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Fire! *Suggestion*

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-Muse- Cullen:

--- Quote from: Ofiach on May 23, 2013, 08:26:48 pm ---Cul is it really hard to implement? honest question again, I have ZERO programming /coding ability. But that doesnt seems that hard! Just simple maths!
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It would be complicated to explain, but there is a huge amount of variables that would have to be factored into a math problem in order to find out where the fire moves, how quickly, and how it changes direction. Some maps have wind, so there would have to be an extra variable thrown in for that, as well. Basically, spreading fire based on wind would have to take into effect the speed of the ship, how its turning, how its changing altitude, and current wind on the map. Putting it bluntly like that doesn't make it seem difficult, but the developers have enough on their plates with Adventure Mode, and adding this dynamic fire movement would take a good amount of time.


--- Quote from: Ofiach on May 23, 2013, 08:26:48 pm ---Also CUL I have been trying to persuade you but you are almost as stubborn as a vrgin on prom night!!!! This fire spread idea brings flame weapons back without them being ridiculous OP!!!! OR am i missing something here? once again an honest question I'm trying to be very PC on the forums now. The fire spread makes flames deadly without making them stupid OP. at least IMO  would really love to hear what your take on that is.

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If we were to ignore the wind aspect, a fire would spread to the entirety of the ship if not taken care of. The problem is that fire is usually taken care of right away, or it is left because of a more important problem. If the hull is being bombarded, an engineer is basically required to nurse it back to health. If a system were to catch on fire on the opposite side of the ship, the engineer has to decide whether it is worth fixing- hull damage, or a lost engine? Or hull damage, or a lost balloon? This makes the engineer make choices as to what is more important in the current situation. With spreading fire, there is nearly no choice in the matter- previously, it was between losing the hull or losing a system; now, it is between losing the hull or losing multiple systems. If fire could spread, it would make an ignited system have the same priority as the hull. I feel like there should be a hierarchy of components- the hull, the balloon, the guns / turning engines, and the main engine. Fire would ruin that hierarchy and place (imo) too high of a priority on the spreading fire. Giving the enemy the ability to place that priority on systems without destroying them doesn't sit well with me.

Ofiach:
NO CUL NO DAMMIT!!!! It spread to a SINGLE random component within 5 meters. not every component within 5 meters!

Also yes he has to make a decision, and it brings a new meta into it, chem or extinguish!

Nidh:

--- Quote from: Ofiach on May 23, 2013, 10:49:30 pm ---NO CUL NO DAMMIT!!!! It spread to a SINGLE random component within 5 meters. not every component within 5 meters!

Also yes he has to make a decision, and it brings a new meta into it, chem or extinguish!

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Careful Ofi, I wouldn't post here until after tomorrow. But I agree that the spreading of flames is a good idea. It makes flames more of a threat rather than an annoyance. Right now flames are so low on the list of things to take care of that even if they spread to all components after a reasonable amount of time, I don't think it would be overpowered.

Machiavelliest:

--- Quote from: Cul on May 23, 2013, 05:07:06 pm ---(for brevity) spreading flames would upset balance because it would make an extinguisher a mandatory item

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Not really.  If I pop you in the balloon or hull with a flare gun and you don't have one, you're pretty much hosed, too.

My thought on the mechanics would be that, after a certain time (however many ms--we'll call it a 'tick'), a component on fire has a fire AoE based upon the number of stacks on the component.  I'm still on the fence about whether it would maintain any balance to have the component that's already on fire grow in size.

One other thing to consider: as more components catch fire, they are in turn heaping fire upon each other, so it could get wildly out of hand.

Nidh:

--- Quote from: Machiavelliest ---One other thing to consider: as more components catch fire, they are in turn heaping fire upon each other, so it could get wildly out of hand.

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Isn't that what you would expect flames to do though? At the stacks generated by the flamethrower in the current patch, I still don't think flames would be as aggravating as they were before the nerf.

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