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Eel Mk2 (Stage 4)
   
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11 Aug, 2020 @ 5:55pm
11 Aug, 2020 @ 5:58pm
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Eel Mk2 (Stage 4)

Description
"The tip of the Spear. An extensive reworking of the skeleton and outer hull of the sub has allowed for the addition of an onboard infirmary and dedicated cargo hold. The weapon systems have also been reconfigured to support dual 75mm rapid-firing Coilguns; similar to those found on Coalition military patrol ships. A highly suitable craft for exploration and escort missions outside of the relative "safe zones" of the established colonial outpost network..."


*EEL MK2 Campaign Collection*

This collection of subs is meant for a third-person, hardcore/realism, survival horror, submarine RPG simulator, iron man campaign.

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 long form playthrough of the campaign for a small group of players, thus each Stage should take about 1-2 hours of playtime to progress to the next Stage.
- 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 of 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!
-There is crate storage 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 being 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 sub, 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)
6 Comments
opitchaak 10 Nov, 2020 @ 4:02pm 
I tried to move one of the top guns a bit further from the other one and npc started to shoot with them, looks like a bug in the game.
Jesus The Astronaut!  [author] 5 Nov, 2020 @ 11:18pm 
Yeah that would be odd. The setup for the dual cannons is just 2 guns connected to the same power/trigger on the periscope. Not sure why # of guns would affect that. But let me know if you figure it out, and I will update the mods. Thanks !
Nyarlathotep 5 Nov, 2020 @ 6:08pm 
I'm not 100% sure its a pathing issue. The bots will jump on the guns but not fire at anything. I have already previously tried remapping the pathing, but it does not seem to change anything with their behaviour, perhaps I'll try removing one of the guns and see if that works instead. :(
Jesus The Astronaut!  [author] 5 Nov, 2020 @ 3:09pm 
Sorry, I never play with bots, I'm always playing with 2-3 other people, so I never really created the bot pathing. It's easy to fix though if you go into the editor. I may update it at some point. Sorry for the trouble.
opitchaak 5 Nov, 2020 @ 1:58pm 
I second the question from Nyarlathotep, I just bought this sub and found out the hard way, NPCs don't fire the guns.
Nyarlathotep 26 Oct, 2020 @ 6:57pm 
Is there a particular way to get NPC's to use the dual guns in this stage 4 sub ? They don't seem to shoot any anything that approaches the ship. The radial flyout orders menu for weapons offers a choice of 2 upper or 2 lower (4 in total). I have tried all 4 and it doesn't seem to change anything.