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OSE-3 Crucible (Old)

Положительные голоса100%25 голосов игроков
Подписчики474474 в Steam Workshop
Размер файла674,08 КБЗагрузка через Steam
Обновление автора9 июн. 2025 г.Дата обновления материала
OSE-3 Crucible (Old)

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О материале

«OSE-3 Crucible (Old)» — 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

Thank you for considering the OSE-3 Crucible. If you have anything to report or suggest, do please post it in the comments.


                                                

TLDR

       The Crucible was designed for the PvP gamemode (teamsize 2-4). Its main features are a frontal docking hatch with eight indestructible (but pry-able) blast doors and a nuclear self-destruct system that requires a randomly generated launch code.


                                                   

Overview

**       The OSE-3 Crucible, a retrofitted bandit vessel, was created to serve as a means of testing one’s mettle alongside fellow mariners in combat simulations (best for 2-4 per side). The mirrored nature of these matches was central when designing the Crucible’s core features, which are described in further detail below. Suggested sportsmanship guidelines, in general as well as regarding use of the Crucible, have been provided as well.**

NOTE: The Crucible is also fully usable in a campaign setting, although you may want to keep a close eye on those nuclear codes.


                                                     

Major Features

Frontal Docking Hatch & Blast Doors

       At the front of the Crucible is a large protrusion containing a docking hatch and eight indestructible doors. While engaged, the Crucible’s main navigation terminal loses the ability to interact with the frontal docking hatch (i.e., both ships docking with each other at the front is permanent, while a shuttle docked to the front remains able to undock). Additionally, while they may not be destroyed, the blast doors can be pried open using a crowbar. The state of each door is visible from the command room, signified by the color of a corresponding light component (green = closed; red = open). There are two buttons that toggle all eight blast doors at once: one immediately before the doors within the Gauntlet (the large central chamber of the Crucible) and one adjoined to the navigation terminal. The blast doors are only able to be toggled once every thirty seconds.

Nuclear Self-destruct

       Within the walls of the reactor room lies a Linear Congruential Generator (credit: Jade Harley’s “Semirandom Number Generator” https://steamcommunity.com/sharedfiles/filedetails/?id=2264526263). The output of this generator, constrained to four characters, is shown on the reactor’s display panel. Flipping the lever on the reactor will permanently prevent this value being updated further, thereby generating a static four digit code. When this code is entered into the terminal near the blast doors, a twenty-second timer begins, accompanied by emergency sirens. At the end of this period, two nuclear depth charges are dropped within the submarine. The horizontal range of the blast is contained within the bounds of the vessel, but vertically it does reach around one meter past the hull in some areas (these ranges include a docked shuttle).

                                                     

Minor Features

Long Range Comms

       By navigation, in electrical, and in the shuttle, there are terminals connected to wifi-components with highly extended ranges. These components send and receive on the same channel, making them able to communicate with the opposing sub despite being mirrored. Additionally, the terminals send their outputs to chat channel zero (essentially, global chat is available from these terminals).

Alarms

       There are three types of alarms on the Crucible: Fuel Empty, Reactor Meltdown, and Self-destruct. The Self-destruct emergency siren is the loudest of the three and is located behind the nuclear sign outside of electrical. The Fuel Empty and Reactor Meltdown alarm buzzers sound identical and are in the same three locations, but Fuel Empty will flash green while Reactor Meltdown will flash red.


**       When engaging in combat simulations, in general as well as with the Crucible, there are a few guidelines related to fairness which we offer as suggestions. Of course, feel free to modify or disregard them as the lobby sees fit.**

                                                           

General

Class Selection

       When choosing classes, if teams are being randomized it is recommended that all participants choose the Assistant class to keep the things as even as possible. If teams are being defined, classes may be chosen and they should be mirrored between teams.

Tab Menu Monitoring

       Before matches are underway, it should be explicitly decided whether use of the tab menu will be permitted. The tab menu allows one to monitor which players remain alive at all times. Other competitive games commonly make this information known, so we recommend that the Tab menu be allowed. If a slower, more intense match with less certainty is desired, use of these menus should be restricted to the C menu, which relays only the status of one's teammates, or to none at all.

                                                           

Crucible

Self-destruct Usage

       Intentionally self-destructing one’s own vessel is a valid and effective strategy for thwarting an invading enemy squad. When possible, the decision to detonate should be agreed upon rather than made by a single member (unless the team has a designated shotcaller, the situation suddenly calls for it, etc.).

Blast Door Usage

       Decisions about whether to open the blast doors should be communicated to one’s teammates. This is especially true while docked to the opposing vessel.

Loadout Lockers

       There are four lockers in the spawn room with identical contents, as well as one secure steel cabinet with some additional armaments. With fewer than four players per team, the unused lockers can be shared without issue. In a 4v4 scenario, players should make sure not to yoink resources from an ally's locker without permission.


                                                             

Notes

Acknowledgements

       Thanks to my friends for enjoying PvP matches and making me want to create something like this, for giving suggestions, play-testing, and troubleshooting with me. I really appreciate you guys. I'm sorry I self-destructed your ship during our peace talks, that was rude of me.        Additional credit should be given to Lughbaloo, who taught me a bit about power and whose "Large Boi Power Grid" item assembly was used on this vessel with minor modifications (see here: https://steamcommunity.com/sharedfiles/filedetails/?id=2585053299). Thanks as well to the others on the Undertow discord who helped me, among other things, make sure I wasn't going crazy when the RNG system I made was breaking in multiplayer.

*Known Issues as of: *9/17/2021

      -Many visual aspects of the sub, especially text displays, are out of place when mirrored. I'm not really sure if there's anything to be done about that, so I don't intend to fix this one right now.       -The discharge coil in the Gauntlet doesn't trigger and I've no idea why.

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