Summary (a quick, 2-3 sentence summary):
The Napalm chemical formula makes no sense; why is plasma a component? Aluminum only makes an iota of sense as a reference to aluminum salts in very old napalm compositions.
Benefits (How this will benefit the server and game as a whole):
Improved realism. Easier incendiary manufacture (incendiaries are almost never used).
Details (Description of how you think this would work, the benefits, etc):
Replace the existing formula with 2 parts Hydrogen + 2 parts Carbon + 1 part Oxygen; modern napalm is essentially a mixture of hydrocarbons (benzene, gasoline, polystyrene; basically a fuck ton of C and H with the occasional O per certain gasoline compositions). Also it probably should not ignite immediately on mixing; napalm is actually quite stable and requires an igniter.
Update:
Have napalm be a subsidiary chemical of welder fuel:
2C + 2H + 0 = Welder fuel.
Add C + H + plasticide (plasticide is added to the Chem dispenser) to the welder fuel to get napalm.
Napalm will only ignite via grenades, explosions, the application of a welding tool, exceedingly high temperatures, or an igniter; low temperature flames such as from a lighter would be inadequate to ignite it.
Implementation (Optional, if you have an idea how to implement it):
Minor coding change.
Change Napalm Chemical Formula
- Surrealistik
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Change Napalm Chemical Formula
Last edited by Surrealistik on 08 Jul 2015, 15:45, edited 2 times in total.
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- TopHatPenguin
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Re: Change Napalm Chemical Formula
By the way napalm is currently banned ( Due to it fucks atmos causing everyone to die. ) so.. yeah... maybe in the alpha.
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Re: Change Napalm Chemical Formula
Its plasma because of atmos limitations. SS13 doesn't have a fire system, only a plasma(or phoron as it is in the alpha) fire system. It won't ignite without phoron/plasma there. Flamethrowers to my knowledge aren't actual fire, just sprite changes and temperature changes. It doesn't spread or set mobs on fire, although setting mobs on fire is a /tg/ thing, not Bay.
Plus, napalm is fucking insanely powerful on normal servers and can shut the entire station down and kill people hours later. Makes sense there, less sense here.
Plus, napalm is fucking insanely powerful on normal servers and can shut the entire station down and kill people hours later. Makes sense there, less sense here.
- Artouris
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Re: Change Napalm Chemical Formula
Or we could just more so for the alpha make incendiary grenades. They would work like cleaner grenades but do what the flamer does now which is make psuedo fire tiles (that don't fuck atmo) instead of the cleaning soap tiles. And bam instant incendiary grenades.
- Biolock
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Re: Change Napalm Chemical Formula
Well atmos won't actually be a problem anymore, we could actually just go back to using real flamethrowers and napalm.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....
- Surrealistik
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Re: Change Napalm Chemical Formula
Ignition of all creatures in the area + application of burn stacks + pseudofire tiles that deal burn damage to creatures in them/entering them once per tick per creature and ignite if they have burn stacks (from napalm, ethanol, welder fuel, etc...) would work well.
Also you could make welder fuel producible via Chemistry.
2C + 2H + 0 = Welder fuel.
Add C + H + plasticide (added to the Chem dispenser) to the welder fuel to get napalm.
Also you could make welder fuel producible via Chemistry.
2C + 2H + 0 = Welder fuel.
Add C + H + plasticide (added to the Chem dispenser) to the welder fuel to get napalm.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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- Rahlzel
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Re: Change Napalm Chemical Formula
Napalm is disabled in the current build, but we might be able to do something with it in the Alpha update.