I'm making this post here before bringing it to GitHub, to make sure I didn't miss anything. It's long. I'll put other parts in the comments.
The final version of the post is meant to accompany my PR with reworked vanilla beacons.
(Based on this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3166241648)
Summary of issues
- Maintenance tasks can be skipped by wiring the reactor directly to the sonar monitor and ignoring all other devices and broken walls. This is partially outlined by A2ur3 here: https://github.com/FakeFishGames/Barotrauma/discussions/16353
- Beacon combat can be effectively skipped by turning the beacon into Swiss cheese with your turrets, at a low ammo cost.
These two things combined make the swarm attracted by the enabled beacon act as the only engaging part of the mission.
Device maintenance
In the current beacon system, all devices become invulnerable once the beacon is activated. You also only need to power a single device to activate the beacon. This means that the damaged walls, junction boxes, or anything else that isn't the sonar monitor does not matter.
Suggested changes:
- Beacon devices don't deteriorate passively, but do take damage from water, even after the beacon is activated. Players must keep the beacon equipment safe by welding the breaches and draining the rooms.
- Transducer is now mandatory. This adds an extra task to beacon maintenance (check if the transducer is wired to the sonar monitor and powered). It also means that at the minimum, two devices have to be powered to activate the beacon. A direct connection between the reactor and the sonar monitor will no longer work.
- With the transducer actually playing a role in the mission, the "NO SIGNAL" message which appears on the sonar monitor when the transducer isn't connected or not powered should be made clearer. "NO TRANSDUCER SIGNAL"? "TRANSDUCER OFFLINE"? Something like that.