Barotrauma

Barotrauma

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[HSC] Silverlake Series Phi
   
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9 Jan, 2021 @ 10:06pm
11 Feb, 2021 @ 12:38am
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[HSC] Silverlake Series Phi

Description
A fully equipped military scout ship, designed for high speed transit with a second engine to serve as backup. Full stocks of ammo and explosives as well as a full 360 view of the surroundings from the guns, leads this ship to be strong against a whole manner of underwater life, and capable of outrunning the ones it is weak against. - - This ship was designed with the word 'prepared' in mind, for any group low on numbers, but who wanted to quickly get into more difficult levels.


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Featuring:
Reactor + Main Battery array with readouts.

4 coilguns with 360 vision in total.
1 Railgun, operable from captains and loaded in security.
1 Depth charge, operable from Captains Nav console.

Two engines, to let the ship move quickly, or to provide backups.
Two ballasts, set up that if one punctures, the ship will stay stationary as long as nothing else is flooded.
A storage room, with the ability to potentially store Artefacts. A locked crate allows the captain to grant access to the whole ship including secure cabinets by distributing the spare IDs.

Two Rudimentry airlocks, with captains helm controls to prevent mass flooding.
Top airlock has a proper 'prep' room with toolbelt supplies for all joining players up to ship recommended capacity.

Full life support systems, While there is a battery for both Primary Systems and Secondary, Primary draws from both, preventing a full outage immediately.

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I'm open to suggestions, but this ship was designed more for my group to play and skip the weaker enemies without cranking up the difficulty to stupid degrees. Sometimes we end up playing with 2-3 people, and so a ship designed to operate with so few people was needed. The workshop has many ships like that, but most lack 'optimal' setups, such as full gun view or otherwise.

As for 'additional' notes, The ship has 'ready kits' available in the top airlock, ready for people who join to pick up a toolbelt and move immediately, as well as a secret easter egg which I think people will find funny as my group does.

The ships wiring should be pretty self explanatory when it comes to repairing the junction boxes, but I suppose I can give examples here just in case, to repair the oxygen, you must repair Reactor>Primary>Oxygen, to repair the weapons, you must repair Reactor>Secondary>Weapons.
Wires have intentionally been left in the open due to wiring mishaps in my group before, where they tried to optimise a ship but components were in the walls and they couldn't fix what they broke.

I was horrified before for many of the ships I've played on where junction boxes didn't make sense and it made recovering from a bad hand in game impossible since people couldn't work out how to repair something vital.
In addition the ship runs with a constant battery, meaning the reactor can be micromanaged and not turned on all the time. The lights flicker if someone tries to fabricate while on battery power, but I consider that a small cost.

Text readouts for the batteries are available in the helm, as are airlock buttons to let captains close airlocks those silly crewmates left open.

Pressure Suits have intentionally been dotted around to serve as emergency equipment, saving the hassle of leaving suits lying around.


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While the ship has been tested to a degree, I hope people can help stress test things that do not work, or that feel that they get in the way.
Doors will auto close, because auto opening makes floods and intruders harder to deal with, considering the one path through the middle of the ship is a large weak point.