Jump to content

Safety Update ideas


Recommended Posts

I only purchased the game recently and am still trying to master it but love every minute so far. I thought I would post some of my ideas here in the hopes that the Klei developer want a good laugh during their mushbar breaks.

The proposed 'Safety Update' adds more depth to hazardous environments and gives players some tools to manage those duplicant meltdowns and provides more incentive to build safer.

The post is long (and I apologize) but I have tried to keep ideas high level as I figure the developers would figure out finer details.

Here goes...

THE SAFETY UPDATE

New Traits and Behavior

  • Negative Trait 'Pyromaniac': Starts fires when stressed.
  • Negative Trait 'Temper Tantrum': Starts yelling and running around causing increased stress to surrounding dupes.
  • Positive Trait 'Adrenaline Junkie': Prefers safety related jobs and the danger associated with them.
  • Positive Trait 'Stay Frosty': Gains less stress when other dupes freak out around them.
  • Attribute 'Resilience': Indicates if dupes 'fight or flight'. Dupes with higher resilience levels are better suited at public safety jobs and will attempt to contain emergencies. Lower resilience result in a dupe running away from danger regardless of ability to contain it.

Fires

  • Fires can occur due to poor insulation, overloaded wiring or machinery overheating
  • Items have flammability ratings...the higher, the easier they burn or spread fire.
  • However, fires can't jump empty blocks or pass through tiles with low flammability (e.g dirt, raw resources)
  • Fuel resources (e.g. coal, oil and gasoline) can ignite if near fires and rapidly burn through adjacent blocks with similar resources.

Explosions

  • Caused by pipes exploding, feeding incorrect resources into machines or fertilizers managed inappropriately. The explosion always destroys the source (i.e. machine, wire) along with any other 'buildings' in the same block and specific radius.
  • Depending on the ignition source (e.g. gas) and flammability of blocks, explosions can cause fires.
  • Instantly kill dupes in adjacent blocks to point of explosion.

New Creature

  • Spawns in volcanic biomes
  • Will eat (break) wiring mounted on walls or ladders in the same block as the creature
  • Hates cold temps, eventually dying and dropping meat
  • Consumes raw metals dropped on floor and poops abyssalite
  • Radiates significant heat and can set high flammability materials on fire

New Buildings
Fire Management Buildings

  • Fire Buckets: Dupes use this before any research and requires pitcher pump to fill
  • Fire Hose: Requires pumped source of clean or polluted water. Produces polluted water when used on fire.
  • Fire Extinguisher: Doesn't require water or gas sources, but can only be used once before requiring reuse. Limit area capacity before running out and needing refill.
  • Fire Suppression System (fancy name for sprinkler) : late game approach utilizing hydrogen sprinkler fed by hydrogen pipes in rooms and controlled via the Fire Control Panel (see below). Solution requires dedicated source of hydrogen.
  • Fire Control Panel: Requires 'Fire Marshal' to operate. Provides icons on fire suppression sprinklers allowing player to activate/deactive hydrogen gas release to extinguish fire.

Health Buildings

  • First Aid Kit: Mounted on walls and providing an early game option for wounded dupes. Dupes will seek first aid kits for non-germ related medical issues. Require refilling
  • Vac Lab: Higher tier technology that produces vaccine pills with a better change of curing germ-related diseases (e.g. reduce number of cycles to recover). Requires job level 'Doctor'
  • Med Bed (changed): Must be researched rather than unlocked at start.

Base Buildings

  • Marshaling Point: Indicated by a sign on wall where dupes with lower resilience attributes rally in an emergency. A lack of a nearby or inaccessible marshaling point result in dupes suffering additional stress during emergencies. In absence of a fire, dupes will proceed to marshaling points when using the in-game emergency button.
  • Holding Cell: Provides a secure space for dupes to de-stress that might possess dangerous stress traits. Similar benefits to massage table, but remain incapacitated for specified cycle period (they font contribute anymore...but they wont burn down the base!). Can only be operated by a 'Sheriff'

Food Buildings

  • Creature Traps (and other related devices): Require 'Warden' and above to operate.

New Jobs

  • Dupes with no safety related jobs can use fire buckets, first aid kit, but can no longer assist med bed patients.
  • Tier 1 Job - Warden: +2 Resilience. Operate fire hose & extinguishers, creature traps. Upgrades to 'Firefighter' or 'Security Guard'
  • Tier 3 Job - Firefighter: +2 Resilience. Will warn players via sound/icon prompts of potential fire dangers within small block radius. Upgrades to 'Fire Marshal'
  • Tier 5 Job - Fire Marshal: +2 Resilience. Can operate fire control panel. Will warn players via sound/icon prompts of potential fire dangers within larger block radius.
  • Tier 3 Job - Medical Assistant: +2 Kindness. Improved level of med bed treatment. Prioritises disinfecting when not doing other tasks. Upgrades to 'Doctor'.
  • Tier 6 Job - Doctor: +2 Kindness. Excellent level of med bed treatment. Can operate Vac Lab.
  • Tier 3 Job - Security Guard: +2 Resilience. Helps reduce stress (kind of like a walking decoration!). Upgrades to a 'Sheriff'.
  • Tier 5 Job - Sheriff: +2 Resilience. Has improved combat ability. Can operate Holding Cell.

Game Overlays

  • Fire Management Overlay: Display flammability risk and location of fire management buildings
  • Stress Overlay: Displays duplicant stress levels and radius effect to other duplicants

 

Link to comment
https://forums.kleientertainment.com/forums/topic/88318-safety-update-ideas/
Share on other sites

Thanks. I figured it doesn't hurt to post them as it stimulates discussion even if they don't eventuate.....or maybe they are so close to Klei's idea board that the developers are nervous about internal leaks :D

At present, danger seems to revolve around resource scarcity and production urgency as opposed to the unexpected occurring. Hopefully future updates will spice this up a bit.

 

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...