[SUB] The Rogue Trader
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О материале
«[SUB] The Rogue Trader» — материал мастерской Barotrauma. Моды, подлодки, предметы и новые задания для экипажа. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
"In the grim darkness of the far future, there is only war... On Europa."
**The Rogue trader is a very difficult submarines to use in a mission / campaign environnement. It's relatively slow, bulky and have a ton of blind angles. However, its size proved effective in slowing down water infiltration and resistance brut impact (to a certain degree).
All crew members need to be extremely aware of the power usage, especially from the engine.
Overall Difficulty : Extreme
Recommended crew size : No less than 6
Weaponry : Very effective / Large Blindspot / Slow power resupply time
Horizontal Movement : Slow acceleration / Can be extremely fast but with a huge drawback
Vertical Movement : Standard - Slow
Power usage : Very High (can be lowered with experimented crew)
Key roles : Captains and Engineers
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Features :
[b]- Up to five reactors to manage : Engines / Ballasts / Main Power / Weaponry / Fabrication
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When using a powered system (like Fabrication) there is a delay before the reactor being able to produce enough energy. This is particuliary dangerous if no engineers are present to make sure the electrical center is fine.
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Engineers are able to shutdown each systems via an electrical panel or by directly shutting down the linked reactor.
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Enginneers need to overwatch the five reactor and their respective battery. When they are full, a shutdown is required immediately. If not a huge fire may happen.
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Captains are able to use the "Warp Travel" option, wich triple the engine power but also the power comsuption. Be aware that a quick deceleration or an early deactivation of the Warp Travel will generate an enormous amount of overvoltage, putting the entire vessel at risk.
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Captains are able to use the "Emperor's Wrath" weapon located on the navigation terminal. Doing so will launch a devastating electrical shielding all around the submarine. Use it wisely as it consume a lot of power and its reloading is very slow.
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The Fabrication department possesses 2 fabricators and 1 deconstructor, a large Cargo and a Delivery point
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The Medical department possesses 2 medical fabricator and 1 deconstructor and a large medical storage.
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The Gunnery departement possesses 4 different heavy weaponry : 1 regular coilgun / 2 double coilguns / 1 Railgun / And a "Death Laser" coilgun.
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Each weaponry system need a long time to be powered at maximum capacity. Also, during the power reloading time, incidents may happen.
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A maximum of 4 large ballasts to help with vertical movement.
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An exterior artifact room constantly flooded and able to store up to 2 artifacts.
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6 Engines (2 for normal use and 4 reserved for Warp Travel use)
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A large Armory departement with a reasonnable starting equipement.
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The starting equipement is balanced for a long campaign. Both Medical and Fabrication department will need intensive use to stock up on supplies.
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The drainage system is not automated by default (but set at ON -100%) and need to be activated in the electrical room when needed. This feature may change based on feedback, as i principaly want people to not rest too much on automated systems.
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.