:honk: Loud noises and ear protection rework :flashbang:

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GuyonBroadway
 
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:honk: Loud noises and ear protection rework :flashbang:

Postby GuyonBroadway » Wed Nov 27, 2019 8:54 pm #526287

The basic premise of this idea is simple.

Loud noises such as flashbangs etc are rather all or nothing and just kinda... flat.

Getting flashed and getting your eyes hurt and other things have a neat little mixed system where there are levels of protection and harm, sunglasses block flashbulbs and the flash component of a flashbang and reduce eye damage when welding.
Welding helmets block the flashing effect completely at the cost of visual limitations, wearing both makes you practically blind and a blindfold makes you fully immune to all of the above. Moths are extra sensitive to light and thus mere sunglasses do not block stunning flashes.

For the BANG component you have bowman headsets, earmuffs and that's about it, the only other thing that interacts with it is felinerds take more ear damage from bang effects that are not blocked by bowmans or earmuffs.

I feel like it should work much like flash protection, the more layers of protection you have, the less vulnerable to loud noises you are, higher levels offer greater protection but limit your hearing.

Semi related to this is a suggestion that ties into this new system, now that felinards are no longer a deprecated feature we can start adding some unique gameplay elements to them to make them more different than "literally just humans the moment you get a bowmans headset"

I propose that much like moths and flashes felinids are now a step down on the bang protection curve, meaning that by default a simple bowmans headset will not protect them from the bang component of a flashbang.
in exchange it might be neat if they now gain the ability to hear whispers from a couple tiles away or some other similar hearing related benefit... or no benefit at all if the "Non-humans must be worse than humans" rule is to be applied harshly.

I also humbly ask permission to alter nonhuman races in order to facilitate this change.


:flashbang: :flashbang: :flashbang: :flashbang:



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oranges
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Re: :honk: Loud noises and ear protection rework :flashbang:

Postby oranges » Wed Nov 27, 2019 8:59 pm #526289

I see no reason to not allow this proposed rework at this stage.

Note that this is not an implication your PR will be merged, just approval of you being able to make the PR.
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oranges
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Re: :honk: Loud noises and ear protection rework :flashbang:

Postby oranges » Sat Nov 30, 2019 9:14 pm #526729

actually nevermind, based on recent events, drop the felinid specific changes.
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GuyonBroadway
 
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Re: :honk: Loud noises and ear protection rework :flashbang:

Postby GuyonBroadway » Sun Dec 01, 2019 1:30 am #526794

I am actually sorry if recent events have caused you a headache, memes are memes but it's not fun if it causes people stress.


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