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[New Features] - Fire Hazard


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I picked up the games during the holiday on Steam and have been please with it.  The new update and all features introduce in each dev cycle are awesome.  Finally an early access games that deliver.

I have been playing for a while and watch a lot of stream.  One thing kind of struck enough that I decided to make a feature suggestion.  I haven't posted here before but I've been thinking about it for a while.

FIRE HAZARD

So in a nutshell, let add fire hazard to ONI.  The game mechanic for heat, atmosphere, etc... already existing and in any closed system like space station or submarine, fire is the most feared risk.

Suggestion for new game mechanic:

  • Items that overheat due to "dry" heat (not geyser) could spontaneously catch fire.  Alternatively, some object or activities could lead to fire (cooking, random electrical short, etc...).  Couple of fire type could be present and require different solution : electrical, cooking, chemical, magma, etc...
  • Fire start with "smoke" for a period of time depending on the heat level or flammability.  Smoke can be quickly extinguish only generating damaged to the items but if uncontained a full fire would start consuming oxygen and spread to other items near by.
  • All object have a flammability level (i.e.: cots are super flammable but chest not as much).  Fire can spread from object that are in close proximity to another one.  All objects represent a certain amount of kJ that once are all consumed the fire convert to ash, in case the fire can't spread to anything it "self extinguish".  Ash can't be walked on by duplicant until properly extinguish.
  • Atmosphere controls the big challenge to combat fire hazard.  Once a fire has started oxygen start to be consumed object kJ at very high rate.  Consumed oxygen is converted into smoke (CO2) making airlock even more challenging.  Oxygen rich atmosphere (very high oxygen pressure) increase burn rate, CO2 rich atmosphere extinguish fire, natural gas and hydrogen are... "explosive" (not sure how to make this balanced but I am open to suggestion).
  • Fire could spread using ground object based on proximity at a normal rate and through the wall via electrical fire at a much slower rate.
  • Smoke cause duplicant breathing to be half of the normal capacities.  They need to get out of "smoked" room in order to breath continue to fire fight.  Smoke dirties all items touched and need sanitation to reduce germ spread.
  • Normal fire (chest, cots, etc...) can be extinguish using water (or polluted water that spread germ and polluted air).  Cooking fire requires water and spoils any food being prepares.  Electrical fire (batteries, converter, etc...) requires foam solution or using CO2 to kill it.  Chemical (oil, plastic, etc...) can only be extinguish using CO2 (or something harder open to idea).  Ashes can be extinguish only with water.
  • All duplicants will try to firefight but some might panic when seeing the fire (temporary unresponsiveness) leading them to uncontrolled actions (soiled their pants, emotional eating, etc...).  A fire alarm detecting the fire will reduce the change/length of the panic period and a manual red alert initiated by the player increase it.
  • All duplicant stress level increase !

FIRE SAFETY

  • Obviously fire alarm can be installed to provide early fire detection since a fire can start outside of the player vision.  Area where fire start without an alarm will start burning until the player manually start a red alert or another area containing a fire alarm is reached by smoke.
  • News items are available : water fire extinguisher that can be filled up like bottle, foam extinguisher (require research + water & soapy material).  Also a new early suits, firemen mask, can be build to improve fire fighting skills and increase exposure to smoke before requiring breathing.
  • New objects can be installed like auto water/foam sprinkler and can use normal pipe.  Special CO2 pump can be install to pump massive amount of CO2 in a room to kill the fire (i.e.: electrical room).  CO2 has the advantage not to cause any damage while water or foam cause partial damage.  the CO2 pump need electricity to work.
  • During a fire alarm, tube transport is suspended (just like elevator IRL).
  • In case all duplicant are unable to reach the fire or can't control it, the last chance resort is to air lock the room and let it fill with CO2.  Once everything (and hopefully no duplicant) is burned down, the door can be open to extinguish the outstanding ashes.

 

So I hope you like these, probably the Dev already have similar idea to introduce more entropy into ONI but i wanted to share my long taught idea.  It not perfect but just a general suggestion to introduce a new mechanic that would seem to work well with the over theme of the game.

 

 

 

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10 hours ago, Irish1986 said:

FIRE HAZARD

The good news is Hydrogen, and Natural Gas are both classed as flammable in the game engine. So we can expect this is to happen at some point hopefully within the next few updates with the rate they are going.

Other gasses have other classes such as chlorine causing burns etc.

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