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We need to talk about the invisible deathtrap that is CO2 canisters
#11
(09-09-2019, 05:33 PM)CaptainBravo Wrote: i don't feel this specific thing in the game (that is dumb and unfun for anyone who suffers it) should be defended by an argument of keeping more realism out of the game when other things that weren't hampering peoples' experiences (and some that were) were made somewhat more realistic.

Trust me, I'm not defending it, and my misgivings about realism arguments were directed towards arguments to not to change it. It's my fault if that's not more clear, sorry. 

Like OP, I would at least like the low-O2 indicator to come earlier (hence, the part where I look through the code to find why it's not showing up and why the gasping isn't occuring). Though I'm fairly certain the depressurization and freezing you mentioned were optimized to reduce lag rather sped up for realism (if they're what you're referring to by "things...made somewhat more realistic"), I agree, or at least can't dispute, your other points, especially how dangerous CO2 levels are so deadly for something currently so hard to detect.

Going back to the general discussion, I think all of Urs's ideas are good, especially 1. I don't think there's really any harm in making the warning signs appear more often, even for people who already know about them and don't think CO2 suffocation isn't an issue, and I think it fits right in with what 2Green and CaptainBravo are wanting. It'd would be really simple to implement too. According to the release, it's just a 20% to *cough at heightened CO2 levels, so they'd just have to bump it up. 40% maybe? 50%?
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RE: We need to talk about the invisible deathtrap that is CO2 canisters - by Studenterhue - 09-09-2019, 09:32 PM

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