Shipyard

From Official Barotrauma Wiki
Revision as of 23:12, 20 February 2021 by Blue (talk | contribs)
Jump to: navigation, search
Data is potentially outdated
Last updated for version 0.12.0.3
The current game version is 1.3.0.4

Main article: Campaign


The Shipyard introduces Submarine customization and progression, which is available in every Outpost.

Submarine

See: Default submarines


The NPC in charge of selling Submarines wears a Boiler Suit with a submarine icon above them. 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 (This function is identical to the Switch option in the Outpost Terminal). There are 10 vanilla subs 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. 15,326 mk
R-29 "Big Rig" Transport R-29 is a heavyweight transport ship. While not terribly well armed against Europa's underwater denizens, it has been retrofitted with two powerful electric discharge coils. Original design by rav2n. 14,500 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. They can be seen wearing a Crew Chief's Outfit with an Upgrade icon above them.

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 crew chief also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services.

When purchasing and switching to a new submarine, it will only be delivered and available for use once the crew leaves the Outpost. During this period, the Upgrade interface will become inaccessible as the crew chief isn't able to work on any of the crew's newly purchased subs until they have been delivered.

The pricing of their Upgrades and Maintenance services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, the 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 percentage. Each Upgrade has a different initial and maximum percentage spike in price and depending on the number of levels, the percentage price spike of 2 consecutive levels is different between all Upgrades.


Calculating upgrades price increase
To calculate A, the price increase (in %) from levelX to levelX+1:
A = Initial Increase + ( ( Number of Levels / ( Max Increase - Initial Increase) ) * levelX )
Therefore, price of level X+1 = price of level X + A%

For example, to calculate the price of the Hull upgrade level 5:
3202 + ( 15 + ( ( 10 / ( 25 - 15) ) * 4 ) ) % = 3202 + 19% = 3810

The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.

Hulls

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Tougher Hulls Increase submarine hull durability and crush depth. +10% Durability

and

+5% Crush depth

10 15% 25% 2,000 mk
Level values
Level Durability Crush Depth Price
1 +10% +5% 2,000 mk
2 +20% +10% 2,320 mk
3 +30% +15% 2,714 mk
4 +40% +20% 3,202 mk
5 +50% +25% 3,810 mk
6 +60% +30% 4,572 mk
7 +70% +35% 5,532 mk
8 +80% +40% 6,749 mk
9 +90% +45% 8,301 mk
10 +100% +50% 10,293 mk

Junction Boxes

◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Fire Resistance Decrease the probability of fires occurring. -3% 5 15% 20% 1,000 mk
Level values
Level Fire Probability Price
1 -3% 1,000 mk
2 -6% 1,160 mk
3 -9% 1,357 mk
4 -12% 1,601 mk
5 -15% 1,905 mk
Enhanced Resistors Resist damage from excessive voltage. +2% 10 10% 15% 1,500 mk
Level values
Level Excessive Voltage
Resistance
Price
1 +2% 1,500 mk
2 +4% 1,657 mk
3 +6% 1,839 mk
4 +8% 2,050 mk
5 +10% 2,296 mk
6 +12% 2,583 mk
7 +14% 2,918 mk
8 +16% 3,311 mk
9 +18% 3,774 mk
10 +20% 4,321 mk

Pumps

◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Fast Pumps Increase the speed at which water is pumped in or out of the sub. 5% 10 15% 25% 2,000 mk
Level values
Level Pump Speed Price
1 5% 2,000 mk
2 10% 2,320 mk
3 15% 2,714 mk
4 20% 3,202 mk
5 25% 3,810 mk
6 30% 4,572 mk
7 35% 5,532 mk
8 40% 6,749 mk
9 45% 8,301 mk
10 50% 10,293 mk
Energy Efficiency Decrease power consumption. -1% 10 15% 20% 1,000 mk
Level values
Level Power Consumption Price
1 -1% 1,000 mk
2 -2% 1,155 mk
3 -3% 1,339 mk
4 -4% 1,559 mk
5 -5% 1,824 mk
6 -6% 2,143 mk
7 -7% 2,528 mk
8 -8% 2,995 mk
9 -9% 3,564 mk
10 -10% 4,258 mk

Supercapacitors

◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Enhanced Supercapacitor Capacity Increase maximum energy storage capacity. 5% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,420 mk
3 15% 2,952 mk
4 20% 3,630 mk
5 25% 4,501 mk
Enhanced Battery Charging Increase maximum recharge rate. 5% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,420 mk
3 15% 2,952 mk
4 20% 3,630 mk
5 25% 4,501 mk

Batteries

◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Enhanced Battery Capacity Increase maximum energy storage capacity. 10% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 10% 2,000 mk
2 20% 2,420 mk
3 30% 2,952 mk
4 40% 3,630 mk
5 50% 4,501 mk
Enhanced Battery Charging Increase maximum recharge rate. 5% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,420 mk
3 15% 2,952 mk
4 20% 3,630 mk
5 25% 4,501 mk

Fabricators

◎◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Quicker Fabrication Decrease the time needed to fabricate items. 5% 10 10% 15% 1,500 mk
Level values
Level Effect Price
1 5% 1,500 mk
2 10% 1,657 mk
3 15% 1,839 mk
4 20% 2,050 mk
5 25% 2,296 mk
6 30% 2,583 mk
7 35% 2,918 mk
8 40% 3,311 mk
9 45% 3,774 mk
10 50% 4,321 mk
Simplified Fabrication Lower the skill levels required for item fabrication. -3% 5 20% 25% 2,000 mk
Level values
Level Effect Price
1 -3% 2,000 mk
2 -6% 2,420 mk
3 -9% 2,952 mk
4 -12% 3,630 mk
5 -15% 4,501 mk
Energy Efficiency Decrease power consumption. -1% 10 15% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,155 mk
3 -3% 1,339 mk
4 -4% 1,559 mk
5 -5% 1,824 mk
6 -6% 2,143 mk
7 -7% 2,528 mk
8 -8% 2,995 mk
9 -9% 3,564 mk
10 -10% 4,258 mk

Deconstructors

◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Quicker Deconstruction Items will be deconstructed faster. 5% 10 10% 15% 1,500 mk
Level values
Level Effect Price
1 5% 1,500 mk
2 10% 1,657 mk
3 15% 1,839 mk
4 20% 2,050 mk
5 25% 2,296 mk
6 30% 2,583 mk
7 35% 2,918 mk
8 40% 3,311 mk
9 45% 3,774 mk
10 50% 4,321 mk
Energy Efficiency Decrease power consumption. -1% 10 15% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,155 mk
3 -3% 1,339 mk
4 -4% 1,559 mk
5 -5% 1,824 mk
6 -6% 2,143 mk
7 -7% 2,528 mk
8 -8% 2,995 mk
9 -9% 3,564 mk
10 -10% 4,258 mk

Weapons

◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Energy Efficiency Decrease power consumption. -5% 5 15% 20% 1,500 mk
Level values
Level Effect Price
1 -5% 1,500 mk
2 -10% 1,740 mk
3 -15% 2,035 mk
4 -20% 2,401 mk
5 -25% 2,857 mk
Quicker Guns Increase the rotation rate of all guns when operated by insufficiently skilled crew. 10% 10 20% 25% 1,000 mk
Level values
Level Effect Price
1 10% 1,000 mk
2 20% 1,205 mk
3 30% 1,458 mk
4 40% 1,771 mk
5 50% 2,160 mk
6 60% 2,646 mk
7 70% 3,254 mk
8 80% 4,018 mk
9 90% 4,982 mk
10 100% 6,202 mk
Enhanced Periscopes Increase the view range and light range of all weapons. 2% View range

and

8% Light range

5 15% 20% 4,000 mk
Level values
Level Effect on View range Effect on Light range Price
1 2% 8% 4,000 mk
2 4% 16% 4,600 mk
3 6% 24% 5,290 mk
4 8% 30% 6,083 mk
5 10% 36% 6,995 mk

Loaders

◎◎◎◎

Loaders do not have any unique Upgrades, only general Machine Repairs Upgrades.

Engines

◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Engine Power Increase maximum speed. 5% 5 15% 20% 3,500 mk
Level values
Level Effect Price
1 5% 3,500 mk
2 10% 4,025 mk
3 15% 4,628 mk
4 20% 5,322 mk
5 25% 6,120 mk
Energy Efficiency Decrease power consumption. -1% 10 15% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,155 mk
3 -3% 1,339 mk
4 -4% 1,559 mk
5 -5% 1,824 mk
6 -6% 2,143 mk
7 -7% 2,528 mk
8 -8% 2,995 mk
9 -9% 3,564 mk
10 -10% 4,258 mk

Reactors

◎◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Reactor Efficiency Increase reactor power output. 2% 5 15% 20% 2,500 mk
Level values
Level Effect Price
1 2% 2,500 mk
2 4% 2,900 mk
3 6% 3,393 mk
4 8% 4,003 mk
5 10% 4,763 mk
Fuel Efficiency Decrease fuel consumption rate. -7% 5 20% 25% 1,500 mk
Level values
Level Effect Price
1 -7% 1,500 mk
2 -14% 1,800 mk
3 -21% 2,160 mk
4 -28% 2,592 mk
5 -35% 3,110 mk
Thermal Tolerance Increase the time reactors can stay at critical temperature before meltdown. 10% 10 10% 15% 1,000 mk
Level values
Level Effect Price
1 10% 1,000 mk
2 20% 1,105 mk
3 30% 1,226 mk
4 40% 1,366 mk
5 50% 1,529 mk
6 60% 1,720 mk
7 70% 1,943 mk
8 80% 2,205 mk
9 90% 2,513 mk
10 100% 2,877 mk

Monitors

◎◎◎◎

Monitors do not have any unique Upgrades, only general Machine Repairs Upgrades.

Oxygen Generators

◎◎◎◎◎◎

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Oxygen Generator Efficiency Increase the amount of oxygen generated. 5% 5 10% 15% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,220 mk
3 15% 2,486 mk
4 20% 2,809 mk
5 25% 3,202 mk
Energy Efficiency Decrease power consumption. -1% 10 15% 20% 1,000 mk
Level values
Level Effect Price
1 -1% 1,000 mk
2 -2% 1,155 mk
3 -3% 1,339 mk
4 -4% 1,559 mk
5 -5% 1,824 mk
6 -6% 2,143 mk
7 -7% 2,528 mk
8 -8% 2,995 mk
9 -9% 3,564 mk
10 -10% 4,258 mk

Machine Repairs Upgrades

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

Upgrade Description Effect per Level Level Maxed Initial price increase Max price increase Base price
Enhanced Durability Equipment will take longer to start deteriorating. 5% 10 10% 20% 2,000 mk
Level values
Level Effect Price
1 5% 2,000 mk
2 10% 2,220 mk
3 15% 2,486 mk
4 20% 2,809 mk
5 25% 3,202 mk
6 30% 3,682 mk
7 35% 4,271 mk
8 40% 4,997 mk
9 45% 5,896 mk
10 50% 7,016 mk
Enhanced Redundant Systems Equipment will deteriorate more slowly. -5% 10 10% 20% 2,000 mk
Level values
Level Effect Price
1 -5% 2,000 mk
2 -10% 2,220 mk
3 -15% 2,486 mk
4 -20% 2,809 mk
5 -25% 3,202 mk
6 -30% 3,682 mk
7 -35% 4,271 mk
8 -40% 4,997 mk
9 -45% 5,896 mk
10 -50% 7,016 mk
Quicker Repairs Decrease the amount of time needed to repair equipment when unskilled. -5% 5 10% 15% 1,000 mk
Level values
Level Effect Price
1 -5% 1,000 mk
2 -10% 1,110 mk
3 -15% 1,243 mk
4 -20% 1,404 mk
5 -25% 1,600 mk
Simplified Repairs Decrease the skill level required to repair items. -5% 5 10% 15% 1,500 mk
Level values
Level Effect Price
1 -5% 1,500 mk
2 -10% 1,665 mk
3 -15% 1,864 mk
4 -20% 2,106 mk
5 -25% 2,400 mk

Maintenance

Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. Sub Maintenance can be done manually by anyone, preferably individuals skilled in those aspects, mainly Mechanics.

Manually repairing things can be a tedious and difficult task depending on the structure of a sub and the current state of a sub. The quickest way to maintain a sub is to just stop by an Outpost, spend money in Maintenance services, and get everything repaired automatically instead.

However, things like shuttles (drones) that come with certain subs can't be recovered manually if they get destroyed or the crew happens to lose them along the way. The only way to retrieve the lost shuttle is to replace it for a new one in Maintenance.

There are 2 types of services in Maintenance: Repair and Replace. The repair service is available for purchase once per visit to an Outpost. The replace service is only available for subs with built-in shuttles that have lost said shuttles and also only purchasable once per visit to an Outpost.

The price of the services is shown below at 0 RP.

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