Barotrauma

Barotrauma

More Level Content
Medium B*t  [developer] 28 Jun, 2022 @ 7:25am
Suggestions
Ideas guy huh? If it's feasible and I have time, I may do it. No promises!
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Showing 1-15 of 32 comments
Leonic 2 Jul, 2022 @ 2:19pm 
Got a couple ideas. If you could do either or I know people will download this mod left and right. I don't know if it's possible, but adding in random pirate ships would be amazing. I don't know of any other mod that does it, and I don't know a single person that wouldn't want it in the game. Would bring a whole new level of fear. Other idea is a far cry but if you could somehow make pirates board ships? They tend to just sink you than drive away. Doesn't make any sense at all. I thought the whole point of being a pirate was to loot and plunder!
Medium B*t  [developer] 5 Jul, 2022 @ 3:05pm 
Random pirate ship encounters should be well within the realm of possibility. Pirates boarding ships is a bit outside scope tho, as it would require new AI behaviour.
Leonic 5 Jul, 2022 @ 9:38pm 
Hey thanks for the reply! I also saw that you added my idea to the road map so thank you so so much! And okay I figured there would be some sort of restraint on the AI lol. Also Just a little food for thought about that boarding thing, I heard today while playing that pirates can dock & board you sub however it is only if you have a bottom docking hatch (Which most subs don't) The behavior is extremely rare because the pirates subs do not have bottom docking hatches to board from most ships mandatory top hatch. If this is true, which it may very well not be, putting docking hatches on the bottom of pirate subs could be the key to getting the pirates to dock and board more without having to mess with path finding or behavior too too much. However I appreciate you taking the time to read my replies and respond. I wish you the best of luck with your work, and I congratulate you with the success your mod has had. Just a couple days ago it was brand new and now im seeing it on the front page.
underm1nd 6 Jul, 2022 @ 2:54am 
It appears that when joining servers, clients do not get CsForBarotrauma automatically and they need to sub and enable it manually. Even though I do have it in my description, you know lots of people dont really read. While not an issue with your mod specifically it becomes a barrier to entry for sadly quite a large part of the Barotrauma player base.

Is there a way to integrate the CS solution in More Level Content or is that something for the CS devs to look into?

And a few content suggestions.

For pirates, having the chance of encountering pirate divers on wrecks can be very interesting. Though not sure the human AI can handle that. Or instead of whole pirate subs - armed pirate shuttles.

And something that I think is sorely missing from Baro - more level hazards. Ballast flora is cool and all but its barely an inconvenience after the first time you encounter it. Static minefields that need to be avoided or destroyed to proceed can add a lot of gameplay possibilities.
Last edited by underm1nd; 6 Jul, 2022 @ 3:28am
Medium B*t  [developer] 6 Jul, 2022 @ 9:44am 
Originally posted by underm1nd:
It appears that when joining servers, clients do not get CsForBarotrauma automatically and they need to sub and enable it manually.

If I remember correctly, this is intentionally done by the LuaTrauma devs as CS mods are inherently less secure than lua mods due to their wider range of access. So by downloading the CS package you're accepting the added risk that comes with it.

However, the latest version of MLC will automatically check to make sure clients have the mod installed correctly when they join and pop a notification up on their screen if they don't.

Originally posted by underm1nd:
For pirates, having the chance of encountering pirate divers on wrecks can be very interesting.

I'll keep this in mind for when I work on S.O.S. beacons!

Originally posted by underm1nd:
And something that I think is sorely missing from Baro - more level hazards

I agree here and I've got a couple of my own ideas for things to add here. What about plants that grow on the walls of a level that act like the flesh guns on thalami?
underm1nd 6 Jul, 2022 @ 11:56pm 
Originally posted by Medium B*t:

I agree here and I've got a couple of my own ideas for things to add here. What about plants that grow on the walls of a level that act like the flesh guns on thalami?

Yeah, that can work. A Thalamus patch on the rocks that fires flesh projectiles, similar to spinelings. The hook might become a drag (pun intended) if they are too common.
Last edited by underm1nd; 7 Jul, 2022 @ 1:25am
Arl6 12 Jul, 2022 @ 7:27pm 
maybe explosive mines of some sort could spawn on levels, as ice spikes and whatnot just aren't very challenging. how about, every now and then, you can find a "stray shuttle" looking for a way to an outpost. every now and then, these shuttles have pirates mixed in with the people? might have to make new AI though.
tehswordninja 30 Aug, 2022 @ 3:25pm 
Support for the EK mods would be interesting, having higher difficulty pirates armed with EK tools and weapons and what not
Medium B*t  [developer] 9 Jan, 2023 @ 2:37am 
Super late reply but the mod technically already supports EK mods, someone would just have to make a compatibility patch that overrides the NPC's the mod uses / adds in EK outposts

If anyone ever makes such a mod, let me know and I'll link it on the workshop page
BiggerWeapoungs 12 Mar, 2023 @ 1:26pm 
i got an idea after i know that i can add custom pirate outpost so will you add custom pirate submarine ? i want them to be harder and harder pirate submarine that i can edit them on my own ( best with EK mod or any ) or even add random event as pirate in disguised that pirate ship have hi-end submarine and disguised as coalition faction nor coalition faction hi-end submarine ( can edit ) will hunt me down as criminal
Last edited by BiggerWeapoungs; 12 Mar, 2023 @ 1:33pm
TheSimpleDude42 3 Apr, 2023 @ 10:05am 
Maybe is my bad luck but every pirate base that generate in levels has 1 nuclear shell that rips trough my crew, I understand the intention to not just park your sub near the base and win but maaaybe make it a bit more engaging as to actually have a fight between Railguns or you know cheesing the base from afar and not a slog between small turrets as the base is armored anyway if that makes sense.

Also some variants have automated turrets from what i have seen which make them kinda pointless to use anything smart than pure dakka (like aiming for the crew to make them stop).
Medium B*t  [developer] 3 Apr, 2023 @ 2:38pm 
None of the pirate bases will open with a nuclear shell, some of them will open with a dirty bomb which acts similar to a nuke (EMP + Radiation) but doesn't do nearly as much damage as one. If they've fired off a full shell rack of railgun shells some bases have a nuke for them to load but this is only is higher difficulty areas (great sea onwards)

Also none of the turrets are automated, they'll only work if manned by a pirate bot.
b0p1s 26 May, 2023 @ 1:34pm 
Some ideas I've had surrounding random sub encounters

- Coalition/Separatist attack vessels patrolling around, friendly to the players depending on reputation. Could just pop up on the nav terminal and greet the captain, cheering whichever faction they're aligned with. Could also come in groups of two or more, would need to be using subs balanced for it though.
- Merchant (transport sub with some sort of vending machine with normal shop items, i.e. armory vendor, medical vendor, materials vendor) vessels offering services to friendly mariners. Gives discounts to those with high faction rep.

Neutral/passive sub encounters
- Coalition/Separatist attack vessels on patrol, hassling the captain via the nav terminal, turning friendly or hostile depending on dialogue choices.
- Merchant vessels offering services to mariners. Standard station prices.
- Husk/Clown vessels inviting players on board, killing them or giving them rewards depending on rep
- Stranded transport subs that players can board and repair or rob for extra loot

Enemy/immediate combat sub encounters
- Aforementioned Coalition/Separatist attack vessel patrol.
- Thalamus vessel but floating.

No idea if most of these would even be possible to implement, but they seem like things that would add a lot of life to the game and be very immersive.
K_BOMBA 8 Nov, 2023 @ 6:58am 
Please add a slider so we could change how many missions npcs on stations would give.
Medium B*t  [developer] 8 Nov, 2023 @ 7:29am 
Originally posted by K_BOMBA:
Please add a slider so we could change how many missions npcs on stations would give.
That's not in the scope of this mod, more level content doesn't touch anything on stations. If you're using dynamic europa I believe that reduces the amount of missions you can get on stations, although I'm not 100% sure if it actually does
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