Barotrauma

Barotrauma

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Zander corvette
   
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24 Aug @ 4:38pm
25 Aug @ 1:40am
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Zander corvette

Description
Compact, versatile and reliable - this is the "Zander". It was one of the few ships designed on Europa in a collaboration between old engineers who came from Earth and the first generation of specialists born here. It is a medium-sized assault ship with additional transport and reconnaissance capabilities, with two docks and airlocks, a mineral scanner, two rail guns, two coil guns and space for a third, automatic capacitors and equipment (fabricators, deconstructor) that can be switched off.

General information:
Type: Attack
Tier: 2
Size: 40x14
Price: 19,800 Mk
Recommended crew size: 5-8
Recommended crew experience: beginner
Cargo: 36 crates
Maximum velocity (unupgraded): ~24 km/h
Descent velocity: from -16 km/h to 15 km/h

Weapons:
2 coilguns + 1 small hardpoint (4 ammo racks)
2 railguns (4 railgun shell racks)
Depth charge launcher (1 ammo rack)
Electric discharge coil

Additional equipment:
Deconstructor
Fabricator
Medical Fabricator
All above machinery can be switched off
Built-in mineral scanner
Automatic water drain duct system
Advanced automatic reactor (medium efficiency). Can be unwired to take manual control
Automatic charge rate supercapacitors
2 docking ports, on top and bottom of the vessel
Above average storage space (3 large cabinets, 7 small cabinets, 1 medical supplies cabinet, 2 toxin cabinets, 8 secured storage cabinets, 1 small supplies cabinet)


Additional details:
This sub was created that so you don't have to swap to another sub and comfortably finish the game. It is newbie friendly, simple and intuitive. It is designed to be strong, but also to have few flaws offsetting it's strengths, so it's not completely overpowered. Main pros and cons:

Tested with bots and they seem fine. Waypoints for them have been manually corrected and didn't find any major problems. When asked to do a task they don't just get lost or confused. Their pathing outside the sub was tested only briefly and it might be lower quality.

"Zander" is slim, but long. It's easy to navigate in X axis but more difficult in Y axis. Overall it's rather smaller than most subs with it's utility and firepower.

Gun coverage is good with almost no blind spots, however only big turret above command makes it tricky to fight smaller enemies, who love targeting command. It has been double glass-layered, so enemies don't get inside instantly, however captain will be under a lot of pressure quite often.

Reactor is fully automated, it has to be left in *manual* control and it will work just fine, with one fuel rod installed at any given time. It is far cry from skilled engineer, but it gets the job done. If someone wants to deal with reactor manually it has to be unwired leaving only power wire and fuel out (which gives captain information on current fuel).

Reactor output is strong, however electrical grid is problematic, on it's own it deteriorates quickly and requires a lot of attention. When getting any reactor upgrades (from outpost or talents) for automatic control to work properly base output (6000) has to be recalculated and input in memory component next to reactor itself. For example with 10% output bonus one has to change said value to 6600 etc.

All supercapacitors have simple two-component automatic charge rate control. The more depleted energy is the higher the charge rate. Memory component in empty slot makes capacitor inactive, it has to be input value (110) after turret is purchased. You can always unwire non-power elements and manually operate them.

One service shaft in the middle of the sub makes moving around the sub easy and intuitive, however sometimes it takes a while to get from one end to another. Also when sub is flooding or when monsters get in single chokepoint can be problematic.

"Zander" doesn't deal with flooding well and any leaks have to be attended to rapidly, especially engine and cargo rooms are vulnerable and slow to drain water from. They are ideal places to put portable pumps in.

Two airlocks and two docking ports are convenient features where it comes to exploring, but they are also weakpoints for enemies to attack and get in or to flood the sub. It is possible to dock to enemy submarine for boarding purposes or even drag their empty vessel along for an adventure (assuming it's not flooded).

No water/oxygen detectors, no sonar transducers. Added mineral scanner because it is just fun to get out and mine a little bit sometimes. If someone don't want it they can always ignore it.

This sub is not prepared whatsoever for traitor gameplay, no wires are restricted, no critical infrastructure is locked for tinkering. All secured cabinets are only restricted so random NPCs cannot use them but all crew members can, regardless of job. All doors and hatches close automatically and are unrestricted.