Change Napalm Chemical Formula

Locked
User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Change Napalm Chemical Formula

Post by Surrealistik » 07 Jul 2015, 20:33

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.
Last edited by Surrealistik on 08 Jul 2015, 15:45, edited 2 times in total.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
TopHatPenguin
Community Contributor
Community Contributor
Posts: 2383
Joined: 14 Dec 2014, 18:06
Location: Forever Editing The Wiki.
Byond: TopHatPenguin
Contact:

Re: Change Napalm Chemical Formula

Post by TopHatPenguin » 07 Jul 2015, 20:38

By the way napalm is currently banned ( Due to it fucks atmos causing everyone to die. ) so.. yeah... maybe in the alpha.
Shit cm memes: Image
Image
Image
Image
That guy called Wooki.
Resident Santa.
(THP)

Anon McAnon
Registered user
Posts: 64
Joined: 05 Jun 2015, 23:54

Re: Change Napalm Chemical Formula

Post by Anon McAnon » 08 Jul 2015, 02:29

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.

User avatar
Artouris
Registered user
Posts: 175
Joined: 03 Jul 2015, 20:42

Re: Change Napalm Chemical Formula

Post by Artouris » 08 Jul 2015, 11:28

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.
Image

User avatar
Biolock
Donor
Donor
Posts: 919
Joined: 09 Apr 2015, 16:23
Location: Boulder, Colorado
Byond: Biolock

Re: Change Napalm Chemical Formula

Post by Biolock » 08 Jul 2015, 11:59

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....

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: Change Napalm Chemical Formula

Post by Surrealistik » 08 Jul 2015, 15:40

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.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
Rahlzel
Donor
Donor
Posts: 1160
Joined: 14 Dec 2014, 16:17
Location: USA

Re: Change Napalm Chemical Formula

Post by Rahlzel » 08 Jul 2015, 15:55

Napalm is disabled in the current build, but we might be able to do something with it in the Alpha update.

Locked