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Toxic Gases with Consequences?


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Started this conversation on another thread, wanted to continue it here because genuinely interested.

What do you guys think of giving the toxic Gases (chlorine, sour gas, etc.) actual consequences for inhaling? Do you think it'd spice up the game, or just be too much to balance with the other mechanics?

I personally feel like direct threats are lacking in general. It takes a lot of effort to get your dupe killed...lol. But I also haven't played a lot of the new update. 

Thoughts?

It would "make sense", but I feel it would have too much negative impact.

Basically it would mean that you would be absolutely required to wear exosuits whenever not in base.

Right now, if it's early game or if the area is small enough or infrequently visited then I just let them hold their breath. 

I'd like it, provided the following also happens:

1) Not an instant effect.  Damage immediately on exposure is too harsh, given bits of gas get everywhere, bleachstone gets dropped by a dupe going to eat, etc.  We'd need some kind of "exposure level" that only gets bad if the dupe keeps contacting it.

2) Better gas filtering.  Some kind of deodorizer for chlorine that sucks it from the air, into... salt, I guess?

3) We can forbid material.  It's bad enough Stinky keeps trying to fetch ore from a CO2 well.  Checkpoints everywhere like we're playing Papers, Please kind of works as a workaround, but Stinky can be infuriatingly creative when he wants to path into trouble.

I want chemical burns from chlorine to be a thing.  I want them to be in line with other environmental threats (hypothermia, heat exhaustion, and sunburn), meaning they're only a result of prolonged exposure, they're not debilitating, and they're preventable via clothes from the textile loom.

Absolutely. With Lurve & goboking's notes included. Like I've mentioned in some other thread, it's always bothered me a fair bit that chlorine was completely benign.

Yes, it would be very nice if there were clothes to prevent the burns that are not exosuits. But overall, game's logic and sense of threat would benefit from this change quite a bit I think.

54 minutes ago, Lurve said:

I'd like it, provided the following also happens:

1) Not an instant effect.  Damage immediately on exposure is too harsh, given bits of gas get everywhere, bleachstone gets dropped by a dupe going to eat, etc.  We'd need some kind of "exposure level" that only gets bad if the dupe keeps contacting it.

2) Better gas filtering.  Some kind of deodorizer for chlorine that sucks it from the air, into... salt, I guess?

3) We can forbid material.  It's bad enough Stinky keeps trying to fetch ore from a CO2 well.  Checkpoints everywhere like we're playing Papers, Please kind of works as a workaround, but Stinky can be infuriatingly creative when he wants to path into trouble.

Yeah, the bleachstone getting dropped by dupes is definitely the worst. If it was a deadly gas, that'd ruin your base forever, considering that we don't have any good ways of filtering chlorine.

Honestly that brings up a good point. I would be so psyched for gas filtering. I used to be so OCD about my base being JUST oxygen and CO2 and it took forever to get over it. LOL. If we could have a filter for gases outside of polluted oxygen, that'd be amazing.

2 hours ago, EnderCN said:

At the very least spending too much time in them should pump up stress.  Stress is just so underutilized right now and I don't think that was the plan.  Spending too much time in an atmo suit should also pump up stress.

Agreed! I want more uses for the break rooms and massage tables.

Technically, a Duplicant can dive unprotected into lava and still survive with only light wounds... So consequences for being exposed to toxic gas seems a little bit off, if you want my opinion. Sure it would be logical if Dupes were as fragile as humans, but they're not :/

I like the idea of harmful gasses do what they are actually supposed to....But...

I think they should add it in world customization to enable or disable this feature...I fear for new players to never get the bend of the game if they have to fear every single co2/hydrogen/chlorine bubble

But for a seasoned dupe as myself I would like some new threads and needles to spice things up. I did a lot if different builds and tried things out because the game was quite forgiving. And that is what I like most about it. The fact you could try things out and adept. I wouldn't want an actual ''META GAMING'' in oni. Not for me, but for new players that will follow

No thanks. It's hard enough to keep our dupes from burying themselves alive, what chance have we to prevent them from accidentally inhaling an errant blob of chlorine? Besides, I at least play ONI for the machines and systems stuff - the dupes are the reason for doing it but I have no interest at all in the dupes themselves. They're just the ants in the ant farm as far as I'm concerned.

9 hours ago, goboking said:

I want chemical burns from chlorine to be a thing.  

Should bad things happen in chlorine? It's worth a shot. Let chlorine gas give a dupe watery eyes. It adds some stress and may potentially debuff their ability to work. It's a simple change that encourages clean bases.

Should chlorine cause damage? Absolutely not. You have no direct control over where dupes OR chlorine gas ends up. A single stray packet will destroy your base and good luck vacuuming it up ever.

For anyone looking for this: I recommend the mods Chemical Burns and Self-Sealing Airlocks.
The first one makes Sourgas and Chlorine Gas in packets of more than 100 g/tile deal damage to a dupe on every encounter.
The second one, makes the gas managment problem of ONI, more manageable by making Airlocks actually prevent chambers from exchanging gasses. So unless you allow Bleach stone in your base or open a chlorine patch without proper containment, gasses are less dangerous.
Think of it like a multi tile system in a single tile, without imposing wait times on your dups to vacuum out a room, before allowing them to pass through.
It makes is so that while you can run around outside your base, you are more restricted in how you dig around. Do not open Chlorine/Sourgas pockets! Exosuits are certainly recommended.
Unfortunately Chemical Burns currently seem to not be working on the testing branch as of yet. So I haven't been able to test the Rust -> Oxygen and Chlorine cycle, to evaluate.

Toxic gas is inherently unbreathable gas, which happens to be also toxic and make dupes hole their breath. So currently it's not really a thing. I wanna emphasize that in my understanding, implementing it will be a entirely new sickness / disease or even a new mechanism, which I don't mind seeing.

13 hours ago, bobucles said:

Should bad things happen in chlorine? It's worth a shot. Let chlorine gas give a dupe watery eyes. It adds some stress and may potentially debuff their ability to work. It's a simple change that encourages clean bases.

Should chlorine cause damage? Absolutely not. You have no direct control over where dupes OR chlorine gas ends up. A single stray packet will destroy your base and good luck vacuuming it up ever.

By "in line with other environmental threats" I'm referring to the stat debuffs and increased stress.  I wouldn't advocate for health loss (though I wouldn't mind it, personally).  Either way, I don't think the penalty should be instantaneous.  As with hypothermia in the cold, heat exhaustion in the heat, and sunburn in sunlight, prolonged exposure should put your dupes at risk, not random packets floating about.

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