05-12-2022, 01:49 PM
Main thing is just currently hellburns rely on high temperatures which will lead to high pressures inevitably. Currently all forms of temperature growth when it comes to teg are exponential with not much in the way of a limiting factor for higher temperatures. This would make the limiting factor for higher temperatures in pipes molarity of the loop, afterall if pressure is too high then its over. While you could both get an estimate of how hot you think you can get a burn in x amount of time, and then use ideal gas law to calculate the ideal mol count to go in the pipes, I think this is a way too nerdy method to expect most players to both be capable of and do. The TEG is an engine primarily based on feeling it out, so any thing involving it going to high temperatures I think should follow this trend of feeling it out. The ideal mol count to go into pipes is not something you can really feel out. Also its important to note, open pipes will have gas go back into the pipe. While for high mol count pipe burns this is negligible, its really painful for low mol count pipeburns and often leads to burns being unfixably ruined. I think thats something that should be kept in mind for this change.
Personally I do think pipeburns could go with a large rework and nerf, I just think it should be targeted primarily around fart removal. Farts simplify pipeburns a lot and make it mostly fart for 5 minutes then toss gas into loop with a decent mix then just do nothing. Personally what Id suggest is remove farts, make the emergency release pump volume based instead of pressure based, this would both make runaway pipeburns somewhat possible to fix and would make co2 management by draining way more practical and less tedious then. Now that people are using the emergency release valve more, itd probably be needed to tone down/remove the heat transfer from pipes to air. I think there should be an element of instability for high temperature pipeburns, this would have using the combustion chamber for storing heat for when it dips which I think is a cool strat (disclaimer I havent thought about this enough to say how this would be designed, ideally related to gas mixture or something, with a built in swing mechanism to where the gas mixture goes back and forth from highly productive burning to slow burning to the point temperature begins to decay back to slow burning). Pipeburns still need a soft cap of some form for how hot things could get, and honestly I know I had an idea in this regard but I have alas forgotten it. Ideally it should be based around gas ratios or something but the main issue is how do you make this a thing you can feel out and all that jazz, I think something like a scaling increase in oxygen consumption or something but this would have to be fairly tuned to have the soft cap not feel too harsh.
Personally I do think pipeburns could go with a large rework and nerf, I just think it should be targeted primarily around fart removal. Farts simplify pipeburns a lot and make it mostly fart for 5 minutes then toss gas into loop with a decent mix then just do nothing. Personally what Id suggest is remove farts, make the emergency release pump volume based instead of pressure based, this would both make runaway pipeburns somewhat possible to fix and would make co2 management by draining way more practical and less tedious then. Now that people are using the emergency release valve more, itd probably be needed to tone down/remove the heat transfer from pipes to air. I think there should be an element of instability for high temperature pipeburns, this would have using the combustion chamber for storing heat for when it dips which I think is a cool strat (disclaimer I havent thought about this enough to say how this would be designed, ideally related to gas mixture or something, with a built in swing mechanism to where the gas mixture goes back and forth from highly productive burning to slow burning to the point temperature begins to decay back to slow burning). Pipeburns still need a soft cap of some form for how hot things could get, and honestly I know I had an idea in this regard but I have alas forgotten it. Ideally it should be based around gas ratios or something but the main issue is how do you make this a thing you can feel out and all that jazz, I think something like a scaling increase in oxygen consumption or something but this would have to be fairly tuned to have the soft cap not feel too harsh.