People panic on derelict until asphyxiation #35

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opened 2016-02-17 14:45:38 +00:00 by cguldner · 3 comments
cguldner commented 2016-02-17 14:45:38 +00:00 (Migrated from gitlab.com)

I had my security team go explore a derelict, which consisted of a few rooms and an oxygen supplier. Once they got on, for the most part they just ran around "panicking". I tried moving the security beacon other places, and eventually 2 of the 4 security people left, but then some maintenance people came over to perform checkups, and they just ran around as well, until finally 4 of my citizens died, despite the working oxygen supplier, and the fact that there was a working space suit locker and air doors. They easily could have left, but they just didn't, for absolutely no reason.

I had my security team go explore a derelict, which consisted of a few rooms and an oxygen supplier. Once they got on, for the most part they just ran around "panicking". I tried moving the security beacon other places, and eventually 2 of the 4 security people left, but then some maintenance people came over to perform checkups, and they just ran around as well, until finally 4 of my citizens died, despite the working oxygen supplier, and the fact that there was a working space suit locker and air doors. They easily could have left, but they just didn't, for absolutely no reason.
bryceharrington commented 2016-02-17 19:19:05 +00:00 (Migrated from gitlab.com)

Yeah this is easily the most frustrating aspect of the game right now.

I've learned to only send 3-person teams to the "cross shaped" derelicts. More than that invariably leads to the panic situation. Sometimes I can switch one guy to builder and make another O2 unit and then clear everyone out, although by then I'll have janitors and sleepy crew and eaters all underfoot and suffocating.

Part of this can be chalked up to "learning how to play effectively", since oxygen depletion is clearly an important part of the game. But clearly in this instance it isn't adding to the fun quotient.

Obviously there are ways to simply prevent this situation from happening, but I'm not sure that just babyproofing derelicts is the right way to go. Derelicts should always be "fun".

From a realism perspective, a derelict would be "off limits" until cleared. Perhaps the unclaimed status on rooms could be changed or a new state added, to let the player impose access control.

That wouldn't help the security team survive this situation though. Maybe that's okay? Or perhaps there should be some control given to the player as to how the security team should behave (e.g. don't remove spacesuit when approaching a beacon, if it's already on.)

What do you think should happen?

Yeah this is easily the most frustrating aspect of the game right now. I've learned to only send 3-person teams to the "cross shaped" derelicts. More than that invariably leads to the panic situation. Sometimes I can switch one guy to builder and make another O2 unit and then clear everyone out, although by then I'll have janitors and sleepy crew and eaters all underfoot and suffocating. Part of this can be chalked up to "learning how to play effectively", since oxygen depletion is clearly an important part of the game. But clearly in this instance it isn't adding to the fun quotient. Obviously there are ways to simply prevent this situation from happening, but I'm not sure that just babyproofing derelicts is the right way to go. Derelicts should always be "fun". From a realism perspective, a derelict would be "off limits" until cleared. Perhaps the unclaimed status on rooms could be changed or a new state added, to let the player impose access control. That wouldn't help the security team survive this situation though. Maybe that's okay? Or perhaps there should be some control given to the player as to how the security team should behave (e.g. don't remove spacesuit when approaching a beacon, if it's already on.) What do you think should happen?
cguldner commented 2016-02-18 05:18:27 +00:00 (Migrated from gitlab.com)

Well they were running around for a good 5 minutes before they died, so I don't think that should happen. It shouldn't be accessible to anyone but security until all rooms are claimed, and security should know that if oxygen is a problem, then they need to put on oxygen suits

Well they were running around for a good 5 minutes before they died, so I don't think that should happen. It shouldn't be accessible to anyone but security until all rooms are claimed, and security should know that if oxygen is a problem, then they need to put on oxygen suits
bryceharrington commented 2016-04-07 19:18:16 +00:00 (Migrated from gitlab.com)

http://steamcommunity.com/app/246090/discussions/0/365163686062022050/

  • The AI doesn't take into account how many people are in a part of the base vs how many people that part of the base's life support can handle when deciding whether to enter a part of the base through an airlock. This led to all three of my Security team and two of my builders entering a small claimed derelict which only had oxygen capacity for three, refusing to leave under any circumstances, panicking about the oxygen, suffocating, and dying.
http://steamcommunity.com/app/246090/discussions/0/365163686062022050/ - The AI doesn't take into account how many people are in a part of the base vs how many people that part of the base's life support can handle when deciding whether to enter a part of the base through an airlock. This led to all three of my Security team and two of my builders entering a small claimed derelict which only had oxygen capacity for three, refusing to leave under any circumstances, panicking about the oxygen, suffocating, and dying.
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ald_productions/spacebase-v2-updated-code#35
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