Barotrauma

Barotrauma

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Eel Mk2 (Stage 1)
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11 Aug, 2020 @ 5:30pm
13 Aug, 2020 @ 10:37pm
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Eel Mk2 (Stage 1)

Description
"A hull-breach with an engine. This submarine was rotting away in a local scrap pool but it was all you could afford. You discover a few corroded fuel rods remaining in the reactor room, but everything else of value was stripped away long ago..."



*EEL MK2 Campaign Collection*

This collection of subs is meant for a third-person, hardcore/realism, survival horror, submarine RPG simulator, iron-man campaign. Not for the weak of will, or faint of heart. Serious seafarers only. Safety is not guaranteed.

Each Stage of this submarine represents a Stage of "progression" throughout your journey, starting with Stage 1. Each Stage introduces specific additions and improvements to the design of the sub, as well as incremental improvements to existing systems. For example, Stage 2 adds your first Coilgun, but also the reactor becomes slightly more fuel efficient, the lights don't flicker as much, etc.



*TIPS & SUGGESTIONS*

- This series of subs is meant for a challenging and long-form playthrough of the campaign with a small group of players (2-5). You start the game with a few resources and very little money. The early game will require much more planning and teamwork than with other subs. Each Stage should take about 1-2 hours of playtime in order to get enough money to progress to the next Stage. (Do not skip Stages. Purchase each one incrementally.)

- I have intentionally left out fabricators on the earlier Stages to make money more valuable, and early game resources, such as opium poppy, more useful. However, many stations have a fabricator that you can use between missions

- The Stage 1 starts off with a few fuel rods, a couple oxygen tanks, and a few basic medical supplies in the chemical crate, everything else needs purchased or looted from wrecks. Make sure you spend your starting credits on enough diving suits, and welding tools to outfit your crew!

- You start off with no guns, but your enemies start off very weak as well. You will need to do transport and salvage missions at first, while keeping an eye out for artifacts and valuable resources and trinkets to sell in order to get to the next stages. Use teamwork and creativity to fend off early game enemies - or simply outrun them.

- There are additional crate & Coilgun ammo storage shelves in the ballast tank

- I suggest not upgrading to the Stage 4 sub until you reach at least the Europan Shelf, as it is vastly over-tuned for the early game.



*FEATURES*

1. Hidden Toolbox Crate - This crate is NOT intended for general use. I have added it specifically to make transferring items between Stages easier. I recommend only using this for it’s intended purpose, as toolboxes make certain aspects of the game too easy. Stage 1 is the only Stage that contains the hidden toolbox crate, so make sure you bring it along to each Stage as you progress.

2. Emergency Bilge Lever – A lever has been added to side of the main ballast pump that, when active, forces the pump into emergency bilge mode. In this mode the pump will override navigation control and continuously drain all water until the lever is toggled again. This is useful when you are playing with a small crew so the captain can help with repairs without the Nav Console preventing the ballast pump from draining. Useful in various circumstances but use with caution.

3. O2 Generator Auxiliary Power toggle – A button has been added to the side of the O2 generator that, when active (green light), connects the O2 generator to the battery power grid. This is turned off by default but can be useful for allowing players to choose when to run the O2 generator on battery so that the batteries do no become drained too quickly. Note: Both this toggle and the main Auxiliary Battery toggle needs to be on at the same time for this to work


4. Nav Console controls:

a. Toggle Batteries – This toggles Auxiliary Power on and off, which is indicated by a green light above the Nav Screen. Note: Auxiliary Power ONLY powers mission-critical systems such as all pumps, the Nav Screen & Status Monitor, and O2 generator (when O2 Auxiliary power toggle is active). The batteries do NOT power the supercapacitors, the engine, or lights.

b. Reactor Shutdown – This simply turns off the reactor. Note: Automatic Control needs to be re-activated if the reactor is shut down using this method.

c. Cycle Airlock – The bottom airlock in the Diving Room can be remotely toggled using this button. This is particularly useful for experienced Captains to use as a manually controlled ballast. It can increase your diving speeds by ~30% when filled and should always be empty when ascending.



*STAGE PROGRESSION / SPOILERS*

A brief explanation of the improvements of each Stage can be found in the description of each individual submarine, but below is a short list of the feature changes for each Stage, which should be considered spoilers.

Stage 1 – No weapon systems. Greatly reduced engine and reactor efficiency. Almost all lights flicker. Periscope control exterior spotlights. Significantly reduced battery recharge rates. Significantly reduced pump speeds. Armory room is virtually functionless and appears to be under construction. This is the only Stage that contains the hidden toolbox crate, so make sure you bring it along to each future Stage.

Stage 2 – Bottom-mounted coil gun. Slightly reduced engine and reactor efficiency. Some lights still flicker. Slightly reduced pump speeds. Reduced battery and capacitor recharge rates. Armory has an added supply cabinet.

Stage 3 – Top and bottom mounted coil guns. Default engine and reactor efficiency. All lights work properly. Default battery and capacitor recharge rates. Default pump speeds. A proper medical storage cabinet has replaced the main crate shelf. Armory cabinet has been upgraded. Airlock configuration has been changed to prevent monsters from being able to hide from bottom gun. Lounge area added to diving room. Easter egg added to cabinets.

Stage 4 – Expanded the sub. Top hatch ‘conning tower’ replaced with glass. Both Coilguns improved to a dual-barrel model. Slightly Increased engine, reactor, pump, battery and capacitor efficiency. Infirmary added. Cargo Hold added, which includes fabricators and relocated deconstructor.

Stage 5 (Prototype) – Further increases to engines and reactor efficiency. Depth charge launcher added to engineering room. Railgun loader and controls added to Armory. Coil gun loaders decreased from 4 to 2, which requires more frequent reloading.




This is an ongoing series, which means I will be adding additional Stages as time goes on. If you have any problems with the existing Stages or suggestions for future Stages. Please let me know in the comments, or message me on Discord (Jesus The Astronaut#0535). Thank you!
(Credit for original sub design by “Kazet” https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1765624957)
42 Comments
Dimitry 25 Oct, 2023 @ 12:12am 
still my sub of choice
Jesus The Astronaut!  [author] 16 Nov, 2021 @ 5:49pm 
@Naphaneigh I have not updated the sub since they made the changes to toolboxes. The original concept was using a crate filled with toolboxes to allow you to relocate all of your items from one stage to the next. However, it seems they have changed the way toolboxes work now so now you get all those boxes. I have not played the game since they added the new missions, but I appreciate you bringing this to my attention. I will try to make time to resolve this. In the meantime, however, you could try playing on the the other sub stages, as only the Stage#1 sub included the boxes (with the idea you just keep moving it to each new sub). So for now maybe just start off using the Stage#2 until I update all the subs with the new stuff that's been added in the last year or so.
phern 15 Nov, 2021 @ 7:50pm 
I'm having an issue when I start a mineral transport mission the ship takes a ton of damage, seemingly focused around the ballast tank, and starts sinking as soon as the mission loads. If you're lucky you can get a pressure suit on and start fixing stuff before the sub slams into the floor.
I feel like it might have something to do with that tiny shelf in the ballast tank because it gets packed with full sized boxes all clipping into eachother. I noticed that I could put boxes into it without anything bad happening so maybe its just loading in with them there that does it? I'm honestly not sure.
ben1ben1ben5 6 Jun, 2021 @ 7:43pm 
@Jesus The Astronaut I love your creation of the stages of this sub. My two friends and I have been playing a campaign with the sub for a while. We made it to stage 5 and in stage 5 we managed to damage our upper docking hatch. it is impossible to repair due to the distance from the floor to the door. I can get the prompt to fix it on the ladder but accessing it forces me to fall down the ladder. I am not sure how this could be fixed. perhaps a ledge to stand on part way up the ladder... I am not sure. We have tried fixing from outside but it does not allow access. suggestions?
Jesus The Astronaut!  [author] 12 Apr, 2021 @ 9:52pm 
@Hammer Yes! That is a great tactic you just don't get to use in a practical way on most other subs. Also the captain starts to get pretty good at using the engines to burn chasers to death. Glad you are enjoying the sub and the philosophy behind what I was going for. Hopefully more people can try it out or the Devs put in a proper survival-progression mode that makes my subs obsolete.
Hammer O'Malley 11 Apr, 2021 @ 3:10am 
This is my favorite sub in the game along with 2-5. They provide a excellent immersive progression through the game with a 5-6 man crew. I like the catch and trap technique with the Eel Mk1. You open the bay door and suck the enemy in, someone with weapons wait and let them in the bottom deck and kill them. Good times. 5 star.
ToxicG 8 Mar, 2021 @ 12:46pm 
I really like this sub. Even with no guns, me and my friend were able to outrun most threats and successfully carry out almost all missions. Progress is going slow but I really can't wait till' we're able to afford the next stage.
Marty McFly 12 Feb, 2021 @ 10:44pm 
ohhh ok thank you!
Jesus The Astronaut!  [author] 12 Feb, 2021 @ 7:44pm 
So from the nav console press the "Aux. Power" button. This toggles Auxiliary Power on and off, which is indicated by a green light above the Nav Screen. Note: Auxiliary Power ONLY powers mission-critical systems such as all pumps, the Nav Screen & Status Monitor, and O2 generator (O2 Machine has it's own button i built on it that you also have to turn on (green light) so that its not always running on battery). The batteries do NOT power the supercapacitors, the engine, or lights. You could hot-wire the batteries to the engine, for example, but they would deplete in a matter of seconds. So the battery is primarily used for emergency water pumping and oxygen generation. The upgraded hulls also have improved batteries
Marty McFly 12 Feb, 2021 @ 5:10pm 
hey man. You've done an amazing job. We played literally for 4 hours in the Phase , with 9 people! It was insane and you'd think it'd be easier. Long story-short, it wasn't.

But enough about that. I've got a question. How do I turn on the back-up battery power? We ran out of fuel and it was a critical moment because I was dodging and weaving swarms of mudraptors, crawlers, and spinelings as well as going inside caves to get to the objective, but once we ran out of power and I turned the option to use the batteries, it just didn't work and we got bit to death (this was with the Phase 1). Any reason for that? Was that on purpose?