Barotrauma

Barotrauma

100 ratings
EK Revuk Mk-I
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
293.456 KB
16 Nov, 2024 @ 3:19pm
30 May @ 8:13am
4 Change Notes ( view )

Subscribe to download
EK Revuk Mk-I

Description
EK 'Revuk' Mk-I
Light Freighter

"The Langrek Enterprises 'Revuk' class freighter is a small but venerable containerized-cargo transport with a somewhat novel forward-mounted engine pod. With cargo bays fore and aft of the bridge section, the Revuk has exceptional carrying capacity for it's size. This, coupled with it's relatively low crew requirement and ease of maintenance, makes these vessels very popular among small freightline startups and private contractors, despite it's relatively cramped quarters."

Role: Transport ( Cargo Freighter )
Tier: 1
Price: 15,000 Mk
Recommended Crew: 6 - 8
Size: 40x11m
Horizontal Speed: 20 ( 22 with upgrades )
Vertical Speed: -19,20
Cargo Capacity: 60 Boxes
Magazine Capacity: 12 Shells, 12 Boxes
Vessel Strength: Low
Vessel Maintenance: Low / Small-Crew
Recommended Difficulty: Medium
Recommended Crew Experience: Any

Notable Features:
  • Engine-forward hull configuration
  • Small engineering room
  • Small medbay
  • Small armory closet
  • Docking port power transfer
  • Drainage duct system
  • Brig

Weapon Systems:
  • x2 Coilgun (Turret-Mount)
  • x2 Empty Hardpoint (Turret-Mount)
  • Electrical Discharge Coil (Surface Mount)

Stock Reactor Controller Trim: 0.0166 - 75 Stock Battery Controller Trim: 101 - 15

I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented?

-with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now.

( Also expect that potential "EK mods remaster" to not happen after all )


I made a 'starter' tier sub with the same theme:
44 Comments
Videogames  [author] 29 May @ 6:38pm 
@Dr. Mikhail |VIP-S|🐧
ID tags on strangely only the right-hand buttons randomly got deleted, maybe a bug related to the copy-paste from older sub.
Dr. Mikhail |VIP-S| 🐧 29 May @ 6:15pm 
Permission tags on the medbay doors lock Medics out...
I think they are backwards on the Daima and lock Medics in.
You may want to double check all your secure tags.
North 21 May @ 4:15pm 
Maybe split into two separate subs? A 'stripped down' variant as tier 1, making compromises for the benefit of reduced cost?
Videogames  [author] 20 May @ 11:24am 
More spontaneous ramblings about game balance... I completely forgot that the Orca and the Camel are 9.0k & 9.9k tier-1 submarines, so now I am even more confused as to what exactly to class some of these "1 and a half" tier submarines as.
Videogames  [author] 18 May @ 8:21am 
sure, added a 2nd vent so it should be able to support more characters standing in the armory closet.
destmaster 18 May @ 3:32am 
so, can we get a vent in armory? my character almost suffocated while afk in it.
Videogames  [author] 2 May @ 8:08pm 
Does the toggle in the UI for mineral scanner appear?

As far as I know mineral scanners work still, however since minerals don't spawn on the walls of the map anymore (only in caves, or in abyss rock 'islands') - its incredibly rare to ever see minerals on the ship's sonar... Honestly the upgrade is kind of less useful as a result ever since the random mineral spawns were moved, and handheld sonars come with mineral scanners already by-default so it's kinda obsolete...
Aesculapius 1 May @ 10:25pm 
@Videogames
Hello, my friends and I really liked this Tier 1.5 submarine. However, we have a question: does the mineral scanner actually work on it or not? We've installed the upgrade, but it feels like the scanner isn't functioning. (I wasn't controlling the sub as the captain, just as an assistant — we didn't have a captain with us.)
Videogames  [author] 30 Apr @ 9:08pm 
Honestly the update that added tiers really caused more problems than it solved. (Tier-3 just replaced 'Deep Diver' class with the same issue all over again.)

At least for my submarines, you can kind of just take "Tier" as a general suggestion - the more clear indicator of submarine capability & progression is mostly going to be the price first and foremost. I kind of purposely put alot of my ~15k-20k in Tier-2 instead of Tier-3 so particularly frugal crews can pick them up slightly earlier, and take advantage of the mechanic 'refit' perk if they want to keep it through the rest of the campaign, since I know alot of crews like to stick with one submarine after they switch from a Tier-1.
Videogames  [author] 30 Apr @ 9:08pm 
Another kind of balancing problem is crew size, since I want to at least give some options for slightly larger than usual tier-1 and tier-2 subs so larger crews have something to use that isn't just cramming everybody into a Barsuk. So yeah you can kind of consider the >10k submarines as being more like a "tier 1.5".

After next sub releases, you can expect probably some more "traditional" <9k starter subs. I might also try to make a set of 'themed' progression subs at some point.