Shipyard: Difference between revisions

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Buying and exchanging submarines, plus upgrading and maintaining them are the services the '''Shipyard''' provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their Dugong, a barely armed rustbucket, and the Shipyard's services can help with bettering its hulls and devices. Or the player can outright purchase a much bigger, tougher and more advanced sub in place of the old tin can, provided they have the funds for any of the above. The Shipyard comprises 2 sectors that share the same area or are practically next to each other.
=Submarine=
 
===Submarine===
{{See also|Default submarines}}
{{See also|Default submarines}}
The one in charge of selling subs wears the Boiler Suit and an unpowered Headset with the Sub symbol above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank and 1 Aluminum. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall. When interacting with them, an interface similar to the Outpost Terminal appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch. Currently, 9 vanilla subs are available for sale, plus any up to date modded subs the player/host may have installed.
The one in charge of selling subs wears the Boiler Suit and an unpowered Headset with the Sub symbol above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank and 1 Aluminum. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall. When interacting with them, an interface similar to the Outpost Terminal appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch. Currently, 9 vanilla subs are available for sale, plus any up to date modded subs the player/host may have installed.
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===Improvement===
=Improvement=


Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator, plus a fabricator can also spawn randomly in this area. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver and a Toolbox containing the same items as their sub selling partner.
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator, plus a fabricator can also spawn randomly in this area. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver and a Toolbox containing the same items as their sub selling partner.
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The crew chief offers multiple upgrades per upgrade category to further improve them, but each additional upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The pricing of their services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.
The crew chief offers multiple upgrades per upgrade category to further improve them, but each additional upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The pricing of their services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.


==== Upgrades ====
==Upgrades==


There are 13 parts of a standard sub, each with different types of Upgrades and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a %. That % is increased by 1% on the third level , then increased by 2% on the fourth and so on. Some subs may lack upgradeable parts, commonly a Fabricator and a Deconstructor, meaning no Upgrades available for those parts. All Upgrades will be applied to the sub before departure.
There are 13 parts of a standard sub, each with different types of Upgrades and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a %. That % is increased by 1% on the third level , then increased by 2% on the fourth and so on. Some subs may lack upgradeable parts, commonly a Fabricator and a Deconstructor, meaning no Upgrades available for those parts. All Upgrades will be applied to the sub before departure.


=====Hulls=====
===Hulls===


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=====Junction Boxes=====
===Junction Boxes===
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=====Pumps=====
===Pumps===
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=====Supercapacitors=====
===Supercapacitors===
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=====Batteries=====
===Batteries===
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=====Fabricators=====
===Fabricators===
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=====Deconstructors=====
===Deconstructors===
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=====Weapons=====
===Weapons===
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=====Loaders=====
===Loaders===
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'''Loaders''' do not have any unique Upgrades, only Non-System-Unique Upgrades.
'''Loaders''' do not have any unique Upgrades, only Non-System-Unique Upgrades.


=====Engines=====
===Engines===
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=====Reactors=====
===Reactors===
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=====Monitors=====
===Monitors===
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''''Monitors'''' do not have any unique Upgrades, only Non-System-Unique Upgrades.
''''Monitors'''' do not have any unique Upgrades, only Non-System-Unique Upgrades.


=====Oxygen Generators=====
===Oxygen Generators===
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=====Non-System-Unique Upgrades=====
===Non-System-Unique Upgrades===
These are available for all Upgrade categories except for Hulls and Weapons.
These are available for all Upgrade categories except for Hulls and Weapons.


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====Maintenance====
==Maintenance==


Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. This can done manually by individuals skilled in those aspects. But if tedious business and effort in general isn't the player's style, they can always throw money in '''Maintenance''' and get things fixed up automatically instead. The same can't be said for the shuttle if the crew happen to lose it along the way since the only way to retrieve the lost shuttle is to replace it for a new one in Maintenance. The price of the services is affected by the RP in the Outpost the same way as in Upgrades and is shown below at 0 RP.
Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. This can done manually by individuals skilled in those aspects. But if tedious business and effort in general isn't the player's style, they can always throw money in '''Maintenance''' and get things fixed up automatically instead. The same can't be said for the shuttle if the crew happen to lose it along the way since the only way to retrieve the lost shuttle is to replace it for a new one in Maintenance. The price of the services is affected by the RP in the Outpost the same way as in Upgrades and is shown below at 0 RP.

Revision as of 09:55, 12 August 2020

Submarine

See also: Default submarines

The one in charge of selling subs wears the Boiler Suit and an unpowered Headset with the Sub symbol above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank and 1 Aluminum. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall. When interacting with them, an interface similar to the Outpost Terminal appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch. Currently, 9 vanilla subs are available for sale, plus any up to date modded subs the player/host may have installed.

Sub Class Description Price
Azimuth Scout Superior speed, sleek design, and quality-of-life systems make this submarine a favorite among wealthy Coalition captains who manage to make it to retirement. 10,000 mk
Dugong Scout Compared to larger vessels, the Dugong series is overshadowed in all aspects except one: their reliability for their price is world class. They're lacking firepower and speed, so smart maneuvering is key. 6,000 mk
Orca Scout With a relatively high top speed and fantastic ascent and descent characteristics due to her 3 large ballast tanks, Orca class subs are agile vessels, let down only by their small compliment of weapons, unreliable engine and reactors with a greater than average hunger for fuel. 9,000 mk
Humpback Attack A former military vessel, WH4-L3 'Humpback' has been outfitted to withstand most of the dangers in deep Europa. Her relatively high velocity is offset by low maneuverability. As she's still boasting an older model reactor, power needs to be supplemented by a backup battery array or the crew will find themselves unable to run all of the new equipment. 7,800 mk
Kastrull Attack The Kastrull is a dependable attack sub class bringing plenty of firepower to any fight, and although it's not very nimble, it does sport a drone gunship as standard. Keep in mind that with its experimental open ballast tanks, low tolerance to flooding and numerous crew stations, a large, experienced crew will get the most out of this sub. 21,000 mk
Typhon Attack Typhon class subs are known for their brutish appearance, reasonable array of light and heavy firepower, and their general dependability. Any captain should be aware of their poor rate of descent and unimpressive top speed. 11,500 mk
Typhon 2 Attack Typhon 2 is an overhauled version of the venerable Typhon class of sub. Serving as a heavy gunship, the Typhon 2 class subs remain slow and ugly, but with the benefits of better survivability for their crews. 20,000 mk
Berilia Transport Berilia is one of the biggest cargo ships on Europa. Its two engines and three ballasts require a copious amount of power to operate, and keeping the machinery in good working condition is a handful for even a moderately large crew. 15,000 mk
Remora Deep diver A range of customization options are available for Remora. In this model, some of the main hull space has been replaced by a detachable ballast and a remote-controlled drone. A large crew is needed to operate this submarine. 16,000 mk

Improvement

Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator, plus a fabricator can also spawn randomly in this area. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver and a Toolbox containing the same items as their sub selling partner.

The crew chief offers multiple upgrades per upgrade category to further improve them, but each additional upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The pricing of their services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.

Upgrades

There are 13 parts of a standard sub, each with different types of Upgrades and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a %. That % is increased by 1% on the third level , then increased by 2% on the fourth and so on. Some subs may lack upgradeable parts, commonly a Fabricator and a Deconstructor, meaning no Upgrades available for those parts. All Upgrades will be applied to the sub before departure.

Hulls

Upgrade Description Effect per level Max Level Level 1 price Level 2 cost
Tougher Hulls Increase submarine hull durability. 5% 10 2,000 mk +16% of previous level

Junction Boxes

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Upgrade Description Effect per level Max Level Initial price Level 2 cost
Fire Resistance Decrease the probability of fires occurring. -3% 5 1,000 mk +16% of previous level
Enhanced Resistors Resist damage from excessive voltage. 2% 10 1,500 mk +10% of previous level

Pumps

◎◎◎◎◎◎

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Fast Pumps Increase the speed at which water is pumped in or out of the sub. 2% 10 2,000 mk
Energy Efficiency Decrease power consumption. -1% 10 1,000 mk

Supercapacitors

◎◎◎◎◎◎

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Enhanced Supercapacitor Capacity Increase maximum energy storage capacity. 10% 5 2,000 mk
Enhanced Battery Charging Increase maximum recharge rate. 5% 5 2,000 mk

Batteries

◎◎◎◎◎◎

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Enhanced Battery Capacity Increase maximum energy storage capacity. 10% 5 2,000 mk
Enhanced Battery Charging Increase maximum recharge rate. 5% 5 2,000 mk

Fabricators

◎◎◎◎◎◎◎

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Quicker Fabrication Decrease the time needed to fabricate items. 1% 10 1,500 mk
Simplified Fabrication Lower the skill levels required for item fabrication. -2% 5 2,000 mk
Energy Efficiency Decrease power consumption. -1% 10 1,000 mk

Deconstructors

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Upgrade Description Effect per level Max Level Initial price Level 2 cost
Quicker Deconstruction Items will be deconstructed faster. 1% 10 1,500 mk
Energy Efficiency Decrease power consumption. -1% 10 1,000 mk

Weapons

◎◎◎

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Energy Efficiency Decrease power consumption. -1% 5 1,500 mk
Quicker Guns Increase the rotation rate of all guns when operated by insufficiently skilled crew. 10% 10 1,000 mk
Enhanced Periscopes Increase the view range of all weapons. 2% 5 2,000 mk

Loaders

◎◎◎◎

Loaders do not have any unique Upgrades, only Non-System-Unique Upgrades.

Engines

◎◎◎◎◎◎

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Engine Power Increase maximum speed. 5% 5 2,500 mk
Energy Efficiency Decrease power consumption. -1% 10 1,000 mk

Reactors

◎◎◎◎◎◎◎

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Reactor Efficiency Increase reactor power output. 1% 5 2,500 mk
Fuel Efficiency Decrease fuel consumption rate. -10% 5 2,000 mk
Thermal Tolerance Increase the time reactors can stay at critical temperature before meltdown. 10% 10 1,000 mk

Monitors

◎◎◎◎

'Monitors' do not have any unique Upgrades, only Non-System-Unique Upgrades.

Oxygen Generators

◎◎◎◎◎◎

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Oxygen Generator Efficiency Increase the amount of oxygen generated. 5% 5 2,000 mk
Energy Efficiency Decrease power consumption. -1% 10 1,000 mk

Non-System-Unique Upgrades

These are available for all Upgrade categories except for Hulls and Weapons.

Upgrade Description Effect per level Max Level Initial price Level 2 cost
Enhanced Durability Equipment will take longer to start deteriorating. 5% 10 2,000 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. -5% 10 2,000 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. -5% 5 1,000 mk
Simplified Repairs Decrease the skill level required to repair items. -5% 5 1,500 mk

Maintenance

Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. This can done manually by individuals skilled in those aspects. But if tedious business and effort in general isn't the player's style, they can always throw money in Maintenance and get things fixed up automatically instead. The same can't be said for the shuttle if the crew happen to lose it along the way since the only way to retrieve the lost shuttle is to replace it for a new one in Maintenance. The price of the services is affected by the RP in the Outpost the same way as in Upgrades and is shown below at 0 RP.

Service Price
Repair All Walls 500 mk
Repair All Items 500 mk
Replace Lost Shuttles 1,000 mk