Summary (a quick, 2-3 sentence summary):Aliens and marines both know the standard blast radius (two squares) for grenades. It's annoying to launch a grenade from my M41A and the aliens just stands back to wait.
Benefits (How this will benefit the server and game as a whole): Random elements like blast radius would give the game another degree of realism and allow for more realistic reactions.
Details (Description of how you think this would work, the benefits, etc): Grenades would seem more threatening to both parties and people wouldn't stand eight feet away from a set grenade. Much like how a marine wouldn't stand face-to-face with an acid cloud.
Implementation (Optional, if you have an idea how to implement it): I would assume you could give it a spread like the boiler acid but make it smaller and instantaneous.
Randomize grenade blast radius.
- Sidriel
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- Joined: 18 Mar 2017, 12:21
- Byond: Sidriel
Randomize grenade blast radius.
unga dunga me want peridaxon.
- Jroinc1
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- Joined: 10 May 2016, 22:32
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- Byond: Jroinc1
Re: Randomize grenade blast radius.
+1. I've noticed this too, and it strikes me as pretty weird.
Have a low, but significant (10%?) chance of an additional tile radius (5 by 5) instead of the current (3 by 3)
Have a low, but significant (10%?) chance of an additional tile radius (5 by 5) instead of the current (3 by 3)
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
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
- Wubs4Scrubs
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- Posts: 516
- Joined: 01 Feb 2017, 18:11
- Contact:
Re: Randomize grenade blast radius.
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I've seen on previous suggestions as well as ones I've posted that adding more RNG into combat is generally frowned upon. Also if this change was added I don't think anything would change, alien players would figure out the max blast distance for the RNG based system and just stay outside of that. Also I'm not sure how this would be implemented given that grenades explode in a radius, that's kind of their point. If you increase the radius on an explosion is becomes MUCH larger very quickly.
I've seen on previous suggestions as well as ones I've posted that adding more RNG into combat is generally frowned upon. Also if this change was added I don't think anything would change, alien players would figure out the max blast distance for the RNG based system and just stay outside of that. Also I'm not sure how this would be implemented given that grenades explode in a radius, that's kind of their point. If you increase the radius on an explosion is becomes MUCH larger very quickly.
- phil235
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- Posts: 589
- Joined: 29 Mar 2017, 20:29
- Byond: phil235
Re: Randomize grenade blast radius.
Wubs4Scrubs is right, RNG in combat is bad in general, and this suggestion wouldn't actually solve the problem.
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