly and can haul cargo, and that's unique - the vanilla cargo-haulers are pretty terrible for singleplayer (the Big Rig is just nightmarish and the Berilia is frustratingly oversized and sluggish, poorly-defended, and prone to sinking), so having a cargo-hauler that's not oversized and feels capable of defending itself is a nice change for singleplayer, where the difficulty is already higher than standard just by default. It lacks a mineral scanner, so this isn't a mining-capable vessel, and the lack of a drone or shuttle makes cave-salvage missions even trickier; in short, while the Triton is a great ship with a lot of great features, it's lacking some of the key ones for certain mission-types. It won't do the best job of dunking on Endworms (even compared to a few vanilla subs), but at full upgrade it'll get you from point A to point B alive and with a respectable cargo haul intact, without being a ridiculously overpowered gun-loaded mess of a ship like some of the workshop subs. It'll save you cash on fuel rods and save you headaches with its artifact storage, too.

8. Navigability: The Triton features some autodoors, but a lot of not-autodoors, and I'm not sure what the logic was, there. I'd vastly prefer to be able to set all of the doors to auto-mode, but it's not the end of the world. I have noticed that sometimes the doors will bug out a little, specifically and especially the one near the upper airlock; it won't open while the airlock is open, but sometimes it won't open properly even after it closes, too. Not sure what's going on there. But the use of stairs, bot navigation aside, is pretty brilliant.

9. Aesthetics: Can't complain here, the Triton feels like a clean, well-designed and welcoming submarine, with spartan but sufficient crew quarters and a decently-sized mess-hall. Some of the rooms could benefit from being more distinct palette-wise, but it's so rare to see a decent submarine with crew quarters and mess hall included that this is still far ahead of the pack.

10. Conclusion: I initially picked up the Triton expecting it to be my all-rounder vessel for an entire singleplayer playthrough. Its lack of mineral-scanning and shuttle/drone support makes that a non-starter, though; those features are seriously necessary in singleplayer to make mining and salvage missions bearable. As such, the Triton has taken the role of my dedicated cargo vessel, and will probably be my dedicated deep-diver when that becomes relevant. I don't mind having to maintain a varied fleet of vessels for different mission-types, though I wish I could find others as balanced and well-made as the Triton to go alongside it. I appreciate that the gun placement and ship layout are such that it can sport perfect coverage without being overpowered against large targets, that it lets the player experiment with railguns and depth charges without overpowering them (the magazine's placement on the other side of a door from the guns, without any ammo racks in the gunnery room, ensure lengthy reload times for railguns, and the lack of spare depth charge racks encourages minimalist use of them as opposed to full-on nuclear bombing-runs). It's more balanced than I expected, it's more useful for cargo than I expected, and it's less useful for everything else than I expected; if the Barotrauma devs want to see what an enjoyable singleplayer vessel looks like, I'd recommend they start here and add the Triton to the official roster for a small cargo-sub.

If I have any particularly awesome adventures or funny anecdotes from my time sailing this thing, I'll post them here.
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Showing 1-2 of 2 comments
Captain Robertson  [developer] Dec 6, 2021 @ 3:51pm 
Very good review, you should narrate this and put it on YouTube so that I can add a link to it, more so as there's fewer and fewer people these days willing to sit down and read such lengthy and informative articles.

The only thing worth adding is that a lot of the issues you've pointed out above, in particular how certain things have been laid out was deliberate and a design choice, as I didn't want to make it too easy/powerful and to reduce a lot of the clutter and crowded appearance found in some other workshop subs.

Those dead spaces inside the corners of the sub are not actual rooms, i.e. they are treated essentially as being outside and don't add to the subs buoyancy. Sadly they're a trade-off with regards the overall layout and appearance I was going for, as I didn't want to make it too boxy.
Likewise a shuttle would have only been something I would have added for a larger sub, but that's really more of a personal preference for me.

Don't forget there is a mineral scanner just to the right of the main Nav console that can be switched on and off.

Bot pathing is and will always remain a headache unfortunately, they just don't like stairs next to platforms regardless of how the waypoints are arranged, but I have tweaked them as best I can given the overall wonkiness of the AI.

*Edit* Forgot to say (and for the benefit of anyone reading this further down the line), feel free to check out the Triton-B if you're looking for something with a little more focus fire potential, as it has the two large turret hardpoints towards the front of the vessel and is based on the variant I use personally when playing the single player campaign.
Last edited by Captain Robertson; Jan 7, 2023 @ 7:03pm
Solodric Dec 7, 2021 @ 12:45am 
Ah, I somehow missed the mineral scanner! Nice. I'll look into that.

As regards the pathing, just tell the developers of the game about it, they might hotfix it.

Regarding the superstructural rooms, they can and do fill with water. I don't know if that doesn't impact the sub's performance - if it doesn't, then hey, no harm, no foul, fair enough. At least, on other subs - I haven't had my hull damaged enough with the Triton to see that happen here.

As regards the shuttle, I figured it was a deliberate omission and I approve. The Triton really toes the line in terms of being overpowered; its lack of focus-fire and shuttle support help to bring it back down to Europa a bit. The lack of storage space is still a headache, but it's an issue most subs have - this game just involves an inordinate amount of packratting. I wish there was just a sub-agnostic stash system that you could access and craft from when at any station, it would make life a ton easier for my crew in coop and for me in singleplay.

And I can't really narrate anything right now, as I'm quite sick, and my voice isn't really up to the task on the best of days anyway. I'd be happy to otherwise, as it would help promote your excellent work. I dunno, perhaps we could do something like post a let's play of sorts where we discuss the sub as I run it through its paces in singleplayer - show off how to use it and all that, discuss its merits and flaws, all that. Could be a good time, once I'm no longer sick.
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