Barotrauma

Barotrauma

389 ratings
FDF-Vortex
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File Size
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3.796 MB
8 Aug, 2022 @ 1:38pm
15 Apr @ 1:54am
31 Change Notes ( view )

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FDF-Vortex

In 1 collection by Vootfer
FRONTIER SHIPYARDS
4 items
Description
The Vortex is an attack vessel engineered for rapid response, designed to be tough and capable of safely deploying a small strike or dive team. Armed with multiple turrets, it can provide heavy overwatch to deployed troops, clearing a safe zone for extraction. Brought to you by Frontier Shipyards!

Stats:
  • Class: Attack Tier: 2
  • Price: 16500 mk
  • Recommended Crew: 3 - 5 (more if you want a proper strike or dive team)
  • Horizontal speed: 28 km/h
  • Vertical speed: -19/18 km/h
  • Size: 26x7 m
  • Cargo Capacity: 20 Crates
Most shuttle shells have equal HP to regular ones (nothing above 200HP, of course, don't you worry)
Features:
  • Engine Boost | Boosts your engine speed to 50 km/h (works only horizontally). During this time, discharge coils will stun most of your enemies and drain your supercapacitors.

  • Power Distributor | Allows you to precisely choose which systems receive power and which don't. You can also select which docking port outputs power and which one charges your batteries (red means power out and green power in).

  • Ballast Maintenance | Lets you strategically turn off specific ballast pumps for easier ballast flora removal.

  • Text Displays & Light Indicators | Submarine features numerous text displays and light indicators providing valuable information, such as current depth, power load, or ballast tank maintenance status.

  • Exposed Relay | Here, you can wire up anything you want and turn it off if need be (connected to "Systems").

  • Lockable Doors and Hatches | Most doors and hatches can be locked; a light indicates if the door/hatch is locked (red) or unlocked (yellow). AI can't open locked doors.

  • Condition 1 | If any room except for ballasts and airlocks becomes flooded, all ship's interior lights will automatically turn red, and depending on which room is flooded, triggers an alarm alerting your crew to said room. You can manually trigger it via a lever near the navigation terminal and deactivate it once no room is flooded.

  • Lights Panel | Allows you to customize the color of your lighting without affecting other color modes (RGB).

  • SERR Kits | Spread around the vessel, these kits contain either a diving mask, a welding tool, a small amount of medicine, or firearms in case of emergency, such as your vessel being boarded by intruders or in case of a hull breach. Marked with a red arrow (SERR: Survival, Evasion, Resistance, Restoration Kit).

  • Exterior Cameras | They are accessed through a periscope in the command room; cycle through them by Left-Clicking.

  • Top Docking port hatch | Can be opened or closed; automatically closes after five seconds.

  • Moon pool + Bottom docking port | The Moon pool features a conveniently placed docking port for securing your vessel to other vessels and inserting a strike team if need be.

  • Fabricators | Submarine features a fabricator, deconstructor, and medical fabricator.

  • 5 Diving Suits | All suits refill oxygen.

Weaponry:
  • 1x Fixed Railgun (Right)
  • 1x Pulse Laser (Bottom Right)
  • 2x Chaingun (1 Top, 1 Bottom)
  • 2x Discharge Coil (1 Top, 1 Right)
  • ?x Dive Team (Sadly not included)

𝗙𝗘𝗘𝗟 𝗙𝗥𝗘𝗘 𝗧𝗢 𝗖𝗢𝗠𝗠𝗘𝗡𝗧 𝗦𝗨𝗚𝗚𝗘𝗦𝗧𝗜𝗢𝗡𝗦 𝗔𝗡𝗗 𝗕𝗨𝗚 𝗥𝗘𝗣𝗢𝗥𝗧𝗦
223 Comments
Wayjourner 2 Jul @ 7:13pm 
1/3
Got something I would like to share as feedback, so feel free to disregard as non-critical (this sub is already near perfect for a small team anyway). Cheers for reading my tangent above. :P
Wayjourner 2 Jul @ 7:12pm 
2/3
I've noticed my crew seldom uses the lower airlock in favour of the moon pool - probably only once during a beacon station mission where the moon pool was inaccessible because we were docked and flush. Other than that, it's a large chunk o' access area that never sees use.

Conversely, the medical bay is up a floor and removed from the pool as the main entry point when not docked. Rather than having to drag wounded crew up the airlock access area and past the reactor to get to a medical bed for surgery (Neurotrauma) or just the main supplies of medicine (Vanilla) it's time they could be dying in.
Wayjourner 2 Jul @ 7:12pm 
3/3
Not asking you to go make changes unless you want to, just things I observed. If one did make a separate version or something, what would one even have in it's former area if relocating the MedB for faster response times; a brig or storage area? In the Vulture class it's the airlock, but that doesn't work for an attack class as while it's a neat space near the upper dock area, it's vulnerable from top boarding entry. Dunno. :shrug:
Vootfer  [author] 20 Jun @ 7:33am 
Thanks for all the support and feedback, everyone!
Cultist ⁧⁧ ඞ 19 Jun @ 4:18pm 
Amazing subs, sadly all of them have the issue that bots can't open the doors unless you leave it as an auto-door which is a massive security issue.
Wayjourner 14 Jun @ 7:47pm 
This is hands-down the best light crew sub I've ever found on the workshop. Cheers for the hours of fun you've given us, mate.
DRDZD 26 May @ 5:53am 
好船
Ivan_Blitzkrieg 11 May @ 3:30pm 
I love your submarines, the best I encountered on the workshop honestly! Keep it up!
Vootfer  [author] 13 Apr @ 9:44am 
@Plod 1/2

Thank you for your valuable feedback, I really appreciate it, even though it got overshadowed a bit by some longer posts.

Now to some of your points:
Vootfer  [author] 13 Apr @ 9:43am 
@Plod 2/2

The submarine, as evident from its description, was built around the moon pool feature. So I placed the deconstructor closer to the moon pool to make it easier for players to manage large amounts of loot and quickly dispose of minerals, rather than having to climb up the ladder each time.

The so-called "random chair" and others are simply there to help the crew brace for impact and avoid getting thrown across the room, thus preventing injury.

Regarding the rear ballast area loader, it didn’t exist originally, and the chainguns used to share a single loader. In later revisions, I added the loader to create a more interesting gameplay loop and better utilize the available space in the submarine. This also gave players the option to decide which turrets they want to use, rather than being locked into a single option due to the shared loader.

And as for the AI stuff, I’ll definitely check it. And again, thanks, I really appreciate your input!