Barnacles that grow on the outside of your submarine. These would behave like minerals - use a plasma cutter to remove them. Each barnacle on your sub adds weight to it, so your sub gets slower if you let them accumulate. Barnacles on turrets reduce the turn speed of the turret. Barnacles drop a deconstructable resource when removed.
#Barnacles
1 messages · Page 1 of 1 (latest)
I really like this idea. It makes the world feel that more real and lived in. + It bridges the gap from functional ship to wreck in cool way.
It sounds neat, but it also sounds like extra tasks to do. Let's stop so we can chip off barnacles because the submarine is functionally worse. I'm not sure how you'd do a punishment for letting them fester or if you need one at all
Sure, but you could also make it a biome specific thing, it doesn't have to be universal. Like say; Ballast Flora.
I also really like this idea, because it fits into a common english idiom; "You run a tight ship!"
Origin of Run a Tight Ship
This idiom originated around the mid-1900s. It comes from the idea of a literal ship with tight ropes. This expression alludes to a ship with taught (tight) ropes and well caulked seams. In other word, everything on the ship, down to the smallest details, is orderly and controlled.
The submarine is essentially your lifeline; if you don't take care of it, it can't take care of you.
Barnacles could also block turret angle
I would love this! I remember someone actually made a sub in the editor with something similar.
But in that case it was ice-buildup instead
Yeah
sound good
Oh get this!
would make mechanics repair the outside of the hull to prevent fucker from getting in
Barnacles can be on whales
So maybe a variant moloch with some on its shell.
would be difficult to spot
essentially ballast flora but buffed
sounds cool to me
it disables the guns it covers etc
Also offer a service to have them removed alongside hull repair
But you don’t get the calcium or other loot
yeah repair hull would actually have a use now
i use repair hull when i am too lazy to fix the remaining leaks
or when one of my shuttle explodes
I seal leaks but often don’t fix double hull or protrusions near airlocks
So I always use it
double hull is cringe
fr
and buggy
The humpback has it
where
did devs patch out the double hull issues yet
it stopped monsters from entering even when walls were broken previously
What is it?
its just a hull and a wall
Both sides can be cut or welded
double hull is using the exterior hull piece twice
yeah but it isn't a hull, it's just a wall
To me that by definition is a double hull but sure in the meta sense it’s not
bro
Its not a hull though
its a wall
double hull is making a ship inside another ship
a wall is something used to separate compartments
@twilit heron
not a double hull
- 2 walls away from each other.
- Outer walls hard to repair
double hull
-visible 2 wall near each other
can be repaired from inside
I think he gets it
to me it moreso feels like a downtime activity for mechanics or engineers to do while docked
oftentimes they don't have to worry about stocking the guns, meds, or managing funds like the cap, sec and med do
This honestly sounds like a good idea, though I’d probably say crowbars vs a cutter
Fuck it! Why not both? Cutter for smaller ones, crowbar for the bigger ones?
Most of the code should be there already, either via the plants/minerals code, or placeable item code.
honestly
getting your fatass crew to go outside and repair the hull is good
so go make them clean barnacles too
You know. We could make there be a danger
Only if they get fully grown though
Is anyone here familiar with half life barnacles?
At the same time said barnacles aren’t picky they’d attack human sized monsters like crawlers too
Nothing new, I wrote about this back in 2020
Also this is from 2021
https://github.com/Regalis11/Barotrauma/discussions/4684
And? How’d it go? Did others like the idea?
Oh wow! Punishing careless captains or people that take too long. I love it.
The concern was that we would need to teach the AI to deal with them, which isn't ideal
nah no need to teach em, just make the player do it.
How well does AI handle ballast flora?
And do they try to deal with it at all?
I'm wondering because I have a feeling some of the more complicated tasks are always done by human players and that's okay.
Especially when the feature breaks up the usual slightly monotonous gameplay loop and forces the player to leave the comfort of the submarine for a bit.
In my experience the AI will instantly kill themselves against Ballast Flora.
They'll just panic, run straight in there, get burns and pass out. Then someone has to drag them out, or they die.
In praxis, that means I usually have to yell at the captain, a lot! xD
Yell orders at him to order the AI to navigate around the Ballast Flora - which is not always possible - and usually that means I have to do some variation of the following:
- physically grab the AI
- on the spot
- or from the Ballast Flora infested region, where they are currently unconscious/dying
- drag the AI away to safety
- potentially resuscitate them
- effectively restrain the AI
- either by staying with the AI
- which means I have to wait until the captain can manage them
- or by locking them in a room
Only after this last point am I actually free to help combat the Ballast Flora.
They do try, but in my experience it is always a death sentence for them, and also the medic if he is an AI.
In my experience, this seems to always be the case.
My crew loves the AI for helping with leaks and damaged circuitjunction boxes, but for virtually everything else they seem to be annoyed with them.
Yeah, that's about what I expected.
Do AI know how to deal with ballast flora or mine?
It also punishes you for doing the mundane such as strip mining ruins and wrecks.
Strange. In single player ai always ignore it so I just go in with a plasma cutter. It’s not like it’s dangerous. Once power is cut you can stay out of range of the gas.
Strange. I wonder what order is causing it. Medic is one of the few with heal and rescue so maybe that.
I was writing out my own idea for a new creature, before I posted it I wanted to check if there was something similar made and it seems there was (How lucky of me 😔 ).
So I will simply post it here to not waste board space.
Some kind of creature that somehow avoids being shown on radar (reason could be its unique structure, maybe it emits a sound which "disrupts" the pings, what ever fits it in the end).
Maybe it could stay hooked onto walls, but when it gets hit with sonar it detaches.
Slowly makes its way towards the submarine, if its lucky it will be able to hook on and attach.
Now for the duration of its lifetime, it will stay hooked onto the submarine.
Slowly over time it makes very small, VERY small cuts into the hull its attached too, might take a bit to make a hole big enough to get any water in.
At the start of its growth it is vulnerable to taking damage with any weapon, but later on as it grows, the only way to get it off would be through something as equally powerful to a plasma cutter as it would get tougher. (Maybe it scrapes the metal off the hull and adds it to itself?).
An alpha/elder version of this creature could maybe be strong enough to disable the turning of turrets or to completely block hatches/docks. (Only if it gets to grow for long enough.)```
Don't forget "tongue" attack
Those are some nice contributions! : D
I particularly like these two ideas:
Slowly over time it makes very small, VERY small cuts into the hull its attached too, might take a bit to make a hole big enough to get any water in.
Barnacles secret acid if I remember correctly, so that goes very well with established creature / environment lore in game.
Hmmm... perhaps they could lower the max HP of the section they're attached to?
An alpha/elder version of this creature could maybe be strong enough to disable the turning of turrets or to completely block hatches/docks. (Only if it gets to grow for long enough.)
Hmmm... I like this idea too. But In that case I think there's another kind of creature which might work even better.
True Limpets! https://en.wikipedia.org/wiki/Limpet
These aquatic snails have - and I kid you not - a conveyor belt of constantly-renewing iron-mineralized teeth:
Limpets are a group of aquatic snails that exhibit a conical shell shape (patelliform) and a strong, muscular foot. Limpets are members of the class Gastropoda, but are polyphyletic, meaning the various groups called "limpets" descended independently from different ancestral gastropods. This general category of conical shell is known as "patelli...
Wouldn't that fit really well with the Barnacle theme?
The advantage of these is that they can actually move, albeit very slowly.
And they cling to their chosen surface if threatened.
That means, one could actually use them as a form of gameplay.
For example:
- 1 ) You notice a trail of bio-film attached to the shell of your submarine.
- 2 ) You follow the trail to and find a few small shells (True Limpets) attached to your ship.
- 3 ) The shells are too hard to break with melee swings.
- 4 ) You do notice however, that they can be;
- 4a ) Burned to death with plasma cutter or welder.
- 4b ) Pried off with a knife/crowbar, so long as they haven't grown too big already.
- 5 ) So you pry away / kill a few of these harmless creatures, and grab some kind of organ that they drop. (Or maybe put them into a special water-proof crate?)
- 6 ) The Medic(?) uses the collected organor the crate, to create one of the following;
- 6a) "Adhesive Mucus Extract".
- 6b) Limpet Repellent.
- 7 ) Using a relevant tool, you remove the Adhesive Mucus film, which the creatures had already left on the sub. (It could also just be washed away by moving the sub at high speed? Or even just over time if the Limpet is no longer there.)
- 8 ) Using the Sprayer(?) you can apply the stuff from 6a or 6b for their respective following effects:
- 8a ) You apply the "Adhesive Mucus Extract" from 6a; the next True Limpet that appears will make that spot it's "Homescar", meaning the place where it returns to when threatened, or when the ship is moving.
- 8b ) You apply the "Limpet Repellent" from 6b; Limpet creatures will not be attracted/attach to the area for x-amount of time/untill the repellent wears/washes off.
.
Additionally, the advantages of keeping True Limpets would be the following;
- 1 ) When the submarine is standing still, True Limpets move around the exterior, and eat all the Barnacles.
- 2 ) Their shells would protect chosen areas from damage.
- 3 ) Should you need to, you can kill the fully grown True Limpets and process their shells into materials, perhaps calcium/carbon? And process their teeth into iron and perhaps titanium?
And the disadvantages would be these;
- 1 ) They add to the weight of your ship, making it slower/less maneuverable.
- 2 ) Maybe they attract certain creatures?
Mudraptors maybe, they have strong beaks after all.
I think having stuff growing onto your sub is good idea, you can like, go into fully rusted, kelp covered sub with barnacles on it
maybe some power sucking parasites too
Barncle boy, get back to work
Barnacles could also be used to make caves a little less sparse. We need more stuff in caves
Could also emit acid when cut
barnacles stopping you from docking would be insane
very interesting gameplay change
no more last second docks
My crew once docked and catastrophically infected a station with the Husk
we tried saving the place for I think two or three hours
and then we just reverted to a previous save
and it happened precisely because of this
On the other hand, we have also survived, precisely because of this possibility
I kinda like the rare incident of a submarine docking as it's going up in flames though
But yeah the ideas here are wonderful
I feel like this would be a very big consideration with larger subs
Since removal of these barnacles/true limpets would be much harder the larger surface area your sub has.
While on the notion of limpets, perhaps a new drone limpet could be implemented. A little barnacle clearing limpet that can be fired via a depth charge tube, to clean barnacles from a sub whilst it's actively engaging hostiles/manuvering.
Something akin to elite dangerous limpets
Certain relatively large ships like the Berilla and Typhon 1 could really stretch their endurance via the fact that they have depth tubes.
Repair limpets could even repair external hull very slowly and have the benefit of being able to keep up with a manuvering sub and not draw aggro.
Acid Limpets are an expensive limpet used to clear the aforementioned barnacles.
Cargo Limpets have a storage space and can be launched to act as cargo drone of sorts, travelling straight downwards until it hits the ground where it can then be accessed as a larger storage container. It can then be held with 2 hand and brought back to the sub. Maybe even give it scuba scooter functionality. Or if we're really fancy make it be able to redock at the launching depth charge tube that it was fired from!
_
Back on the notion of barnacles, perhaps we can make a late stage mechanic/medic skill incorporate this local fauna as armor for a sub.
The mechanic skill would reduce the movement speed loss form barnacle growth and limit how weak hull can be with them growing. In exchange the barnacles must be fed via floating in ballast flora patches for a bit.
The barnacles serve in a similar fashion to damage reduction on hull, but they can still fall off after receiving high damage like from sub weapons or abyss monsters.
we do a little trolling
Barnacles should definitely be able to attack anything in range when full grown
Their penis tongue is super long.
And spear like
Think mini thalamus turret
Or half life barnacles
imagine a thalamus turret that pulls the player and is basically a death sentence
or entangle you and shred you to bits with like, grapple hooks
we really need some disableing monsters
Keelhaul that filthy landlubber, send him down to the depths below!
Make that bastard walk the plank
Oh someone needs to make a barotrauma cover
Anyway imagine barnacle genes allow you to be ignored by the barnacles as well as give you a natural ranged attack something similar to a weak spineling but with harpoon connection.
or simply just resists
with debuff
Oh you know what we don’t have yet?
Natural armor
Basically over time you grow calcium buildup on your limbs that becomes breakable armor like mudraptors and such
But maybe it somehow restricts you from wearing certain outerwear
Not sure
Oh maybe it blocks the inner wear slot
That could work so you still can wear dive armor
It would also slow you down
Maybe makes you slower and have less health cus of the shit literally growing on your skin
What’s the joint gene taint do?
I dont remember honestly
Could also make it increase acid damage as calcium dissolves easier
Instead of ballast flora immediately affecting the pumps, it could also grow on the outside of your ship at first
Waking up this thread <<
This needs to be real so necroing it
Actually that’s a good idea
Might also explain how the spores get in the water