Give the radiation suits a purpose

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Kazuko_myu
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Give the radiation suits a purpose

Post by Kazuko_myu » 09 Jun 2017, 18:42

Summary (a quick, 2-3 sentence summary): Allow radiation levels to spawn and affect players inside the engine areas when they're powered with the fusion cells. Simply because, well, it's radioactive material, so it'd make sense that people that enter said room without proper gear would get slowly ridden away by the highened level of poisoning that is omnipresent. And also to give them suits a purpose.

Benefits (How this will benefit the server and game as a whole): Not many. Just actually puts the hazard suits in the airlocks to use. Right now people just run in, touch the fusion cells like they're Barbie dolls and toss them in without any care for the dangers that come with it. So we should give engineers something to be aware of.

Details (Description of how you think this would work, the benefits, etc): Once the fusion cells are thrown in and processed to energy, the temperature in the room rises, alongside giving off massive bits of radioactive rays that make the condition in there a little bit more risky for those that go in there. Meaning, if you don't have a suit on, you'll be likely to see the doctors soon for your mishap of not following proper security procedure. Also gives doctors/medics something to take care of in the meanwhile, i.e. when engineers enter without giving too many shits about what they do.

Implementation (Optional, if you have an idea how to implement it): Read above.

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Forst
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Re: Give the radiation suits a purpose

Post by Forst » 09 Jun 2017, 19:23

+1

I've been trying MT lately and I want more chances for my life to be in peril, as it should be.
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Re: Give the radiation suits a purpose

Post by misto » 09 Jun 2017, 19:49

i havent experimented with using these suits and hoods much. it is possible to wear the hood along with a welding mask, so you dont ruin your eyes, right?

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Re: Give the radiation suits a purpose

Post by Jroinc1 » 09 Jun 2017, 22:00

misto wrote:i havent experimented with using these suits and hoods much. it is possible to wear the hood along with a welding mask, so you dont ruin your eyes, right?
No. You can wear goggles, though.

As for the suggestion, prob not gonna happen.
Mentor-
3 Nov 16-15 Jan 17

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Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
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Kazuko_myu
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Re: Give the radiation suits a purpose

Post by Kazuko_myu » 09 Jun 2017, 22:04

Jroinc1 wrote:No. You can wear goggles, though.

As for the suggestion, prob not gonna happen.
/shrug

Was something I had lingering in my mind, since radiation suits without anything to use them for is kinda pointless. So far, nothing but customes.

@devs

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Re: Give the radiation suits a purpose

Post by Jroinc1 » 09 Jun 2017, 22:08

Agree, but rather just remove the suits than throw in a shoddily-implemented "feature".
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Kazuko_myu
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Re: Give the radiation suits a purpose

Post by Kazuko_myu » 09 Jun 2017, 22:11

Jroinc1 wrote:Agree, but rather just remove the suits than throw in a shoddily-implemented "feature".
I wouldn't call it shoddily, rather something that actually already exists but has yet to be activated. I remember that (correct me if I'm wrong) on the Sulaco you needed the suits to protect you from the generated radiation that came from the supermatter (in case you had any reason to be inside the turret room) and such. Might as well just draw the zone in where the fusion cores resides in, and make it so that heat/radiation rises once they're active and it can only be prevented via suit.

Doesn't sound too hard. I know it doesn't add up much, but might just be a neat little side gadget that people can take care of.
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Re: Give the radiation suits a purpose

Post by Jroinc1 » 09 Jun 2017, 22:20

Kazuko_myu wrote:I wouldn't call it shoddily, rather something that actually already exists but has yet to be activated. I remember that (correct me if I'm wrong) on the Sulaco you needed the suits to protect you from the generated radiation that came from the supermatter (in case you had any reason to be inside the turret room) and such. Might as well just draw the zone in where the fusion cores resides in, and make it so that heat/radiation rises once they're active and it can only be prevented via suit.

Doesn't sound too hard. I know it doesn't add up much, but might just be a neat little side gadget that people can take care of.
muhimmersion
The radiation was part of a VERY detailed system and had a purpose. Same with the heat. I'm just seeing this get shoddily added in and have no relevance to the actual generators.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Kazuko_myu
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Re: Give the radiation suits a purpose

Post by Kazuko_myu » 09 Jun 2017, 22:23

Jroinc1 wrote:The radiation was part of a VERY detailed system and had a purpose. Same with the heat. I'm just seeing this get shoddily added in and have no relevance to the actual generators.
It's more so something that can be seen as a result resonating from the activated generators. It has no impact on the round, neither to the generators or the way its mechanic works. It's just an atmospheric anomaly that occurs for the sake of it being a little more realistic.

Just as a reference: https://www.euro-fusion.org/faq/does-fu ... radiation/ (Yeah I know, might not be correct, but I ain't no physicist)

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Re: Give the radiation suits a purpose

Post by Jroinc1 » 09 Jun 2017, 22:25

Kazuko_myu wrote:It's more so something that can be seen as a result resonating from the activated generators. It has no impact on the round, neither to the generators or the way its mechanic works. It's just an atmospheric anomaly that occurs for the sake of it being a little more realistic.

Just as a reference: https://www.euro-fusion.org/faq/does-fu ... radiation/ (Yeah I know, might not be correct, but I ain't no physicist)
I'm actually a reactor operator (fission, though, duh). I know this stuff :D

But there's a reason it was removed, along with all ways of altering temperature (except for 2 left in deliberately, and 2 by oversight).
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Kazuko_myu
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Re: Give the radiation suits a purpose

Post by Kazuko_myu » 09 Jun 2017, 22:27

Jroinc1 wrote:I'm actually a reactor operator (fission, though, duh). I know this stuff :D

But there's a reason it was removed, along with all ways of altering temperature (except for 2 left in deliberately, and 2 by oversight).
What was the reason? I didn't mean for it to be modified, just that it's an present atmospheric occasion that happens when the engines run that justify usage of the radiation suit, lul.

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Re: Give the radiation suits a purpose

Post by Jroinc1 » 09 Jun 2017, 22:31

Kazuko_myu wrote:What was the reason? I didn't mean for it to be modified, just that it's an present atmospheric occasion that happens when the engines run that justify usage of the radiation suit, lul.
Reason was removal of features that require even basic competence to deal with (SM blindness, radiation, atmospheric issues). Additionally, too much power in the hands of players (breaching flooring, burning ayys).

I guess you could throw it in, but it just strikes me as stupid. You wanna replace the engine with geothermal fusion generators, devs, fine. Go for it. Just don't be surprised when they're ignored.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Kazuko_myu
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Re: Give the radiation suits a purpose

Post by Kazuko_myu » 09 Jun 2017, 22:33

Jroinc1 wrote:Reason was removal of features that require even basic competence to deal with (SM blindness, radiation, atmospheric issues). Additionally, too much power in the hands of players (breaching flooring, burning ayys).

I guess you could throw it in, but it just strikes me as stupid. You wanna replace the engine with geothermal fusion generators, devs, fine. Go for it. Just don't be surprised when they're ignored.
I think it's either that, or the suits get removed. I'm sure it's understandable why they were added, but they might as well trick someone into thinking they have a practical purpose other than just being visuals that could be worn 'for the sake of it'. Sure, not everything needs a function, but hazard suits? Eh. Might as well. Or not.

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Re: Give the radiation suits a purpose

Post by misto » 09 Jun 2017, 23:19

maybe someday therell be a map with a radiation hazard area on the ground if not on the ship, and such suits may have a purpose again

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Re: Give the radiation suits a purpose

Post by Jroinc1 » 10 Jun 2017, 00:15

misto wrote:maybe someday therell be a map with a radiation hazard area on the ground if not on the ship, and such suits may have a purpose again
Given how hard it is for 'rines to deal with ice colony, and the fact that big red had radiation not added to the "reactor", I'd say unlikely.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Give the radiation suits a purpose

Post by Renomaki » 10 Jun 2017, 01:00

I asked Apop about it a long time ago, and he said they were planned to have radiation at some point.

I guess they are still trying to figure it out. Until then, they are there for fluff I suppose.
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Re: Give the radiation suits a purpose

Post by Sarah_U. » 10 Jun 2017, 09:02

SM PTSD about the entire ship being slowly crippled with baldies.

NEUTRAL, it's planned, but overal still gives me shivers.
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Re: Give the radiation suits a purpose

Post by Kazuko_myu » 19 Jun 2017, 03:16

Little bump.

Would still like to see what others think of it. Has low priority and importance anyway, but just as a nice heads-up.

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Re: Give the radiation suits a purpose

Post by Forst » 23 Jun 2017, 10:33

I like the concept, but if it hurts humans and not aliens they're gonna nest there erry round.
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Re: Give the radiation suits a purpose

Post by apophis775 » 24 Jun 2017, 18:22

This is already planned. It's just taking some time to do because NanoUI is horrible.
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Re: Give the radiation suits a purpose

Post by Night007 » 27 Jun 2017, 01:52

I am sorry to be so scientific accurate, but fusion is not generating any kind of "hard" radiation! Thats what fission does. They use uranium or any kind of material, that can be used in that reaction. Fusion generators need allot of energy to start up. When they are running, they smash atoms like Hydrogen into each other, generating heat, which we convert to energy. But this progress does NOT create harmful radiation. So give it another name (Fission reactor or Nuclear reactor) or keep those damn radiation suits away!

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