Barotrauma

Barotrauma

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Eel Mk2 (Stage 5 Prototype)
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11 Aug, 2020 @ 5:56pm
11 Aug, 2020 @ 5:58pm
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Eel Mk2 (Stage 5 Prototype)

Description
" 'The Flagship of Europa'. No longer designed strictly for scientific exploration and light skirmish patrols, the Eel Mk2 has now been equipped for protracted campaigns of siege warfare. In addition to the rear-mounted depth charge launcher, this vessel now prominently brandishes a prototype 425mm Electromagnetic A.R.C (Anisotropic Rail Cannon), along with further improvements to various sub-systems. A bastion of the Abyss..."


*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)
13 Comments
Jesus The Astronaut!  [author] 28 Apr, 2021 @ 3:22pm 
Thank you, I had no idea how that was decided. I will update 4/5 for sure
raejin.omg 27 Apr, 2021 @ 12:44am 
Love the concept. Apparently designating a sub a Deep Diver gives it +20% crush depth limit (source: https://www.reddit.com/r/Barotrauma/comments/mxq5oq/what_makes_a_deep_diver/ ), might be worth adding to stage 4/5 as an easy boost to late campaign survivability?
Marty McFly 3 Mar, 2021 @ 10:27pm 
I think I found you through the Undertow Games Discord. I DMed you
Marty McFly 3 Mar, 2021 @ 10:25pm 
You know, I'm half way into the campaign (I had to do many stops to grind for money) but now I'm set and I'm speed running straight to the end. I'll record for you so you can see how your sub works with each environment and what the depth numbers are. So far, the sub's a BEAST. It can tackle anything. I literally just worry about the crush depth
Jesus The Astronaut!  [author] 3 Mar, 2021 @ 9:53pm 
@Marty hey man, Stage 5 is as far as I've built so far. I may make additional stages in the future if there is interest. However, I have actually never progressed that far into the game personally, so im not sure about the question about depth or how that is calculated/mesasured. If you know anything about what parameters the sub needs to meet to survive those depths please let me know and I will make sure they are implemented to Stages 5 and beyond
Marty McFly 3 Mar, 2021 @ 2:38pm 
Hey, so I'm guessing Stage 5 is the end of the series? Also, is this sub capable of going to the hydrothermal wastes without worrying too much about the crush depth?
Dimitry 6 Sep, 2020 @ 2:20pm 
wht about stage 5 and stage 5 prototipe ? any diference between ?
Seer 22 Aug, 2020 @ 5:05am 
@Jesus,

Man -- I cannot tell you how relieving it is to know it's not just me that's run into that airlock bug. It was absolutely maddening, and we were convinced that somebody had broken something accidentally while running around trying to repair stuff without realizing it. Thanks for the confirmation here.

What I did before was just unhook the door and hatch sig_out feeds from the AND component -- so the airlock cycle button worked from the nav console, but door buttons would still need to be opened and closed manually. It was annoying since that wasn't what we'd gotten used to from stage one, but it was workable -- and most importantly, didn't require us to start our campaign over.

Sure enough though, I took your input and rewired the doors as they were before in a new lobby, and everything's working again.

Really weird bug, but at this point I'm just glad it's an easy fix. Thanks again for the input on this one -- really appreciated!
Jesus The Astronaut!  [author] 21 Aug, 2020 @ 2:45am 
Hey there Seer, I've noticed both those bugs as well. The Airlock cycling drove me crazy, as like you said, there are NO differences between the wiring configuration between any of the stages. What causes that appears to be due to the way multiplayer servers deal with input/output timings. I spent a long time trying to fix this when I encountered it on the Stage 4 sub, before realizing the 'fix' is to restart the server. It could likely be fixed permanently with an oscillator, but I am actually a novice when it comes to components and wiring. But hopefully you find that saving and re-hosting will help you with this issue.
Seer 21 Aug, 2020 @ 2:39am 
Addendum: The fabricator issue appears to have been a bug I found; if you're manufacturing something and then start or end a mission, the fab loses all power and won't recognize that it's got juice again unless you take the components out of the input, select a different item to manufacture, and then select the initial item again. The button will still say insufficient power, but that'll clear up once you click on it anyway with the needed components in place.