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Exploding Vehicles
*sam*
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I know the 'arbitrary' nature of a car catching fire and exploding sometimes annoys people. I'm considering counter-measures, but for the moment I have already made this quick change: they will no longer explode immediately; it takes a minimum of 4 turns burning before they will do so.
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Posted May 2, 2010, 2:35 pm
Serephe
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Splendid.
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Posted May 2, 2010, 2:37 pm
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counter measures would be great... but also some clearer idea of how large / dangerous a fire is in the text.


the people in the car should have at least some idea whether they are best:

ignoring it and shooting the enemy
fighting it
getting the hell out

this delay is good but it doesnt really do much other than give the one option to jump out as soon as the fire starts and try to get clear... which in most combat fires is suicide in any case.
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Posted May 2, 2010, 2:45 pm Last edited May 2, 2010, 2:49 pm by goat starer
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Maybe mechanic skill of a person in the car could count toward controlling/containing/reducing/extinguishing the fire, just like first aid does with bleeding crew in the car.

Or, a new skill altogether.
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Posted May 2, 2010, 2:53 pm
*sam*
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goat starer said:
counter measures would be great... but also some clearer idea of how large / dangerous a fire is in the text.


Good idea. We'd need a few descriptors then.. how about:

- is engulfed in an inferno
- burns fiercely
- burns moderately
- flickers with small flames
- smoulders

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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 2, 2010, 3:01 pm
Serephe
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I want to be the first person to have a gang full of hot sexy firefighters.  :cyclops:

*sam* said:


Good idea. We'd need a few descriptors then.. how about:

- is engulfed in an inferno
- burns fiercely
- burns moderately
- flickers with small flames
- smoulders



Agreed, but don't make it too perfect! People aren't perfect at judgement in times of stress!

That said, I think that it's a pretty good indicator that the fire is bad when it toasts your guys in just 2 turns. :D
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vet wv paintladder ww0,3,0

Posted May 2, 2010, 3:01 pm Last edited May 2, 2010, 3:03 pm by Serephe
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*sam* said:
goat starer said:
counter measures would be great... but also some clearer idea of how large / dangerous a fire is in the text.


Good idea. We'd need a few descriptors then.. how about:

- is engulfed in an inferno
- burns fiercely
- burns moderately
- flickers with small flames
- smoulders



If we have different intensites (thinking long term, not immediately) could the intensity change? Increase with no effort to put out, decrease with a new command to fight fires?

Maybe increase intensity if hit again with fire?

Perhaps a specialism skill warns of imminent explosion, Mech or Driver giving 1 to 3 turns warning?

Could speed affect intensity? Driving faster fans the flames?

Good luck Sam, possibilities are endless... ;)
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vet wv

Posted May 2, 2010, 4:12 pm
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Dwarger said:
*sam* said:
goat starer said:
counter measures would be great... but also some clearer idea of how large / dangerous a fire is in the text.


Good idea. We'd need a few descriptors then.. how about:

- is engulfed in an inferno
- burns fiercely
- burns moderately
- flickers with small flames
- smoulders



If we have different intensites (thinking long term, not immediately) could the intensity change? Increase with no effort to put out, decrease with a new command to fight fires?

Maybe increase intensity if hit again with fire?

Perhaps a specialism skill warns of imminent explosion, Mech or Driver giving 1 to 3 turns warning?

Could speed affect intensity? Driving faster fans the flames?

Good luck Sam, possibilities are endless... ;)


Depending on the weapons loadout, cargo etc. the fire could definitely change intensity. HFT ammo or rockets in a smouldering fire would jump my gangers to "Get the hell out" level pretty quick.
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Posted May 2, 2010, 4:52 pm
*sam*
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Yep, that would work.

The current system is that the size of the blaze remains constant and the chance of exploding each turn is based on the cargo.

This could be changed so that the size of the blaze potentially changes each turn related to the cargo, and the chance of exploding is based mostly on the size of the blaze?
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Posted May 2, 2010, 5:17 pm
Serephe
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Sam, have you seen the idea I've posted in a few different places?

Basically 0-100 intensity, with 0 being no fire, 100 being boom, vehicle catches fire from whatever and gets given a number, depending on the severity of the fire it either grows or weakens... say, 50 and below and it'll weaken by 5-15, 50 and above and it'll grow stronger by 5-15 unless you're actively trying to put it out (firefighters!), the higher it is the harder it is to stop it growing, obviously, as your guys will start taking injuries reducing their effectiveness.

As always, numbers are only there for demonstration, not as balanced numbers.

Being able to choose the kind of gear our guys are in would be neat too -- fireproof suits to reduce chance of injury in a fire! scrap metal body armor to reduce the chance of criticals from damage, and the damage itself, survive more than 1 MG blast before your ped goes down! ;)

Yes, I just threw in a body armor suggestion in your fire thread.
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Posted May 2, 2010, 5:51 pm Last edited May 2, 2010, 5:52 pm by Serephe
*sam*
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Yep thanks Sere, I saw discussions elsewhere. A simple idea always gets complex, :cyclops:
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Posted May 2, 2010, 6:47 pm
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sam.... that all looks ace...

now can i please fit hoses to my firetrucks which, when accompanied by a tanker full of water, can put out nearby cars? :cyclops:
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Posted May 3, 2010, 3:54 pm
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Just my 2 pennies worth here.... :rolleyes:

Tire/Brake fires are easy to extinguish IF they are dealt with soon enough. If they are left to smoulder, they can be almost impossible to extinguish because of the proximity to more flammable sources of ignition, ie: brake fluid. Rubber is also VERY hard to put out if you have enough of it on fire.

Internal/cargo fires are relatively easy to deal with because upholstery is intended to be hard to light up. (For the safety of the occupants.) The cargo carried also has a lot to do with the combustion of the upholstery, seats and such.. Gun rounds need to have a quite high temperature before they cook off. Flamethrower ammo on the other hand will light up the interior, just as fast as if the nozzle of the weapon were pointed into the car if the flames get to the ammo after a short time.

Engine compartment fires are highly dangerous because the fire is in close proximity to fuel, brake fluid, batteries, and rubber. ALL highly combustible and explosive within a VERY short time. You cannot open the hood because this gives a release to the flames and fans the fire which sucks air from underneath. You cannot use an extinguisher from underneath with the hood closed because the fire will be on top of the engine.

(In fact, NASCAR fire crews use a nitrogen based extinguisher when they fight engine fires. The nitrogen replaces the oxygen in the enclosed space and removes one of the three requirements for fire to exist.)

Oxygen, fuel and heat are all that is required to make fire and adding more of any one of those three will keep the fire self-sustaining.
============================

OK, JD is off the teachers blackboard! :p
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Posted May 3, 2010, 10:34 pm Last edited May 3, 2010, 10:36 pm by *JD_Basher*
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how about fire extinguishers?

Posted Oct 19, 2010, 12:08 pm
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Can pouring on the weapon fire into a burning car make it blow sooner? If not it would be a nice touch ;)
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vet wv

Posted Oct 19, 2010, 12:40 pm
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Dont weaken Sam

Treat em mean , keep em keen !

COCO
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Posted Oct 19, 2010, 12:57 pm
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Dreamthief said:
Can pouring on the weapon fire into a burning car make it blow sooner? If not it would be a nice touch  ;)


It appears to in my experience.
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Posted Oct 19, 2010, 12:59 pm
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Out of curiosity, can driving a flaming car into the water on some maps put out the fire.
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Posted Nov 21, 2010, 6:35 am
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Jose Bagg said:
Out of curiosity, can driving a flaming car into the water on some maps put out the fire.


Gonna bump this one, as this wouldn't be a bad thing to add if it's not already in the game and it'd be good to know if it does or doesn't one way or the other.
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Posted Nov 21, 2010, 5:45 pm
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Well the chemicals in the water around BL, or the oil in the Pits would probably agitate the fire. But falling into water in, lets say Elms would make sense if it put the fire out. In the present game mechanics, I do not think this happens , however.
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Posted Nov 21, 2010, 6:58 pm
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