09-08-2017, 10:56 PM
(This post was last modified: 09-08-2017, 11:24 PM by Frank_Stein. Edited 1 time in total.)
Was thinking about Spaceman senses and realized smell is under utilized. I think smell could add a lot flavor and spice up a few existing jobs and mechanics.
The way I envision smelling working is like this:
-Most organic things would emit an odor
-A sniff emote would be created that lets you smell the air when your hands are empty, or what you are holding when you have an item
-Detected smells show up in flavor text, with a description of said smell. Font color and style matching the severity of the smell
-Odors would have three levels of strength
-Crewmen would have a weak, unique smell ID similar to fingerprints. This isn't noticeable to the average person, but a forensic scanner, animal, or someone with a smell enhancing mutation could pick it up.
-Chems would have different scents, similar to their appearance colors. While some would be similar, a suavy person could detect traces of poison in food or drink by sniffing it
-Likewise, some chems could have negative reactions if smelled. Think huffing bleach
So now that mechanics of smell are covered, here's some fun stuff that this could bring
The way I envision smelling working is like this:
-Most organic things would emit an odor
-A sniff emote would be created that lets you smell the air when your hands are empty, or what you are holding when you have an item
-Detected smells show up in flavor text, with a description of said smell. Font color and style matching the severity of the smell
-Odors would have three levels of strength
- Weak - Needs special equipment or abilities to detect
- Mild - Can only be detected by manually sniffing
- Strong - Will be detected automatically
- Strongly negative - Causes severe reaction (Vomiting, stumbling, feinting)
- Mildly negative - Causes a unpleasant reaction (Gagging, vision blur, stamina loss rate increase)
- Neutral - No effect
- Mildly positive - Causes a pleasant reaction (Smile, Stamina regain rate increase)
- Strongly positive- Causes a beneficial reaction (Health regeneration, Harmful chem deplete rate increase)
- Mix - Multiple effects (Positive reactions, but negative consequences and vice versa)
- Small - Effects the immediate tile the object is on
- Medium - The smell extends in a 3x3 radius
- Large - The smell extends in a 4x4 radius
- Lingering - The smell remains on tiles it's effected until it's cleaned or neutralized
- Pungent - The smell cannot be overpowered, and will remain detectable even if a stronger smell is present
-Crewmen would have a weak, unique smell ID similar to fingerprints. This isn't noticeable to the average person, but a forensic scanner, animal, or someone with a smell enhancing mutation could pick it up.
-Chems would have different scents, similar to their appearance colors. While some would be similar, a suavy person could detect traces of poison in food or drink by sniffing it
-Likewise, some chems could have negative reactions if smelled. Think huffing bleach
So now that mechanics of smell are covered, here's some fun stuff that this could bring
- A bunch of new items based around creating, detecting, and getting rid of smells
- Security tracking people based on their smell ID
- People masking their smell ID with more powerful smells, like cigarettes or cologne
- Security tracking people based on if they smoke or wear cologne
- Scratch and sniff cards
- People sniffing markers
- Dead bodies leaving a Strong Negative smell, meaning cleaning them up or preserving them would be needed more
- Various forms of "aromatherapy" i.e. people hunting down and creating positive reaction smells
- The Chef's food being a source of good smells
- The Chef's food being a source of bad smells
- People coming out of trash cans with a lingering bad smell, meaning they need to go shower to get rid of it
- Some atmospherics stuff can take advantage of this
- People smelling farts
- People passing out from smelling a particularly bad fart
- Sniffing up lines of coke