This is a basic guide of "essential" trampler building tips based on my experience blueprinting my own tramplers and boarding/fighting other tramplers in solos and small crews on voyage.
It's geared mostly towards newer players who also play in solos or small crews and don't have access to Tier 2 technologies, so keep that in mind. I don't expect everyone (especially large crew or late-game players, or storm dive players) to agree with parts of this guide if not the entire guide, since the meta is different at those levels.
Terminology
Airlocks
- Airlocks are rooms used to separate one area (usually the outside) from another.
- Having airlocks, especially against the outside, adds security by forcing boarding enemies to go through more than one door if they want to raid a module (especially your storage, captain’s quarters or reactor). Extra doors means extra time for you to prepare and react to a boarding party, and more resources required from them to raid you.
Broadsides
- Broadsides are your left and right facing sides of the ship, which are also typically your longest (broadest).
CQ
- CQ refers to Captain's Quarters, which is where the core of your trampler is stored. If this core is interacted with by an enemy crew for around 10 seconds, they capture your trampler.
Tips
Conceal your motor-reactor.
- Your motor-reactor is your most critical component, and so it is in your interest to put it beneath as many layers of protection as possible.
- You’ll be a bit limited early on with how well you can conceal your reactor due to the chassis you’re limited to and the footprint of your starter reactor, but even having your reactor on a lower deck provides it with more cover and survivability than the Grumpy Walker affords you.
- Early game, placing your reactor on one broadside opposite of most of your turrets allows you to maneuever your reactor away from your enemy and your guns towards them.
Airlock your Captain's Quarters.
- Your CQ is probably your second-most valuable module, and can arguably be considered even more valuable than the motor-reactor. If your CQ is breached, a player can “capture” your trampler to their team after around ten seconds of interacting with its IO.
- Losing access to your trampler makes it infinitely harder to fight back, since this disables your ability to enter your doors and respawn on the ship. So, it stands to reason that you should put at least one extra door between the outside world and your CQ.
- In the early game, when you have no special modules unlocked, you can use a 2-person cabin (which comes with a small hallway room) to create an airlock. In the mid game, using storage compartments and enclosed armaments workshops work well too.
Airlock your Entrance Ladder.
- Similarly, you want an airlock on your entrance ladder to prevent raiders from being able to easily climb onto your deck (or otherwise into your trampler). **I’ve personally boarded and captured multiple tramplers because they make the fatal mistake of not airlocking their entrance ladder, and having it go to the same deck as their other core modules. **
- In a pitch battle against a duo or trio, you’d be surprised how easy it is for someone to run up to your trampler during the fight and climb your entrance ladder, allowing them to board you without their trampler even making direct contact with yours. Buy yourself some time against this, and force them to need time bombs if they want to get in this way.
Manually place your ladders/doors.
- This is perhaps the most easily overlooked thing when building your first trampler. Sometimes the game goes overkill with ladders where they don’t need to be, or will create open doorways that go directly outside instead of placing a proper door. You should get used to manually checking and placing/removing your ladders and doors before saving every design, to make sure it works correctly and in a way that makes sense.