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Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 12:45 am
by Takeguru

Bottom post of the previous page:

I'd like the Nehelania a lot more if there were one-way pumps into the sewer tube thing

I think that'd be a good way to fix it

Maybe make them fuckable so you can make them pump out of the sewer tube instead

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 1:47 am
by XSI
An0n3 wrote:
??????:

Unused space? Maybe stuff some more batteries and shit down here or just cut this part off the sub entirely. could be a good place to put another airlock so minisubs with the port on top can dock down here. Actually just sawing this section off completely would give the sub a really cool looking profile, like a giant fish.

Lines are just POSSIBLE connections between areas, but not really necessary. For example having the airlock lead directly into the reactor is probably a bad idea, but maybe we want that kind of FUN to be possible? Making a double-hulled indestructable super sub might ruin the game a bit if we can just cheese everything.
You forgot: Security+Brig (Don't want traitors getting easy stunrods from a hallway closet)
Medbay might not need to be big. As of the present time all medbay is is some closets and a dispenser for chems after all
And the airlock. Though you have mentioned that.
Also you're missing maintenance tunnels. Maybe have tunnels/hallways in between each section, just like SS13? Bonus points for traitors being able to flood the hallways and lock everyone in their own job areas. Just like a plasma fire would lock medbay inside, and blocks people from reaching the escape shuttle. Depends on if we want something small and compact, or if we want a big, more luxurious sub I suppose
You should probably add a few smaller closets too. Just for putting junction boxes, minimaps for engineers to check damage and random closets in. Some space to hide if you're the clown and security is after you wouldn't do badly either. Maybe fluff them as just being rooms with a bed?

Edit:
oranges wrote:Nerf pressure and game would be more playable.
Pressure only happens if there's a big breach. A small breach can be fixed without diving suit, but anything big or that has been open for a long time becomes pressurised.
I do agree you need a bit more warning before you just die though

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 2:32 am
by Timbrewolf
Your visual cues for pressure building up are the screen zooming in and you get an icon in the health area of four arrows pointing inward. It's an orange icon. It fades in, the more solid it is the worse the pressure is. When it is solid orange you die.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 2:49 am
by XSI
Yeah, but it can go really fast at a big breach. Luckily, water will push you away from the breach, because physics. So you can usually reach a door if you can get the game to select the button

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 3:41 am
by XSI
Double post. Because you know what we need?
A brig cell we can flood without having to open the airlock and potentially sink the sub, or opening the bilges and potentially fucking up the controls.

It would probably actually make us survive better

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 5:02 am
by Incomptinence
Small breaches you are better leaving the room open so as to not kill anyone trying to quickly patch it. Most holes on the top of the sub will be small short of big daddy.
XSI wrote:Double post. Because you know what we need?
A brig cell we can flood without having to open the airlock and potentially sink the sub, or opening the bilges and potentially fucking up the controls.

It would probably actually make us survive better
Some subs have an execution chamber yes. Can't remember which though.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 5:39 am
by Jacough
Shame you can't put moving parts on the ship. Imagine a sub with an execution chamber that just flings people out into the depths like a torpedo

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 5:50 am
by Takeguru
So a single security officer can not fix a sub on their own

I made a right fucking go of it but I couldn't kill the thresher making holes in the sub without power so I went to manually keep the power on to charge the capacitors to shoot the thing to stop making holes but bluh I ran out of diving masks

Also skill gates are dumb and stupid this isn't like my spessmens

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 8:47 am
by XSI
They're intended for long term play across multiple missions

Your sec officer can learn how to weld without killing himself, but this never really works in one game alone. And multiplayer persistency isnt around yet

You can technically just keep topping off your health with medical shit, which works if you can be bothered with it. Then you can fix everything as sec officer(Minus engines and consoles)

Honestly, I think you should at least be able to try. But maybe the dev has plans for that

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 2:37 pm
by Timbrewolf
Skill caps are good. One person shouldn't be able to do everything. Forcing people to have to work together us what team games are all about.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 3:47 pm
by Supermichael777
But then how am i suposed to murder eryone and steal sub?

On another note i tried the sub builder and holy fuck. i looked up and 5 hours had passed and my sub still didnt work right(every lamp needs a hardline what the fuck why cant i wire them in a string)
)

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 3:53 pm
by Takeguru
Skill caps are dumb and stupid

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 4:57 pm
by Skorvold
Naaa, skill caps are good. It helps avoid the problem that Space Station 13 has right now, where everyone is way too self sufficient.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 5:17 pm
by Takeguru
But that's not a problem

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 5:24 pm
by Davidchan
The skills are bad, and arbitrary.

Fixing a flooded out fuse box, a task which would literally just be unscrewing components and swapping out bad ones for new ones and maybe replacing a few melted wires if it overloaded requires a skillset that only one class gets by default, but starting up a nuclear reactor, assembling and wiring a button or console, installing a charge to a warhead, loading and operating a sophisticated railgun or even piloting the god damn sub can be done by anyone? Give me a fucking break.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 5:37 pm
by Timbrewolf
You want a fucking break then do us both a favor and dont play Barotrauma.

I swear if you mongoloids get vocal and the water they game down to SS13 levels I'll hunt you down holy shit.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 5:39 pm
by Timbrewolf
Like holy fuck are you retarded?

Compare the difficulty in driving a car to repairing a car you goddamn moron.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 5:45 pm
by Davidchan
Compare the difficulty of literally maintaining a nuclear reactor and the difficulty of removing an overloaded circuit breaker and splicing a few wires.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 6:15 pm
by Jacough
Davidchan wrote:Compare the difficulty of literally maintaining a nuclear reactor and the difficulty of removing an overloaded circuit breaker and splicing a few wires.
Nah see, what they don't show you is that the companies that make these subs have so little confidence in the crews' ability to operate the nuclear reactor that they designed the controls to be like some kind of Fisher Price toy.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 6:16 pm
by EndgamerAzari
SQUARE PEG ROUND HOLE

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 7:17 pm
by Supermichael777
a server comand to set all skills to 100 would be nice

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 7:52 pm
by Timbrewolf
Wew lads sorry I got really pissed off there but have calmed down.

Barotrauma is designed to be a game where you are all co-dependant for survival and that's one of the things that makes it special. You can't robust a giant sea monster by yourself. You need the Captain pulling evasive maneuvers while someone is on the gun, someone is loading for him, others are running around fixing shit as it breaks, etc.

Being a traitor is a double-edged proposition. You need to kill at least one of these guys to win but you may also need them to survive. That's so different from SS13 where you never need anyone's help to do jackshit unless you're dead/dying.

Barotrauma is not a sandbox like SS13 is. It's a team survival game. If you don't like it because you can't do everything you've failed to grasp that it is not trying to be a game where you can explore at your leisure and solve all your problems on your own.

Re: Barotrauma: SS13 Underwater

Posted: Mon Aug 22, 2016 9:01 pm
by XSI
Supermichael777 wrote: On another note i tried the sub builder and holy fuck. i looked up and 5 hours had passed and my sub still didnt work right(every lamp needs a hardline what the fuck why cant i wire them in a string)
)
Now try testing it
And finding out that you overloaded a few of the junction boxes so the sub immediately catches fire when you start the thing
(This is why you sometimes find custom subs with disconnected lights. They're either forgotten or the power grid is so close to maximum capacity that wiring in that one light starts fires everywhere. Or all the junction boxes ran out of wiring space)

This is why I volunteered to do wiring if there's a group sub. It's kinda a thing that takes ages and the slightest fuckup means you may need to start over

Re: Barotrauma: SS13 Underwater

Posted: Tue Aug 23, 2016 9:18 pm
by Stickymayhem
Ok this game is great

Tried to harpoon an eldritch seabeast and got my entire rooms shit kicked in

Re: Barotrauma: SS13 Underwater

Posted: Tue Aug 23, 2016 9:37 pm
by IrishWristWatch0
Sticky, as predicted, is the worst captain.

Re: Barotrauma: SS13 Underwater

Posted: Tue Aug 23, 2016 9:52 pm
by Incomptinence
Sticky shows up as soon as there might be a tg sub to steal in the works?

Typical sticky.

Re: Barotrauma: SS13 Underwater

Posted: Thu Aug 25, 2016 6:09 pm
by qwert
Somehow this game delievers much more intense experience then ss 13 despite having so little features.


That feel, when someone is special and opens door in your shuttle.

Re: Barotrauma: SS13 Underwater

Posted: Thu Aug 25, 2016 10:23 pm
by Jacough
IrishWristWatch0 wrote:Sticky, as predicted, is the worst captain.
Sticky's the worst at everything
> Emergency sub arrives at crashed submarine
> We've almost got it fixed
> Sticky insists that he needs to cut through the window near the ballist to get in
> Tell him to use the fucking airlock
> "No the airlock isn't working!"
> Check the airlock, it's working just fine
> He keeps insisting that he needs to cut through to get in and that he can just weld it once he's in
> GOD DAMN IT THE AIRLOCK IS FUCKING FINE DO NOT FUCKING TRY TO CUT IN
> He cuts in which pretty much kills everyone
> True to his word though he tries to fix the window
> With the plasma cutter
> "Why isn't this working"
> Plasma cutter
> PLASMA
> CUTTER

Later with him as a doctor

> Glitch out on stairs, get stuck, and instantly knocked into crit
> Need him to stabilize me
> Keeps insisting that he doesn't have the chems and he needs to synthesize them
> Everyone yelling at him that he doesn't need to and there should be some in the medical cabinet
> "NO THERE ISN'T I NEED TO SYNTHESIZE IT"
> Die
> "Oh there is some in the cabinet"

Full retard

Re: Barotrauma: SS13 Underwater

Posted: Thu Aug 25, 2016 10:26 pm
by Timbrewolf
Sticky has never let anyone else's good judgement prevent him from exercising his own stupidity.

Re: Barotrauma: SS13 Underwater

Posted: Thu Aug 25, 2016 10:30 pm
by Jacough
An0n3 wrote:Sticky has never let anyone else's good judgement prevent him from exercising his own stupidity.
From now on whenever he plays we just need to make him head of the ballists. As in roundstart we drown him in the ballists. The only thing he does is sabotage every run we go on.

Re: Barotrauma: SS13 Underwater

Posted: Thu Aug 25, 2016 10:37 pm
by Timbrewolf
Git gud or git bant

Re: Barotrauma: SS13 Underwater

Posted: Thu Aug 25, 2016 11:56 pm
by Takeguru
>Sticky shows up in the respawn shuttle
>Instead of going literally 2 rooms south, he cuts in through an engineering window when it was the only un-flooded room on the sub
Sticky pls

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 12:49 am
by Skorvold
Generally the submarine fun starts with Sticky arguing why we need a Security Officer when we don't need one at all. Then he tosses a stun grenade while I'm moving down so I scream at him for stunning the captain who is piloting the ship.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 1:16 am
by Anonmare
Sounds like Sticky needs a jobban.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 2:39 am
by Timbrewolf
I should be free to host tomorrow afternoon/evening if people want to play.

I think we're past the point of allowing any kind of "lovably incompetent" bullshit on the sub.
Play the tutorial. It's a much simpler game than SS13.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 2:42 am
by TechnoAlchemist
barotrauma2.png

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 2:45 am
by onleavedontatme
An0n3 wrote: I think we're past the point of allowing any kind of "lovably incompetent" bullshit on the sub.
Damn, I was gonna finally try the game but I guess I'm too late.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 3:09 am
by Timbrewolf
There's a difference between "Oh shit I fucked up sorry I didn't know what I was doing" and

"HEEEEYYYYYYY GUYSSSSSS IM DOING IT AGAINNNNNNNNNNNNNNN!"

The first is forgivable but eventually everyone gets fucking sick of you.
The second is unforgivable and just griff that you're trying to pass off as "cute". The game is difficult enough on its own without people purposely fucking it up. I know it's hard to imagine playing something properly balanced after years of Stockhold Syndrome 13 but it's possible.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 3:47 am
by Jacough
An0n3 wrote:There's a difference between "Oh shit I fucked up sorry I didn't know what I was doing" and

"HEEEEYYYYYYY GUYSSSSSS IM DOING IT AGAINNNNNNNNNNNNNNN!"

The first is forgivable but eventually everyone gets fucking sick of you.
The second is unforgivable and just griff that you're trying to pass off as "cute". The game is difficult enough on its own without people purposely fucking it up. I know it's hard to imagine playing something properly balanced after years of Stockhold Syndrome 13 but it's possible.
*Cough*Sticky*cough**cough*shouldn'thavegivenhimthediscordlink*cough*

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 5:05 am
by oranges
I don't think these people can properly process that limitation is an important part of game design An0n3

It's a lost cause.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 10:10 pm
by Timbrewolf
In games the things you can't do are just as important as the things you can.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 10:43 pm
by Skorvold
Image

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 10:51 pm
by onleavedontatme
oranges wrote:I don't think these people can properly process that limitation is an important part of game design An0n3

It's a lost cause.
Are you saying we should buff science?

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 10:53 pm
by Timbrewolf
Buff it like a piece of dirt on a hardwood floor, maybe.

Rub that shit out of existence, like a nihilist masturbating.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 11:21 pm
by Skorvold
I'm more proud of the execution by railgun than anything I've done that's good in this game.

Re: Barotrauma: SS13 Underwater

Posted: Fri Aug 26, 2016 11:27 pm
by Timbrewolf
The real MVP is fucking Xerux for making this badass /tg/ sub. Pretty fucking cool.

Watching THE ENTIRE CREW fall down that fucking hole into the ballast and getting trapped one after another was the most hilarious thing I've seen in game so far.

Re: Barotrauma: SS13 Underwater

Posted: Sat Aug 27, 2016 1:26 am
by XSI
I like this sub

The ballast hatch is a good place to store corpses too. Maybe a closet nearby to store their equipment so respawning people can have it?

Also clown gear 404

Re: Barotrauma: SS13 Underwater

Posted: Sat Aug 27, 2016 1:28 am
by Timbrewolf
Honestly already the best sub in the whole fucking game. That fucking hatch to the ballast is so good.

Re: Barotrauma: SS13 Underwater

Posted: Sat Aug 27, 2016 1:52 am
by XSI
It's the best sub for multiple reasons:

1 Hatch, definitely
2 Reactor in the middle (So you actually have a chance at getting the sub running again)
3 Possible, but only very limited to shoot the sub's rooms with railguns(Only the brig and medical)
4 Enough supplies to make you not feel like you have nothing and you have to fight eachother over the basics, not enough supplies for it to be plentiful and not a concern when shit hits the fan
5 Good pumps/drainage. Closing doors actually works on this sub where it doesn't on many others. At the same time it's not too easy
6 Enough calm and quiet places for tator activity, not enough that you can do whatever you want without risking being seen. It's a challenge, but not impossible
7 Good sightlines for shooting railguns at hostiles. Seriously, why are the regular subs so bad at this? Also the blindspot of the engine is actually good and makes sense to have


Edit: And the wiring looks very clean and shiny. I like that

Re: Barotrauma: SS13 Underwater

Posted: Sat Aug 27, 2016 2:53 am
by Timbrewolf
It's good until one cackling fox runs around with a screwdriver undoing everything and you have to gently caress them with a wrench.

Re: Barotrauma: SS13 Underwater

Posted: Sat Aug 27, 2016 6:30 am
by Jacough
3 Possible, but only very limited to shoot the sub's rooms with railguns(Only the brig and medical)
I'm really going to have to do something with that if I roll traitor mechanic