Rework the fire

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username123
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Rework the fire

Post by username123 » 24 Mar 2016, 10:42

Summary (a quick, 2-3 sentence summary):

Title

Benefits (How this will benefit the server and game as a whole):

Fire will work and be used like it does in real life, not just an object in game that does 25 damage per tick and can crit you humans and t1 and t2 in 5 seconds, and also, working more as a area of denial weapon because right now aliens and marines just run through the fire getting no damage which is not realistic and least of all, a threat that doesn't work well as an area of denial.

Details (Description of how you think this would work, the benefits, etc):

I'll make a list of the main mechanics that i think should be changed:

1-) Reducing the direct damage that the fire does per tick when you stand on it and changing this damage to 1 (this way the fire will destroy weeds) and with the var to "set the mob on fire", this way marines and aliens will think twice when they step on fire (making the fire a better "weapon" to deny ground instead of an object of "do not step on it for more than 2 seconds").

2-) Releasing the time that the "set on fire" last from 4-5 seconds to infinite, this way marines and aliens that are set on fire will need to use the resist verb in order to not be affected by the fire, the fire will deal much less damage that it did before, but will add the threat that you will need to be stationary for 3-4 seconds to not die in the long run, and also, increasing the time that you will need to resist depending on the size, for T1 aliens and humans 3 seconds, T2 4-5 seconds and T3 to 6-8 seconds.

3-) Increasing the damage that does the var "set on fire" from 5 to 8-12, and adding damage over time to the lungs and eyes for humans, let's say 2-3 organ damage per tick when the marine is on fire, aditionaly we can make the "set on fire" effect light in fire the tile where the mob is per tick (a different kind of fire to prevent the person affected to be light on fire again), this way aliens that are on weeds and set on fire will not regain health over time because the fire will destroy the weeds.

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

Everything is already in the code, only values will need to be changed and the "set on fire" mechanic to be applied when a mob is on the magic fire that abby invented

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Tristan63
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Re: Rework the fire

Post by Tristan63 » 24 Mar 2016, 11:10

+1 And the way marines catch fire.

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Mitchs98
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Re: Rework the fire

Post by Mitchs98 » 24 Mar 2016, 13:23

-1. This isn't the way the flamethrower works on this code/lore. That would also cause a metric fuckton of lag. If I am correct this flamethrower places liquid phoron on the ground while similtaneously lighting it. You, also, can run through fire in real life and not die. Get severe burns, light on fire depending on how far and long, sure. Marines DO actually get a LOT of damage already if standing on it. My robotic limb recieved 15 damage and my arm recieved 10 from simply walking over one square of fire for 2 seconds. You're also basically fucked if someone repeatedly misfires a flamer on you, no need to make that cause certain death to smart marines for other marines stupidity.

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username123
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Re: Rework the fire

Post by username123 » 24 Mar 2016, 14:56

Mitchs98 wrote:-1. This isn't the way the flamethrower works on this code/lore. That would also cause a metric fuckton of lag. If I am correct this flamethrower places liquid phoron on the ground while similtaneously lighting it. You, also, can run through fire in real life and not die. Get severe burns, light on fire depending on how far and long, sure. Marines DO actually get a LOT of damage already if standing on it. My robotic limb recieved 15 damage and my arm recieved 10 from simply walking over one square of fire for 2 seconds. You're also basically fucked if someone repeatedly misfires a flamer on you, no need to make that cause certain death to smart marines for other marines stupidity.
Every single argument that you are saying is wrong.

First, the M240 Incinerator Unit uses "Pressurized, ultra-thickened napthal ignited by a nozzle burner" http://avp.wikia.com/wiki/Flame_Thrower_%28Nostromo%29. there is a difference between what the code uses as ammunition and what the the game is intended to use and the ammonition that really uses our flame thrower is napalm.

Second, The real fire in the code ignites the mob standing on the fire, the fire that we use right now (abby fire) was chaged for people to be able to use the flame thrower without messing with the atmos.

Third, yes, while you can run through fire in real life and not get ignited by it, running through burning napalm is very different because the solution sticks to your body and it ignites for a very long period of time.

And last, for the current fire, you will need to stand in it for 4 seconds in order for it to crit you (it does 25 damage per tick), if we change it for my suggestion, you will need to have the "set on fire" stat for 7-8 seconds to crit you because it will do 12 damage per tick at most making it less dangerous in a shot ammout of time, but much more dangerous in the long run.

Kilm
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Re: Rework the fire

Post by Kilm » 24 Mar 2016, 15:47

Personally, using the cheapo Lore reference of Aliens, I want to see Marines (and Aliens) catching fire like on Hippie and other servers, and just like they did when all the weapons were seized and the aliens first struck, sending one of them over the barrier on fire.

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tuzz
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Re: Rework the fire

Post by tuzz » 24 Mar 2016, 20:35

I'm not sure about this. Maybe if it is easy to implement we could try it for a while and see if it is a better than it is now. Neutral.

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MrJJJ
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Re: Rework the fire

Post by MrJJJ » 27 Mar 2016, 21:54

Wasn't fire changed not a long while ago? and now you asking for it to be reworked AGAIN.
-1 I think we need to let other things to be taken care of that instead of fire for now, unless aliens start abusing the fire alot (aka, drag fallen marines into it to murder them)

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Re: Rework the fire

Post by Snypehunter007 » 24 Jan 2017, 18:54

Fire has been reworked.

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forwardslashN
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Re: Rework the fire

Post by forwardslashN » 27 Jan 2017, 13:05

Resolved.
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