11-01-2017, 05:32 PM
We already have gas tanks, so I figured some way of mass-storing reagents would be good and play into other systems within the game. Thus comes the Chemical Tank, which I will attempt to describe by comparing it to a standard beaker.
+ Much greater capacity
+ Physically 'present', easily interactable
- Cannot be carried by hand
- Potentially capable of rupturing and spilling its reagents everywhere
- Disposing of all its contents without a drain is annoying at best, dangerous at worst
Ways to interact with one/the world:
= Hook it up to a scrubber/pump to fill it with chems from an area-- slurp up the water/piss/vomit spills
= Tie it to a chemical/drink dispenser using a tube to crank out a full tank of stuff (takes a while)
= Use a container on it to fill the container; potentially could have a "tap" with adjustable dispensing amount, changed via right click menu
= Similarly, use an already filled container to dump in more chemicals.
Potential use cases for one of these chemical tanks:
= Fill it with drinks for a picnic.
= Suck up spills into the tank for easy disposal later.
= Use it as a makeshift bomb by filling it with angry chemicals. (A way less portable one than a chem-nade, mind you.)
= Put unstable mutagen in it and scatter it around as a stage hazard for your cool gunfight.
= Crack it open and flood a room with water/piss/etc.
= Use one or two as a rapid pool refiller.
= Just fill it with blood. Fucking do it. BLOOD TANK
= Attach igniters to it as if it were a canbomb. Maybe. Probably not.
Why do we need this/why code it?
= It is thematically fun and could be prettily sprited.
= Emptying entire watertanks/etc is a gigantic pain in the ass.
= This permits a lot more interactions with the reagent system and the new fluid dynamics system.
= Overall it allows more comedy, drama, and generally fun quality of life stuff.
= Aside from interactions with dispensers and (nonexistant) fluid scrubbers, could be made from varying existing bits of code.
CHALLENGES
! What happens if you try to add a different chemical to a tank? Can it be homogeneous or do you need multiple tanks for different spills?
! Just how much can these hold? 1000 units? 10000? How many problems could that cause if one ruptured?
! Similarly, if you allow interaction with flammable/exploding reagents, if someone bothers to fill a whole tank and ignite it, what happens? Should it be scaled like a fueltank? This causes some weird edge cases.
! Allowing them to be rapid-filled from dispensers, while useful, could also be a major griffsource. (But we have rules for that.)
+ Much greater capacity
+ Physically 'present', easily interactable
- Cannot be carried by hand
- Potentially capable of rupturing and spilling its reagents everywhere
- Disposing of all its contents without a drain is annoying at best, dangerous at worst
Ways to interact with one/the world:
= Hook it up to a scrubber/pump to fill it with chems from an area-- slurp up the water/piss/vomit spills
= Tie it to a chemical/drink dispenser using a tube to crank out a full tank of stuff (takes a while)
= Use a container on it to fill the container; potentially could have a "tap" with adjustable dispensing amount, changed via right click menu
= Similarly, use an already filled container to dump in more chemicals.
Potential use cases for one of these chemical tanks:
= Fill it with drinks for a picnic.
= Suck up spills into the tank for easy disposal later.
= Use it as a makeshift bomb by filling it with angry chemicals. (A way less portable one than a chem-nade, mind you.)
= Put unstable mutagen in it and scatter it around as a stage hazard for your cool gunfight.
= Crack it open and flood a room with water/piss/etc.
= Use one or two as a rapid pool refiller.
= Just fill it with blood. Fucking do it. BLOOD TANK
= Attach igniters to it as if it were a canbomb. Maybe. Probably not.
Why do we need this/why code it?
= It is thematically fun and could be prettily sprited.
= Emptying entire watertanks/etc is a gigantic pain in the ass.
= This permits a lot more interactions with the reagent system and the new fluid dynamics system.
= Overall it allows more comedy, drama, and generally fun quality of life stuff.
= Aside from interactions with dispensers and (nonexistant) fluid scrubbers, could be made from varying existing bits of code.
CHALLENGES
! What happens if you try to add a different chemical to a tank? Can it be homogeneous or do you need multiple tanks for different spills?
! Just how much can these hold? 1000 units? 10000? How many problems could that cause if one ruptured?
! Similarly, if you allow interaction with flammable/exploding reagents, if someone bothers to fill a whole tank and ignite it, what happens? Should it be scaled like a fueltank? This causes some weird edge cases.
! Allowing them to be rapid-filled from dispensers, while useful, could also be a major griffsource. (But we have rules for that.)