After looking at the vids I was thinking fire surpression systems, that would be cool, maybe it should cost a fair bit, but it would be cool, maybe pre room, or different level of surpression, so for example the length of time taken to put out a fire
Stelly
Fire Surpression Systems
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Re: Fire Surpression Systems
I think that would work. If it's per room it doesn't need to be too expensive (~30-40 scrap), or you could make it cheaper (~15-25) with negative side effects. Since it would probably be a gas based fire supression system (electronics and water don't mix) you could give it the same effects as depressurizing the room (bad for anyone in the room when it goes off, affects the O2 lvls as you'd have to scub the gas out afterwards) and less effective if the doors to the room are open.
Per room is a better way in my mind, that way you'd more likely upgrade the most important rooms first (weapons, engine room) and people would actally use it as opposed to a 100-200 scrap shipwide system.
Per room is a better way in my mind, that way you'd more likely upgrade the most important rooms first (weapons, engine room) and people would actally use it as opposed to a 100-200 scrap shipwide system.
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Re: Fire Surpression Systems
I think I would have a room for the surpression cannisters and then upgrade your rooms after the main system is installed, hitting that room stops the fire surpression system, because its got combustible cannisters in there it would damage other rooms, but the room itself should be reinforced....
God I get so excited about this game
Stelly
God I get so excited about this game
Stelly
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Re: Fire Surpression Systems
Or you could have a simple thing like a system which sucks the oxygen out of the room. But yea I love this idea and I also think per room is a good idea
Only fools go, where angels fear to tread
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Re: Fire Surpression Systems
Couldn't you use foam to supress fire without negative effects? or do we need the drawback for the gameplay?
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Re: Fire Surpression Systems
I almost always just vented the compartments to space.
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Re: Fire Surpression Systems
Gorlom wrote:Couldn't you use foam to supress fire without negative effects? or do we need the drawback for the gameplay?
I'd say so. Being able to quickly eliminate fire without downsides makes the fire a non threat. Kind of like how VALVe made the Pyro's afterburn a bit of a joke by giving almost all classes a means of countering it. Managing fire should be the result of micromanaging your resources and weighing risk vs reward. Higher levels of suppression systems should allow for easier control of fires so you can focus on other areas, but not remove the danger altogether. Then again, I'm no game dev, so I could be wrong.
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Re: Fire Surpression Systems
Possibly have two different levels of fire suppression:
First cheap method sucks out the oxygen, but that is hazardous to the crew present.
Second more expensive only deals with the fire and doesn't impact the crew or performance.
First cheap method sucks out the oxygen, but that is hazardous to the crew present.
Second more expensive only deals with the fire and doesn't impact the crew or performance.
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Re: Fire Surpression Systems
praguepride wrote:Possibly have two different levels of fire suppression:
First cheap method sucks out the oxygen, but that is hazardous to the crew present.
Second more expensive only deals with the fire and doesn't impact the crew or performance.
the first one is already in the game. You just open the doors to space and vent the compartment.
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Re: Fire Surpression Systems
The downside could be just taking up space in the room, reducing the number of crew members who can be in the room repairing/using it.