Jump to content

Correct the Lung Refactor of #7832's Massive Nerf to Gas Toxicity


Recommended Posts

Posted (edited)

Normally I'd steer well clear but I've got to make an exception because

 

Problem Description:

Prior to https://github.com/ParadiseSS13/Paradise/pull/7832, Vox would go into deep crit within ~5min 25sec when breathing normal station air.

Now, oxygen toxicity is trivial. Vox will most likely die of liver failure after 30 minutes rather than breathing the air directly. At ~5min 25sec a Vox will, on average, only have 40 toxin damage and will be able to continually recover from vomiting.

I suspect this also affects how plasma/CO2 toxicity is handled.

tl;dr: As Vox, prior to https://github.com/ParadiseSS13/Paradise/pull/7417 I would be in deep crit after 5min 25sec breathing regular station air. Now, I can breathe station air with nearly negligible ill effects.

What did you expect to happen:
Gas toxicity is an empty threat and no longer poses a danger to races who have it as one of their main balancing factors.

What happened instead:
I can spend a shift maskless and drink tea once in a while as a Vox while gasping straight dust without penalty.

Why is this bad/What are the consequences:
One of the core mechanics of the game has had a critical flaw for a year that dramatically affects the balancing of humanoid species.

Steps to reproduce the problem:
Huff toxic gas.

When did the problem start happening:
This was caused by https://github.com/ParadiseSS13/Paradise/pull/7832.

It may be related to adjustments to breath math and can probably be compensated for by adjusting `safe_<gas here>_max` factors on the lung objects.

Other information:

While I have solid numbers on Vox station air survivability IDK what it was like for plasma or CO2 prior to the refactor.

thought_balloon I posted this because it has been SO LONG without discussion/detection of this issue that it's probably good to figure how relevant this mechanic should be and what reasonable kill times should be in today's game rather than just posting a bandaid PR and get blitzed

We could probably go about this by roughly dialing in TTK/Lethality with the ratios in places like this and then fine tune it using the values in places like this

3.5 minute TTK would be ideal in my opinion as ~5.5 seemed awfully drawn out for what was meant to be a critical balancing point.

Pic below: Vox breathing station air for 5min 25sec on 2018/11/13
858364741_VoxBreathingBuffedSuperHard.thumb.PNG.14c63fde73bf1663d1a09ae943430ed2.PNG
Some Vox related metrics: https://github.com/ParadiseSS13/Paradise/pull/7417
 

Edited by KasparoVv
  • Like 2
  • honk 1
  • fastparrot 2
Posted

When I was porting them over to Oracle originally, I actually thought it was strange how little damage they were taking. I had to make "oxy_damage_multiplier" and add that as a var to the lungs. (This var could also make it so you could make more robust lungs, too!)

  • explodyparrot 2
Posted (edited)

Sounds like a good idea because of how it lets you still have that grace period before the damage kicks in and adjust how severe the damage is in isolation rather than only being able to increase the damage by also decreasing how much o2 needs to be in the air before your body reacts

 

However I think gas toxicity overall rather than just oxygen is too low after seeing just how wimpy the oxygen allergy Vox have is now

Edited by KasparoVv
  • 2 weeks later...
  • 1 month later...
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use