Barotrauma

Barotrauma

Playable Mudraptor Job 3 (Electric Boogaloo) FIXED (Deprecated)
DJBacon  [developer] 7 Aug, 2024 @ 4:57pm
Player Mudraptor Visibility
Is it easy to tell your mudraptor friends from mudraptor enemies?
Do you often get shot because you're a mudraptor and your friends can't tell the difference?

I was considering changing the model slightly for visibility sake in terms of friends. But my own friend said he really likes the original design and I was also a bit concerned with what you guys might want.
With armor on only the bottom membrane would show so if you're wearing the plain mudraptor armor you'd still bit a bit more distinguishable.

https://imgur.com/a/Z3Wnyan
Last edited by DJBacon; 7 Aug, 2024 @ 4:58pm
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Showing 1-11 of 11 comments
Treasure 8 Aug, 2024 @ 1:08am 
Honestly, I feel as if keeping the natural look is the way to go; player raptors can distinguish themselves with gear, equipment, etcetera. Additionally, getting misidentified every now and then is just a positive part of the experience, I'd say.
DJBacon  [developer] 8 Aug, 2024 @ 4:19am 
Sounds good to me...
Maybe I'll make more versions of the armor then for more customization... because I do want to add something new that looks cool, but I'll see what I can do.
Spox Voretail 8 Aug, 2024 @ 10:00pm 
Haven't ran into getting shot. Certainly scare friends though.
But more versions of armor would def be neat.
I do have an idea to throw your way in regards to Mudraptor helmets. "Hired Claw" tree has the skills at the very bottom. would custom mudraptor helmets with traits & stats related to those skills be possible? For example Medical and Engineer have goggles tied to their jobs to see vitals or electrical wiring figured that maybe it could be incorporated into the helmets. Would make specializing into the specific jobs give a nice bonus without sacrificing the helmets for the regular gear.
DJBacon  [developer] 9 Aug, 2024 @ 9:17am 
Originally posted by Spox Voretail:
Haven't ran into getting shot. Certainly scare friends though.
But more versions of armor would def be neat.
I do have an idea to throw your way in regards to Mudraptor helmets. "Hired Claw" tree has the skills at the very bottom. would custom mudraptor helmets with traits & stats related to those skills be possible? For example Medical and Engineer have goggles tied to their jobs to see vitals or electrical wiring figured that maybe it could be incorporated into the helmets. Would make specializing into the specific jobs give a nice bonus without sacrificing the helmets for the regular gear.

Oooh, I like this!

Not sure about the being able to see vitals or wiring (as in not sure it's possible outside the menus), but I could definitely make helmets that increase those skills or something like that.
Spox Voretail 9 Aug, 2024 @ 11:24am 
I have no knowledge on what the Electrician's Goggles or Medical HUD Scanner fully do except one shows wiring throughout the ship on your hud and the other shows health bars on crewmates and maaaybe shows specific issues with them in the medical menu. I put em on like twice but figured I'd toss the thought your way. But skill boosts would def help especially for my medical raptor needs in making perfectly "safe" things to shoot out my syringe gun.
DJBacon  [developer] 9 Aug, 2024 @ 2:51pm 
Originally posted by Spox Voretail:
I have no knowledge on what the Electrician's Goggles or Medical HUD Scanner fully do except one shows wiring throughout the ship on your hud and the other shows health bars on crewmates and maaaybe shows specific issues with them in the medical menu. I put em on like twice but figured I'd toss the thought your way. But skill boosts would def help especially for my medical raptor needs in making perfectly "safe" things to shoot out my syringe gun.

MWAH, wonderful, that's what I needed to know.
I've always played the mudraptor so I had no idea about either of those items lol.
DJBacon  [developer] 9 Aug, 2024 @ 3:46pm 
Originally posted by Spox Voretail:
I have no knowledge on what the Electrician's Goggles or Medical HUD Scanner fully do except one shows wiring throughout the ship on your hud and the other shows health bars on crewmates and maaaybe shows specific issues with them in the medical menu. I put em on like twice but figured I'd toss the thought your way. But skill boosts would def help especially for my medical raptor needs in making perfectly "safe" things to shoot out my syringe gun.

I need some input, should the new helmets (the two I'll be adding) be last in the tree or unlocked alongside the others in heat signature?
Edit: Leaning towards last in tree myself.
Last edited by DJBacon; 9 Aug, 2024 @ 3:50pm
Spox Voretail 9 Aug, 2024 @ 4:38pm 
I'd say last in tree to go along with the skills maybe wouldn't hurt to add thermal to those too. Then maybe being able to put points both into the caravan backpack and thermal helmets on Hired Claw would also be a nice QOL. (Personally always found it odd on the two trees you couldn't put points into both sides of the trees.)

Edit: I also see thermal as basically being smell for the mudraptor since the enemy ones can absolutely hunt ya down so that's my perspective on it.
Last edited by Spox Voretail; 9 Aug, 2024 @ 5:15pm
DJBacon  [developer] 9 Aug, 2024 @ 10:13pm 
Originally posted by Spox Voretail:
I'd say last in tree to go along with the skills maybe wouldn't hurt to add thermal to those too. Then maybe being able to put points both into the caravan backpack and thermal helmets on Hired Claw would also be a nice QOL. (Personally always found it odd on the two trees you couldn't put points into both sides of the trees.)

Edit: I also see thermal as basically being smell for the mudraptor since the enemy ones can absolutely hunt ya down so that's my perspective on it.

The medical helmet is live (with thermal)!
I'm not the best artist, but I tried to make it look good and had a fun time designing it!
I really liked the whole "nose mask" draped over the mudraptor.

And... I'm just now remembering I forgot to adjust the crafting recipe, it's... probably fine the way it is for now, lol
Spox Voretail 9 Aug, 2024 @ 11:42pm 
Oh yea it looks great! Definitely like the nose mask.
Spox Voretail 10 Aug, 2024 @ 11:09am 
Threw myself back into Baro to see if i could get a good idea on what the other skills at the bottom could get helmet wise but so far there isn't really anything that is the same as the Goggles and Scanner.

But

Currently looking through the human jobs:
Nothing sticks out for gear but lots of bonuses for the talents that the Mudraptor could take advantage of that they just don't get in regular gameplay if they choose one job at the bottom of Hired Claw. For example medical for humans offers big buffs on CPR, can drag people just bloody everywhere, (albeit this is Baro and grabbing is still janky) bonuses on making medical items and use of em. but also definitely tons of recipes for each job that you can never get.

May not hurt to take a look at em. I feel like Hired Claw if say its forced to put you into that specific job could throw in some boosts/recipes from the human jobs to really seal the deal you willl be the best beaky boy at that job.
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