There are a lot of ideas here, some are connected, some are not.
I. Lighting
Spoiler
The lighting in this game is awesome, from the blackness of an unexplored alien ruin to the red glow of a warning light. However, I think that the sub itself needs to be darker. The water outside the sub should begin to darken around 1000 m, which makes ambient light from windows useless without exterior lighting. Unlit parts of the sub (with no ambient lighting) should also be pitch black. The reason for this is simply atmosphere. The ballasts of your ship should be a terrifying place to be with husks about and nothing but the thin ray of your flashlight to push back the darkness. When the power goes out, it should be a horrifying moment when the lights flicker, and the sub goes black.
II. ID System
Spoiler
Every character should have an active ID slot (a box next to your hands for example). This is the ID you are showing the world. Usually, this has no effect. People see you and know your name. When you interact with a door, you can use any card in your inventory (active or not.)
Where this does come into play is with masks. When you are wearing a diving mask or suit, no one can see who you are. If you have no active ID, no name should show up above your head, and no name should show when you speak on either local or radio. If you have a player's Id as active, their name should appear above your head and in all your communications. Finally, if you are using a spawned in ID (say from a container), your name and communications should show the job affiliated with your ID (aka, Mechanic, Engineer, etc.)
This system would increase the ability of traitors to stealth a mission, either by killing with a mask and no ID to prevent discovery over radio, or by taking the ID of another player.
It would also increase the paranoia of players during a traitor session. Is that masked man really your friend Bob? Or is Bob dead and you're next.
Where this does come into play is with masks. When you are wearing a diving mask or suit, no one can see who you are. If you have no active ID, no name should show up above your head, and no name should show when you speak on either local or radio. If you have a player's Id as active, their name should appear above your head and in all your communications. Finally, if you are using a spawned in ID (say from a container), your name and communications should show the job affiliated with your ID (aka, Mechanic, Engineer, etc.)
This system would increase the ability of traitors to stealth a mission, either by killing with a mask and no ID to prevent discovery over radio, or by taking the ID of another player.
It would also increase the paranoia of players during a traitor session. Is that masked man really your friend Bob? Or is Bob dead and you're next.
III. Weapons
There has been a lot of disagreement about the implementation of various weapons in this game. Having read way too much of it, here is my take. This is a military craft, at least in some form. You are out hunting monsters, and (hopefully soon) will be fighting other submarines with people on-board. Weapons are needed, but balance is important.
A) Melee Weapons
Spoiler
B) Firearms:1. The Spear: The spear is a basic weapon (and the ammo for the harpoon gun). It is a mariners best friend when encountered with a giant squid monster. The spear should deal equal damage, no matter how far the target is. It should have a long range, inflict a medium amount of damage, a large amount of bleeding, and be fairly fast to attack again with. A basic weapon for any scenario.
2. The Diving Knife: The knife is a standard weapon of any game. Not only is it an effective means of taking out that pesky target, but it can be used for so many other things later down the road. The knife should have a very short range, deal low damage and low bleed. The plus of the knife is that when you hit your target, you do not follow through on the blow, instead your hand returns to attack position. This means the knife can attack very very quickly, as long as you are hitting your target. This system makes the knife short-ranged, deadly, but skill-driven.
3. The Fire Ax: The ax is the most dangerous of weapons, and only to be used in dire need. It can not be contained inside of an inventory, nor a cabinet (like depth charges and railgun rounds) Instead, the ax spawns inside of a red, glass covered box. When the glass is shattered, an internal alarm goes off (can not be disabled) and state_out is set to 1 (in order to allow for other alarms or alerts).
The ax itself has a shorter range then the spear, and attacks slower then both weapons. However, it deals high amounts of damage and a medium amount of bleed. The weapon also deals more damage the farther the target is from the attacker (an ax deals more damage with the blade then with the hilt). This means that the ax is very deadly if used correctly, but useless in the hands of the incompetent.
2. The Diving Knife: The knife is a standard weapon of any game. Not only is it an effective means of taking out that pesky target, but it can be used for so many other things later down the road. The knife should have a very short range, deal low damage and low bleed. The plus of the knife is that when you hit your target, you do not follow through on the blow, instead your hand returns to attack position. This means the knife can attack very very quickly, as long as you are hitting your target. This system makes the knife short-ranged, deadly, but skill-driven.
3. The Fire Ax: The ax is the most dangerous of weapons, and only to be used in dire need. It can not be contained inside of an inventory, nor a cabinet (like depth charges and railgun rounds) Instead, the ax spawns inside of a red, glass covered box. When the glass is shattered, an internal alarm goes off (can not be disabled) and state_out is set to 1 (in order to allow for other alarms or alerts).
The ax itself has a shorter range then the spear, and attacks slower then both weapons. However, it deals high amounts of damage and a medium amount of bleed. The weapon also deals more damage the farther the target is from the attacker (an ax deals more damage with the blade then with the hilt). This means that the ax is very deadly if used correctly, but useless in the hands of the incompetent.
Spoiler
Yes, firearms again. I think I have some good ideas though.
1. The Rifle: This is the snipers dream. When fired, it produces a bullet that travels perfectly straight until it hits character, creature, wall or water. It deals a large amount of damage (say half a characters health), inflicts a medium amount of bleed and stuns the target for about a second. However, this is a single shot rifle. After firing, the gun cannot be interacted with for half a second (to simulate ejecting the shell). Then, a new shell must be dragged from inventory into the gun, which causes another timer of about a second and a half (to simulate inserting the bullet and bolting). With these timers, a good player should be able to put out one round every 4 seconds.
The negatives of this weapons are:
1. It cannot be fired under water or into water
2. It cannot be equipped when in the diving suit (the fingers of the gloves would be too thick to fit under the trigger guard)
3. It cannot be put into your inventory
4. If the bullet hits a wall, it deals massive damage to the wall, which could cause a catastrophic leak
2. The Revolver: This handgun is a classic that has ruled through history, and has made its way to Europa. It has a 6 shot inventory (each bullet must be individually loaded), and a relatively high rate of fire (a little faster then the harpoon gun). It deals decent damage (about the same as the harpoon gun) and low bleeding. It does not have a stun effect. This gun is not highly accurate like the rifle. Instead, there is an (invisible) cone that comes from the barrel of the gun. When a bullet is fired, It travels in a random direction within that cone. The higher your weapon skills, the thinner the cone and thus more accurate the gun.
The negatives are:
1. It cannot be fired under or into water
2. It cannot be equipped when in a diving suit
3. If a bullet hits a wall, it deals minor damage. Repeat hits or hitting a damaged wall could result in catastrophic flooding.
1. The Rifle: This is the snipers dream. When fired, it produces a bullet that travels perfectly straight until it hits character, creature, wall or water. It deals a large amount of damage (say half a characters health), inflicts a medium amount of bleed and stuns the target for about a second. However, this is a single shot rifle. After firing, the gun cannot be interacted with for half a second (to simulate ejecting the shell). Then, a new shell must be dragged from inventory into the gun, which causes another timer of about a second and a half (to simulate inserting the bullet and bolting). With these timers, a good player should be able to put out one round every 4 seconds.
The negatives of this weapons are:
1. It cannot be fired under water or into water
2. It cannot be equipped when in the diving suit (the fingers of the gloves would be too thick to fit under the trigger guard)
3. It cannot be put into your inventory
4. If the bullet hits a wall, it deals massive damage to the wall, which could cause a catastrophic leak
2. The Revolver: This handgun is a classic that has ruled through history, and has made its way to Europa. It has a 6 shot inventory (each bullet must be individually loaded), and a relatively high rate of fire (a little faster then the harpoon gun). It deals decent damage (about the same as the harpoon gun) and low bleeding. It does not have a stun effect. This gun is not highly accurate like the rifle. Instead, there is an (invisible) cone that comes from the barrel of the gun. When a bullet is fired, It travels in a random direction within that cone. The higher your weapon skills, the thinner the cone and thus more accurate the gun.
The negatives are:
1. It cannot be fired under or into water
2. It cannot be equipped when in a diving suit
3. If a bullet hits a wall, it deals minor damage. Repeat hits or hitting a damaged wall could result in catastrophic flooding.
IV. Sub Additions
There are people out there who are much more versed in how to create a sub in the editor and what we need. These are just a few things that I think could add a little fun and function to the game.
A) Beacons
Spoiler
Beacons are a low power device that puts out an identification signal to nearby objects (think the label of ships on sonar). The sonar device must be within a certain radius of the beacon to cause its label to appear (100 meters or so). A beacon could be used in a number of ways in the future, for example, a portable beacon to show the entrance to a ruin.
The current use of beacons would be to mark docking locations on sonar. Currently, it is a lot of guess work to dock a shuttle correctly. With a beacon, you would at least know the general location of the dock.
A hardcore use for beacons would be that ships have a large one that powers their identification signal. If it is sabotaged (or power cuts out), rescue shuttles could have a LOT of difficulty locating the missing ship.
The current use of beacons would be to mark docking locations on sonar. Currently, it is a lot of guess work to dock a shuttle correctly. With a beacon, you would at least know the general location of the dock.
A hardcore use for beacons would be that ships have a large one that powers their identification signal. If it is sabotaged (or power cuts out), rescue shuttles could have a LOT of difficulty locating the missing ship.
B) Naming Rooms:
Spoiler
The status monitor does a great job breaking up your sub into various rooms. Personally, I would love to be able to pull up the status screen in the editor, and name each room. The name would then either be inside of the box (if it fits), or when highlighted, the name would appear at the bottom. This way, instead of telling damage control to go somewhere in the rear of the ship, they can be told which room specifically.
This system would also work great for players new to a sub. Just go to a status screen, and see where each room is.
This system would also work great for players new to a sub. Just go to a status screen, and see where each room is.
V. Ruins
The ruins are one of the most interesting parts of this game. With a little overhaul and love, they could really shine. Ruins are basically a dungeon for the crew to dive into. Every great dungeon has four things: Atmosphere, Monsters, Obstacles, and Treasure.
A) Atmosphere
Spoiler
B) MonstersThe atmosphere of a dungeon is incredibly important, it gives the player the feeling of fear and draws them into the game. The first time I entered an ruin in this game, I was terrified. It was crazy dark, claustrophobic, and I had no idea where to go or what was around the next corner.
With a couple more play-throughs however, ruins lost that feeling. You pull out your handheld sonar and cut through every wall between you and your objective. These changes would make the dungeons fear-incarnate.
First, only exterior ruin walls should be cut-able. It should take about a full tank of O2 in a cutter to get through. Explosives could also work. This would allow players to enter the ruin from anywhere, but prevent them from simply cutting all the exterior walls until they reach the target.
Once inside the ruins, the interior walls are not cut-able. They can however be destroyed with powerful explosives (IC4 or multiple C4s). The focus should be on the doors. Doors can be cut through using half a tank of O2 in the cutter, or explosives.
The interior of the ruins needs to be made tighter. Currently, the ruin is made of very large rectangles, and all the loot is on the floor. The rooms should be tighter, smaller (Think a long sub hallway or a large ballast). This will make the players feel claustrophobic, like they can't get away if something is around the next corner. Every now and then, the ruin should open up into a large room (the size that are currently being used)
With a couple more play-throughs however, ruins lost that feeling. You pull out your handheld sonar and cut through every wall between you and your objective. These changes would make the dungeons fear-incarnate.
First, only exterior ruin walls should be cut-able. It should take about a full tank of O2 in a cutter to get through. Explosives could also work. This would allow players to enter the ruin from anywhere, but prevent them from simply cutting all the exterior walls until they reach the target.
Once inside the ruins, the interior walls are not cut-able. They can however be destroyed with powerful explosives (IC4 or multiple C4s). The focus should be on the doors. Doors can be cut through using half a tank of O2 in the cutter, or explosives.
The interior of the ruins needs to be made tighter. Currently, the ruin is made of very large rectangles, and all the loot is on the floor. The rooms should be tighter, smaller (Think a long sub hallway or a large ballast). This will make the players feel claustrophobic, like they can't get away if something is around the next corner. Every now and then, the ruin should open up into a large room (the size that are currently being used)
Spoiler
C) ObstaclesThe monsters are awesome. While more monsters are not needed, they are always welcome. The only change to monsters in this design are that Guardians should only spawn in the large rooms, while husks should spawn both in some large rooms, but mostly in the small rooms.
Spoiler
D) TreasureEvery good dungeon needs obstacles to try and stop the heroes from getting the treasure. Usually it comes down to puzzles and traps.
1. Puzzles:
Puzzles provide an intellectual challenge to divers, allowing a door to be circumvented without the use of cutting or explosives. Examples of puzzles would be: hit the statues in a certain order, place a certain object inside of an altar (a single slot container), or say a certain set of letters in local chat.
2. Traps:
Traps are punishment for divers who fail puzzles, or don't even attempt them. Examples of traps would be: Physical (statues shoot projectiles, or a door is opened with monsters behind it), Arcane (Active oxygen in your suit is drained, or the water begins to boil dealing damage), or Hidden (Explosives in the door. If the door is cut, the door detonates, killing the cutter).
1. Puzzles:
Puzzles provide an intellectual challenge to divers, allowing a door to be circumvented without the use of cutting or explosives. Examples of puzzles would be: hit the statues in a certain order, place a certain object inside of an altar (a single slot container), or say a certain set of letters in local chat.
2. Traps:
Traps are punishment for divers who fail puzzles, or don't even attempt them. Examples of traps would be: Physical (statues shoot projectiles, or a door is opened with monsters behind it), Arcane (Active oxygen in your suit is drained, or the water begins to boil dealing damage), or Hidden (Explosives in the door. If the door is cut, the door detonates, killing the cutter).
Spoiler
Finally we have treasure. Treasure is the artifact at the end of the ruins, and the ultimate objective for the divers. While the current artifacts are fantastic, the more the merrier. The SCP-wiki is full of awesome ideas for artifacts. An example would be an artifact, that when dropped, turns the carrier into an overpowered NPC capable of breaking through walls and doors. The effect would continue until the NPC is killed or knocked unconscious. I would say that 20 artifacts would be needed for good diversity, each with their own image, name and unique effect (this is explained more in the Jobs section)
VI. Jobs
The jobs in Barotrauma are awesome, each with their own role. These jobs offer the opportunity to cause even better story-lines, and even worse mayhem.
A) The Navigator
Spoiler
B) The ExplorerThe Navigator is the First-Mate of the ship, there to serve at the Captains whim. The Captain currently has 2 jobs. He must command the crew of the ship while keeping order, and also steer the sub through the perils of the deep. The Navigator is here to help the Captain in his roles, and act as Captain should he be killed, incapacitated or detained. The Navigator could be the eyes, ears and voice of a Captain who prefers to stay at the helm, or drive the sub himself while the Captain walks the decks.
The Navigator would have access to the Bridge, as well as two random high skill abilities.
The Navigator would have access to the Bridge, as well as two random high skill abilities.
Spoiler
C) The ScientistsThe Explorer is the Indiana Jones, the Daniel Jackson, the Nathan Drake of the crew (just without the weapon skills). His entire existence is to safely navigate the alien ruins.
NOTE: This role is made assuming the changes in Ruins are made.
The Explorer has the unique ability to read Plaques. When a normal player interacts with a Plaque, they just see gibberish. When the Explorer interacts with it, he sees a message. This message could give a hint about a puzzle, a warning of a trap, or directions to the artifact.
When the Explorer is put in, artifacts should gain a random sprite (one of all the possible artifact sprites), and the name should be removed. When a normal player checks an artifact, it will be called Artifact. When The Explorer checks it, the real name of the Artifact will be given. This way, only with a skilled Explorer will the crew know the danger they are bringing aboard their ship.
NOTE: This role is made assuming the changes in Ruins are made.
The Explorer has the unique ability to read Plaques. When a normal player interacts with a Plaque, they just see gibberish. When the Explorer interacts with it, he sees a message. This message could give a hint about a puzzle, a warning of a trap, or directions to the artifact.
When the Explorer is put in, artifacts should gain a random sprite (one of all the possible artifact sprites), and the name should be removed. When a normal player checks an artifact, it will be called Artifact. When The Explorer checks it, the real name of the Artifact will be given. This way, only with a skilled Explorer will the crew know the danger they are bringing aboard their ship.
Spoiler
Scientists are a role drawn from SS13. Many of the great, and horrible, things which happen in SS13 come from Scientists trying to do something cool. That role, and thus that opportunity, should continue in Barotrauma. The lists of scientists, the roles and abilities they could have, can be found all over. A Scientist would have a crafting table (much like the fabricator) which can produce a variety of results. Unlike a fabricator, the results wouldn't be known until the product is created and tested. I could see three scientists who could fit into this game
1. The Biochemist
The Biochemist is a master his art. He can clone the dead, allowing them to live again. He can cure the Husked, release a gas that prevents fires, and create a formula that makes humans breathe underwater. He can also create Frankensteinian monsters from corpses, release a nerve-agent that knocks the crew unconscious, and inject chemicals that turn humans into raging psychopaths.
2. The Physicist
The Physicist is the mad genius, with a mind that warps the very idea of what is real. He can enhance an nuclear reactor to release massive amounts of energy with almost no fuel rod usage, build a teleportation device capable of bringing people from ship-to-ship, even create a device that turns flooded rooms into empty, oxygen rich environments. He can also release an EMP that overloads every battery and junction box, mind-meld with unsuspecting crew to take their places, or build a device that turns man into vapor.
3. The Xenologist
A man with a pure devotion to all things from Europa. His madness is only reigned-in by his un-ending need to learn about the world he now explorers. The Xenologist is focused on the study of artifacts, their effects and possible uses. He can find a way to contain a particularly dangerous artifact, extract positive effects from contained artifacts, and even enhance or immunize the crew. He can also multiply its devastating abilities, use the artifact to call out the creatures of the Abyss, or even turn himself into a walking, functioning artifact.
1. The Biochemist
The Biochemist is a master his art. He can clone the dead, allowing them to live again. He can cure the Husked, release a gas that prevents fires, and create a formula that makes humans breathe underwater. He can also create Frankensteinian monsters from corpses, release a nerve-agent that knocks the crew unconscious, and inject chemicals that turn humans into raging psychopaths.
2. The Physicist
The Physicist is the mad genius, with a mind that warps the very idea of what is real. He can enhance an nuclear reactor to release massive amounts of energy with almost no fuel rod usage, build a teleportation device capable of bringing people from ship-to-ship, even create a device that turns flooded rooms into empty, oxygen rich environments. He can also release an EMP that overloads every battery and junction box, mind-meld with unsuspecting crew to take their places, or build a device that turns man into vapor.
3. The Xenologist
A man with a pure devotion to all things from Europa. His madness is only reigned-in by his un-ending need to learn about the world he now explorers. The Xenologist is focused on the study of artifacts, their effects and possible uses. He can find a way to contain a particularly dangerous artifact, extract positive effects from contained artifacts, and even enhance or immunize the crew. He can also multiply its devastating abilities, use the artifact to call out the creatures of the Abyss, or even turn himself into a walking, functioning artifact.
*BONUS* VII. Bases
I am currently unsure of whether bases are a necessary part of this game. Everything here could be replaced by turning "Base" into "Crashed Submarine". However, I am putting this in here in the hopes that it inspires someone with an awesome idea.
NOTE: Bases depend on the ability to have multiple subs and larger player counts per server
Spoiler
Thanks for your time!The reason for bases is simple, it enhances potential stories. With Sub v Sub coming (hopefully) soon, we must begin to gaze into what that might look like.
In Sub v Sub:
Cargo: Sub X tries to get to exit while Sub Y tries to stop it
Monster: Sub X and Y compete to kill a monster
Salvage: Sub X and Y compete to see who can get the artifact to the end first.
These are an awesome step. Bases provide the next level.
Bases would be a new submarine class called "Structures". Structures are larger then a normal sub, but have no engine nor ballasts. Structures are built onto a solid metal platform with struts underneath it. No part of the structure can go beyond the platform in the horizontal direction, nor underneath the platform in the vertical direction. In the middle of the platform, its a hatch.
The Structure is built on top of a very large alien ruin. The only way in or out is through the hatch. The entire focus of the Base is on the exploration of the ruin, and locating the artifact deep within.
If you look at Roles, the Base is where the Explorer and the Scientists would be. The Sub would simply contain (roughly 8 ) players filling the standard roles, plus navigator. The Base would have the standard roles plus the enhanced roles, but with less emphasis on Engineers and Mechanics (roughly 16 players in the base).
Why are Bases important? Lets look at the standard game-play options, now with Bases.
NOTE: The following modes discount a second sub trying to stop the first.
Cargo: Warning! The Nuclear reactor on the Base has been Sabotaged! The Nuclear Reactor on the Base now must have 2 fuel rods to run, and produces half the power!
Sub X must brave the depths to bring Base Y a case full of fuel rods. When the case is offloaded, Sub X must return to start for another. Base Y must try and reduce power-usage, while still searching for the artifact. This ends when the Artifact is retrieved and Sub X can take its crew, the artifact plus the survivors to the end.
Monster: Base Y is being attacked! Base X is constantly assaulted by monsters both from the ocean, and from the ruins. They must hold off until Sub Y can fight through, rescue the survivors, and get out.
Salvage: Multiple Artifacts detected! Sub X must fight its way to Base Y, while Base Y attempts to locate and bring home all of the artifacts within the Ruin. When Sub X arrives, it will help with the ruins, and with the security of the Base, until it can evacuate the survivors and the artifacts.
In Sub v Sub:
Cargo: Sub X tries to get to exit while Sub Y tries to stop it
Monster: Sub X and Y compete to kill a monster
Salvage: Sub X and Y compete to see who can get the artifact to the end first.
These are an awesome step. Bases provide the next level.
Bases would be a new submarine class called "Structures". Structures are larger then a normal sub, but have no engine nor ballasts. Structures are built onto a solid metal platform with struts underneath it. No part of the structure can go beyond the platform in the horizontal direction, nor underneath the platform in the vertical direction. In the middle of the platform, its a hatch.
The Structure is built on top of a very large alien ruin. The only way in or out is through the hatch. The entire focus of the Base is on the exploration of the ruin, and locating the artifact deep within.
If you look at Roles, the Base is where the Explorer and the Scientists would be. The Sub would simply contain (roughly 8 ) players filling the standard roles, plus navigator. The Base would have the standard roles plus the enhanced roles, but with less emphasis on Engineers and Mechanics (roughly 16 players in the base).
Why are Bases important? Lets look at the standard game-play options, now with Bases.
NOTE: The following modes discount a second sub trying to stop the first.
Cargo: Warning! The Nuclear reactor on the Base has been Sabotaged! The Nuclear Reactor on the Base now must have 2 fuel rods to run, and produces half the power!
Sub X must brave the depths to bring Base Y a case full of fuel rods. When the case is offloaded, Sub X must return to start for another. Base Y must try and reduce power-usage, while still searching for the artifact. This ends when the Artifact is retrieved and Sub X can take its crew, the artifact plus the survivors to the end.
Monster: Base Y is being attacked! Base X is constantly assaulted by monsters both from the ocean, and from the ruins. They must hold off until Sub Y can fight through, rescue the survivors, and get out.
Salvage: Multiple Artifacts detected! Sub X must fight its way to Base Y, while Base Y attempts to locate and bring home all of the artifacts within the Ruin. When Sub X arrives, it will help with the ruins, and with the security of the Base, until it can evacuate the survivors and the artifacts.