Stop, Drop, and Roll!

Started by nja, November 06, 2013, 10:53:24 PM

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nja

Is there any way to have a colonist put themselves out when they're on fire, other than waiting for it to rain?  Or for another colonist to beat out the fire? 

I just had the unfortunate situation where a boomrat set one colonist on fire, causing a chain reaction and the deaths of two colonists due to fire.  An immediate raid (thanks, Cassandra) and an immediate crop blight (SERIOUSLY, Cassandra?) caused the destruction of the rest of the base and the end of the game (of course, the boomrat fire had already spread to the turrets and destroyed them, but not before Cassandra figured she should send a ton of raiders).  This would have been a LOT less frustrating if I'd been able to keep the colonists from dying right after being set on fire.

There's definitely a lot to love about this game that's keeping me coming back, but there's also a lot to hate, causing me to ragequit.  I guess that's the nature of a pre-alpha :)

Tynan

They will put themselves out after a random amount of time. Of course there's a chance they'll never stop and eventually burn to the point of incapacitation. I may adjust the timing on this.

And yeah... some of the event combinations can be a bit brutal. It's still under balancing.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Stickle

Quote from: Tynan on November 06, 2013, 11:00:36 PM
They will put themselves out after a random amount of time. Of course there's a chance they'll never stop and eventually burn to the point of incapacitation. I may adjust the timing on this.

And yeah... some of the event combinations can be a bit brutal. It's still under balancing.

I think the timing is more or less ok as is. The only thing that really drives me nuts is when a colonist is on fire and running as fast as they can in one direction, so that it takes forever for another guy to actually catch up and help put it out. I'd rather if they just ran in circles or back and forth (sometimes they seem to do this, but other times they just pick a direction and go...). It would also be nice if multiple colonists could put out a fire simultaneously, at least if they're on different sides of it.

Littica

Perhaps adjust the enimation to have them ru in a random direction for 4 or 5 tiles then drop and roll.

Or better, add 'Training' options for some things, like 'Stop'drop and Roll' "Your settler will perform the SDR manouver after a short time of panic"

There could be other things that could be added, hell the Traits could be switched out with Talents, both good and bad.

Nymphomaniac - A massivly over active sex drive, Random Chance for Social + or - depending on Sex

Crack-Shot - Adds +5 to Guns
Near Blind - Adds a -5 to Guns

Bobthefarmer1

I just wish you could prioritize putting out fires, like how you can prioritize repairs.

Mattk50

The biggest issue i have with people on fire atm is that in combat if one of my guys gets set alight he has a 50% chance of running straight out of the compound into the firing zone of everyone nasty. It makes sense for them to stop drop and roll behind the sandbags or run into the base, but slowly crawling over them doesn't exactly make sense when you have better things to do when your on fire...

You can prioritize putting out fires, just right click and prio like normal?

Gryff

You should keep the chance of someone panicing and just running. Not everyone is calm and thinks clearly when they are on fire :)

Mattk50

Quote from: Gryff on November 07, 2013, 09:03:30 AM
You should keep the chance of someone panicing and just running. Not everyone is calm and thinks clearly when they are on fire :)

Their reaction could be based on combat skill. Vets react differently than fresh meat etc

ShadowDragon8685

Quote from: Bobthefarmer1 on November 07, 2013, 07:29:30 AMI just wish you could prioritize putting out fires, like how you can prioritize repairs.

You can.

The problem is that once someone has "claimed" a job, no-one else is allowed to do it.

Say, for instance, colonists Callan and Deeks are putting out a fire, and Deeks gets himself lit on fire. You want to have Callan put out that fire, because Deeks is RIGHT THERE, but the option isn't available. You know why? It's because Colonist Hannah, on the other side of the frigging map, has already got the notification that Deeks is aflame and needs to be put out, and so he's tear-assing across the entire freaking map, crawling over waffles and zig-zagging through your defensive perimeter, to rush right out to his pal Deeks to put him out. Meanwhile, Callan is ignoring the fact that Deeks is burning to death like an idiot because he knows Hannah's on the job, despite the fact that Deeks is literally burning to death right next to him.
Raiders must die!

Tynan

Quote from: ShadowDragon8685 on November 07, 2013, 10:36:50 AM
Quote from: Bobthefarmer1 on November 07, 2013, 07:29:30 AMI just wish you could prioritize putting out fires, like how you can prioritize repairs.

You can.

The problem is that once someone has "claimed" a job, no-one else is allowed to do it.

Say, for instance, colonists Callan and Deeks are putting out a fire, and Deeks gets himself lit on fire. You want to have Callan put out that fire, because Deeks is RIGHT THERE, but the option isn't available. You know why? It's because Colonist Hannah, on the other side of the frigging map, has already got the notification that Deeks is aflame and needs to be put out, and so he's tear-assing across the entire freaking map, crawling over waffles and zig-zagging through your defensive perimeter, to rush right out to his pal Deeks to put him out. Meanwhile, Callan is ignoring the fact that Deeks is burning to death like an idiot because he knows Hannah's on the job, despite the fact that Deeks is literally burning to death right next to him.

I'll work on this.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

ShadowDragon8685

Quote from: Tynan on November 07, 2013, 11:40:14 AMI'll work on this.

It's a problem with all jobs - I've seen miners who are in a shaft abandon that shaft to run to another one far away because someone far away from them claimed the next square ahead of them - but it's most critically infuriating and problematic when it comes to extinguishing someone or something who's ablaze, but most especially someone.
Raiders must die!

Spike

I have noticed that when someone is lit on fire, someone else will (eventually) come over to beat out the flames.  The flames on the person...   "Hold still, there's something on you!"  *SMACK*

ShadowDragon8685

Quote from: Spike on November 07, 2013, 01:03:13 PMI have noticed that when someone is lit on fire, someone else will (eventually) come over to beat out the flames.  The flames on the person...   "Hold still, there's something on you!"  *SMACK*

I'm pretty sure that the game is coded so that damage extinguishes fire.

This means that the best active, player-managed fire-surpression system for dealing with large, out-of-control blazes, is a squad of colonists with frag grenades. Molotovs won't work for what I hope are obvious reasons.
Raiders must die!

TripleZero

I found a very interesting exploit how to save a burning colonist easily.

As soon as they start burning you can arrest them like a random traveller, they will be put into the jail and you can convert them back to your cause ^^

The fire goes out immediately as soon as he whoever tries to arrest him reaches him.

Cassey

Just adding my support to this thread.  Lost 2 crew to random fires outside, then had a power conduit explode and lost 3 more.

Finally lost my day 157 game when raiders firebombed my defensive line (was still fighting fires and didn't have a chance to rebuild the defenses.)

Having a grand time.  Not getting anything else done in my life though.

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