Adding a new gas, and station fires rebalance

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razfen
Joined: Thu Dec 31, 2015 11:53 am
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Adding a new gas, and station fires rebalance

Post by razfen » #144753

As I have expressed sometimes in OOC chat, there's a kind of problem with fires in this game, particularly that they either die on their own quickly or they're too powerful to contain through decent means (extinguishing them is possible, but rarely without significant station damage).

If there's an atmos antag, it pretty much guarantees a plasma flood in my eyes, which means there'll be no -properly equipped- crew to contain the fires. The regular fire extinguishers are decent enough for when it comes to small fires, but they're essentially useless against a full-blast plasma flood. As far as I know, the best measures against that is only an N2 can thrown into the fire, which is kinda ehhh.

Now as a fairly common atmos tech, for some reason I always always secretly hope for a malfunctioning AI that'll flood the station with plasma so that I can go and put out the flames, but by the time I'd get to it, half the station is already pretty much gone. (Technically, plasma floods might not supposed to be contained, but fire could at least have a meaning different than OGODCALLTHESHUTTLE).

So the overall idea: Making station fires more common, but less powerful. Currently I think the only thing capable of catching fire in the game is plasma itself though.

Also, a new gas: I think the best candidate could be hydrogen.
Hydrogen gas is highly flammable and burns with a blue flame. It could be used for many things, for instance as actual welding fuel (there are hydrogen welders today)
Also, it can be an interesting addition to the current fusion mechanics.
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Super Aggro Crag
In Game PermaBanned
Joined: Sat Mar 21, 2015 9:47 pm
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Re: Adding a new gas, and station fires rebalance

Post by Super Aggro Crag » #144766

>put hydrogen
>some FUCK makes a fusion reaction
>hydrogen turn into helium
>make everyones text really tiny and italic because their voice is squeaky

ok do that
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PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
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Re: Adding a new gas, and station fires rebalance

Post by PKPenguin321 » #144806

>wanting to put out fires manually
>not doing everything remotely via distro output and air alarm manipulation
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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duncathan
Joined: Mon May 25, 2015 4:12 pm
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Re: Adding a new gas, and station fires rebalance

Post by duncathan » #145356

>not using nanofrost
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Players can and will create their own fun.
Cik
Joined: Thu Oct 30, 2014 2:24 pm
Byond Username: Cik

Re: Adding a new gas, and station fires rebalance

Post by Cik » #145365

what atmos needs is more speed

air should blow out of a room explosively

IMPLEMENT FASTERMOS 2016
Actionb
Joined: Thu Feb 05, 2015 8:51 am
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Re: Adding a new gas, and station fires rebalance

Post by Actionb » #146359

Cik wrote:wants ZAS
Please no.
Gun Hog
Joined: Sat Apr 19, 2014 5:19 am
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Re: Adding a new gas, and station fires rebalance

Post by Gun Hog » #146370

/tg/ players are not robust enough to handle the sheer power and danger of ZAS. We can barely handle space wind.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
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Re: Adding a new gas, and station fires rebalance

Post by Zilenan91 » #146371

Doesn't ZAS lag really bad
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
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Re: Adding a new gas, and station fires rebalance

Post by DemonFiren » #146395

I think it's been optimised, and next to Baymed is one of the few things that I really liked about that server.
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non-lizard things:
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duncathan
Joined: Mon May 25, 2015 4:12 pm
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Re: Adding a new gas, and station fires rebalance

Post by duncathan » #146711

ZAS will literally never be merged even if someone tried
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Players can and will create their own fun.
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