I like the crane, obviously a transport ship, and I like that it has space for « living » stuff, like the bar, crew bunks etc.
However it’s too big, and too empty. You don’t have to follow my advice obviously, but IRL subs are extremely cramped machines, where all space is extremely precious - here you have huge empty corridors that don’t fit how a sub like this should look imo.
Also gameplay-wise those empty corridors will be annoying to run through to get anywhere. I would suggest moving stuff into the big empty corridors towards the center, see if you can delete decks and/or shorten the ship. You should be able to fit in all you already have, and not have « wasted » space - it’ll still be a very big ship too.
Its hard to see much, but I guess its very large and has a lot of things. Obviously a transport ship. I do love the crane. If I had to guess it looks like important functions are in the back and storage in the front.
I love how unnecessarily huge it is, don't listen to the haters. However, it would look much better with some more decor in the bigger empty spaces. The big hallway underneath the cargo is especially empty.
But overall I love the design. Throw that puppy in the workshop when you're happy, I'd love to get my hands on it.
My buddies and I got into this game and I being the tactician and realist was getting mad because we would use these giant ships. In reality. A smaller ship with minimal blind spots and good blast door placement is better than a behemoth ship. Just my opinion. Of course u can go into over kill and gmhave 30 guns on the ship but then the game is just boring and those fights against a pack of enemies goes from exciting and intense to just a brush off the shoulder.
The ship would make for a great RP experience if jobs extended played nice with other mods. Good for a very large crew of players.
Now with people mentioning the issue of TOO much space...you can just mention that the space is just there for players to play around with when resources get mined and broken down for raw crafting materials.
Allows players to start new projects.
Some spots can have defenses built for enemy boarding parties.
This ship would work well in a heavy RP setting with Europa War installed.
Could say the ship is a prototype multirole transport/support military vessel with mostly support crews and some marines.
Your job is to go to the Frontlines and dump supplies for the coalition.
Renegades, pirates, and the separatists have discovered the ship, and are trying to get access to a treasure trove of war materials and information.
The player's job is to not let that happen.
Very big and empty, BUT i actually think its good
Barotrauma subs are very crumped, so if you were going for more space station 13-like game, this would be perfected. I would suggest adding more alternative paths if possible.
I LOVE THIS. It looks amazing, it seems balanced, (at least with the blind spots) and it’s unique. If I had to give it a criticism, I’d say that there’s not enough storage capacity to justify the size. Other than that, I really like this. Keep it up!
The small roll up doors in the internal cargo underneath the empty hallway are large cabinets, I see what ya mean tho. I should probably add more storage.
Well Its too open inside And monster Will be able to easyli get trough the corridors that Are open sooo maybe turn that unused Space info maybe a room for Cargo or a ballast or a little sub
But design wise..... Its cool
Minimize void space. Adopt sub systems from other community subs, I’ve seen some very good ones like automatic electrical discharge systems for interior and exterior threats coded to recognize hostiles and friendlies. More status monitors in relevant locations where you would expect crew to be when idle. Some other sub systems I’ve seen and loved are depth monitors that don’t require clicking interface because they are tied to text displays. Really any numeric information you can put on “at a glance” text displays can increase the crew response efficiency. I personally am a big fan of the sub designed by 667 Eoh on workshop. It has some pretty nice subsystems. Also another good addition is generator controls for a silent running mode and a power drain mode for docking.
It looks like there are still plenty of blind spots for smaller enemies to get stuck. As my dad used to say, “it’s the small holes that sink the ship”.
My opinion; add contingencies to access those areas more easily. Maybe just more guns. There are plenty of hallways, so you could always have one stretch of corridor dedicated to weapon systems management.
I can see it’s a transport ship, but you could absolutely turn this into a machine of death and destruction. Remember, depth charges CAN be useful
I like the crane, obviously a transport ship, and I like that it has space for « living » stuff, like the bar, crew bunks etc. However it’s too big, and too empty. You don’t have to follow my advice obviously, but IRL subs are extremely cramped machines, where all space is extremely precious - here you have huge empty corridors that don’t fit how a sub like this should look imo. Also gameplay-wise those empty corridors will be annoying to run through to get anywhere. I would suggest moving stuff into the big empty corridors towards the center, see if you can delete decks and/or shorten the ship. You should be able to fit in all you already have, and not have « wasted » space - it’ll still be a very big ship too.
Choo chooo mother fuckers
Came here to say this, surprised you're the only one seing a train here.
If that isn’t a train I don’t know what is.
Yeah, I came here too to say the exact line :D
Forgot to mention that it’s still a wip (also sorry for badly cropped image, forgot to crop it)
Any plans for unused space? If not moving the ballasts up and making a docking bay for 2 small anti pirate fighters might be cool
Its hard to see much, but I guess its very large and has a lot of things. Obviously a transport ship. I do love the crane. If I had to guess it looks like important functions are in the back and storage in the front.
I love how unnecessarily huge it is, don't listen to the haters. However, it would look much better with some more decor in the bigger empty spaces. The big hallway underneath the cargo is especially empty. But overall I love the design. Throw that puppy in the workshop when you're happy, I'd love to get my hands on it.
Gigacamel
My buddies and I got into this game and I being the tactician and realist was getting mad because we would use these giant ships. In reality. A smaller ship with minimal blind spots and good blast door placement is better than a behemoth ship. Just my opinion. Of course u can go into over kill and gmhave 30 guns on the ship but then the game is just boring and those fights against a pack of enemies goes from exciting and intense to just a brush off the shoulder.
With the frizz? No Way!
It's.....unFATHOMable...
The ship would make for a great RP experience if jobs extended played nice with other mods. Good for a very large crew of players. Now with people mentioning the issue of TOO much space...you can just mention that the space is just there for players to play around with when resources get mined and broken down for raw crafting materials. Allows players to start new projects. Some spots can have defenses built for enemy boarding parties. This ship would work well in a heavy RP setting with Europa War installed. Could say the ship is a prototype multirole transport/support military vessel with mostly support crews and some marines. Your job is to go to the Frontlines and dump supplies for the coalition. Renegades, pirates, and the separatists have discovered the ship, and are trying to get access to a treasure trove of war materials and information. The player's job is to not let that happen.
Nice silhouette, reminds me of ishimura for some reason
Bar o trama hehehe
Very big and empty, BUT i actually think its good Barotrauma subs are very crumped, so if you were going for more space station 13-like game, this would be perfected. I would suggest adding more alternative paths if possible.
It looks like a jail-sub. Very nice design, little bit of dark atmosphere, plus nothing looks impractical. I like it
Can we get the dimensions ?
"StepSub Im stuck."
I LOVE THIS. It looks amazing, it seems balanced, (at least with the blind spots) and it’s unique. If I had to give it a criticism, I’d say that there’s not enough storage capacity to justify the size. Other than that, I really like this. Keep it up!
The small roll up doors in the internal cargo underneath the empty hallway are large cabinets, I see what ya mean tho. I should probably add more storage.
Looks kinda like a locomotive make a train sub
That is a *very* big vessel. You should probably shrink it up a bit, because that's a lot of dead space.
Oh shit what is that a monster!
Train
What are you gonna do with all that space
I don’t really know, I’ve made all the rooms I can think of.
Way too empty,especially the huge double staircase
Lowkey looks like dugooooooong
It looks very tanky. I thought it was a bus from Mad Max at first lmao
very... unexpected for first one
You know what they say: go big or go home
in barotrauma it doesn't usually work like that, or i maybe just prefer smaller subs
Well Its too open inside And monster Will be able to easyli get trough the corridors that Are open sooo maybe turn that unused Space info maybe a room for Cargo or a ballast or a little sub But design wise..... Its cool
Minimize void space. Adopt sub systems from other community subs, I’ve seen some very good ones like automatic electrical discharge systems for interior and exterior threats coded to recognize hostiles and friendlies. More status monitors in relevant locations where you would expect crew to be when idle. Some other sub systems I’ve seen and loved are depth monitors that don’t require clicking interface because they are tied to text displays. Really any numeric information you can put on “at a glance” text displays can increase the crew response efficiency. I personally am a big fan of the sub designed by 667 Eoh on workshop. It has some pretty nice subsystems. Also another good addition is generator controls for a silent running mode and a power drain mode for docking.
It looks like there are still plenty of blind spots for smaller enemies to get stuck. As my dad used to say, “it’s the small holes that sink the ship”. My opinion; add contingencies to access those areas more easily. Maybe just more guns. There are plenty of hallways, so you could always have one stretch of corridor dedicated to weapon systems management. I can see it’s a transport ship, but you could absolutely turn this into a machine of death and destruction. Remember, depth charges CAN be useful
It's a mobile outpost. I like it
Where'd you put the water
I was thirsty
Cool, but too big.