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Fire! *Suggestion*
TehPao:
--- Quote from: Honeybadger on May 23, 2013, 12:40:47 pm ---DEAR GOD NO!
--- End quote ---
Well why not? Can you give an explanation as to why not?
Ofiach:
Hes an engie and fire spreading makes his clicker hurt :P
-Muse- Cullen:
If fire started visually spreading around the ship, that would put some stress on the game, so some people would lower graphical settings... which is rough.
How would you be able to extinguish it if its creeping around the ship? Simply extinguishing the source wouldn't take care of flames that are moving up riggings and such.
If a crew didn't bring an extinguisher, then the entire ship would be completely destroyed over time. Having fire spread would mean that a ship without extinguishers would have to hope that the system breaks before the fire spreads, lest it creeps into something else. While it is a small gripe, there is strategy to not bringing fire resistance, so don't say that 'Everyone should bring extinguishers anyway'. The point is that each class gets a bonus to their specific tools- making fire creep would make being an engineer an even more attractive option. It would also mean that everyone would take incendiary rounds... so it would basically mean that the Chemical Spray and Extinguisher would always be required just in case. I'm against removing choices from people.
As for the tar, I will have to agree with Machiavelliest. The ingame description of the Tar Barrel is that you are putting tar into the engines in order to make smog clouds behind you. Smoke is the result of combustion, and the engines make it into a fog, so... Yeah. The mechanic would have to change. If we were to ignore the minor details and assume that the potential is there for flammable smog, I still wouldn't be for it, simply because the Tar Barrel is problematic enough right now. It does a lot of damage, currently, and the only trade off is that the ship's engines take a little damage. The OP's reasoning for why tar should be flammable was simply that -Tar is flammable-, so I'm not sure what else to say. When Zill said that tar was strong enough right now, OP replied that 'It'll remove tar effects, but light the thing on fire anyway. That's not really a counterpoint to the argument, in my opinion. Its really strong right now. Making it even more strong would make it an almost uncounterable full disable.
Ofiach:
Well the fire would spread every ten seconds or so as TehPao said. If you chem/extinguish the fire before the time limit it means it's no longer spreading. also the fire will eventually die out on its own. It reduces by half every component jump.
Example a flare, 15 stacks balloon-> 7 stacks main engine -> 3 stacks secondary engine -> 1 stack side gun-> burns out
It is another example of how a single change brings new tools and strategies to the forefront of the game.
-Muse- Cullen:
I'm not sure how this would bring new tools to the game, but I feel that the only strategy that spreading fire would add to the game is that more people would use fire-starting equipment, and that people will simply bring chem/extinguisher all of the time. While there is nothing wrong with making incendiary ammo more attractive, your example seems to only work with flares. A flamethrower has a small chance to ignite a system once, but it fires so quickly that it seems like the chance is higher than it is. Systems that are targeted by the flamethrower usually will ignite with one - three charges of fire before they are dealt with, so the spreading fire mechanic wouverldn't even take place due to that. Incendiary ammo weapons only add one charge per shot if they ignite something, so... spreading wouldn't kick in until it hit two stacks, and by that time, more than 10 seconds would have passed... so the mechanic wouldn't even get seen.
My only other problem off the top of my head is that every system is reachable within a few seconds of running, so... lighting one thing on fire would just light everything else on fire after that X seconds. Engines are all grouped together, same with guns.
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