Scheveningen Posted May 24, 2018 Posted May 24, 2018 Explosives generally act on a principle of having three ranges: devastation range, heavy impact range, and light impact range. These are better known as 'gib, heavy, and flash' ranges accordingly as to what they do. Traditional TTV bombs have a range at which it'll always gib someone if they're caught inside that range. It annihilates them, effectively, but I don't think this is behavior that needs to be changed. For !cool immersion points!, however, I think the heavy impact range, should you ever be caught in it, should always propel you away from the devastation epicenter in a number of tiles towards the ending edge of the heavy impact range and where the minimum light impact range starts. If you impact with a surface before your intended destination is supposed to come up, you take damage based on the hardness of the surface and how many tiles you have yet to go. You can end up taking massive damage if you're intended to go flying 7 tiles but your butt is thrown at a wall in the way that's 1-2 tiles in range. For more !cool immersion points!, the impact range of explosions should be buffed a bit to always give 10 points of brain damage and knocked over for a few seconds for anyone caught in it if they aren't wearing a helmet that gives ear protection. This attribute should also be shared for the heavy impact range but multiplied by two.
Bauser Posted May 24, 2018 Posted May 24, 2018 I love that this would make non-TTV explosions more dangerous, AND proportionally more dangerous based on how confined a space you're in when it goes off - after all, a welder tank blowing up next to you really should be more deadly if you're cramped in a little airlock or maintenance tunnel with it. Dealing damage based on knockback reflects that. I'm concerned about making the brain damage a constant because of how crippling traumas can be and how difficult they can be to cure (requiring the medical team to be adequately staffed and on-point). Even in a best-case scenario, where the trauma is mechanically insignificant (Tourette syndrome, imaginary friend...), it's extremely annoying and forces you to sort of change your character's personality while it endures. Conversely, I don't know how much brain damage it takes to develop traumas, so I don't know how dangerous 10 or 20 points really are. But if it's significant, I do think maybe the explosion could be downgraded to just a chance of brain damage. Not everybody who gets rocked gets a concussion, after all. Some have thick skulls, some are standing in a safer position, some land better, etc.... +1
Kaed Posted May 24, 2018 Posted May 24, 2018 Most of this sounds interesting, but I sure would super hate getting a trauma because a bomb blew up nearby. Wow, that would be irritating. Because that's what's going to happen if you start dealing brain damage to people via explosions. Suddenly everyone around the bomb would have tourettes or some stupid shit. I have gotten a trauma before from running too hard and taking a minuscule amount of brain damage from oxyloss, so I know it can happen.
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