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The problem with Firelocks and large-scale pressure loss #34379
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As a terminal CE main, I'll give my two cents.
I don't know, I'm indifferent about this idea. I'm of the opinion that firelocks are not a way to navigate between spaced and unspaced areas without equipment. They are damage control. They are making a statement, that this part of the station is cut off because it's damaged, and you'll have to find another way around. Whether it be through maints, or resolving the issue by calling an engineer. People should see spacing as a conflict and route through maints to go between spaced areas.
Personally I like this idea out of all of the ones presented here the best. As I've said before, 25% of the spacing is the actual spacing, 75% is the spacing caused by people prying the door over and over again traversing through the spaced area, which is not what a normal person would do on a space station! A possible way to go about this is allow authorization to open the door from the inside of the spaced area.
Expanding sensible emergency equipment is good, however it makes sense for this equipment to be used by engineering responding to an accident or at least doing damage control, so I think it would be best to make it more available to engineering (even though they have it already...)
We already have metal foam grenades, however they're a cargo purchase and I have never ever in my time ever seen them be used except for antagonistic funnies, and that was like once. Like what was previously suggested when they were introduced, they should be in Atmospherics Technicians lockers. This would allow engineering to seal hull damage incredibly quickly, which is something that is needed.
Is the space pen being brought back a viable option? If not, this could be solved by making emergency EVA suits available in corridors.
Repressurising areas is an explicit air alarm mode called Fill. Only atmospheric technicians can touch air alarms though, and in my opinion, for good reason. As for decreasing the skill gap, my engineering guidebook update is ready for review and merge, #33062. I highly recommend it be merged, all of atmos is entirely IC knowledge without it. |
I can write a whole essay about how much I hate current atmos implementation. Pressure lockouts need to be reverted or reworked because they're clearly just causing the whole station to gasp when the dreaded lockout infection spreads. No one seems to realise that you have to screwdriver the vents open or release an air canister, because it's not explained anywhere or an obvious gameplay feature. People just end up blaming atmos. Air alarms have a whole bunch of modes dedicated to scrubbing yet none on overriding vent lockout. We should really be automating fills because there's only 3 atmos techs with proper access, or letting engis access them so they don't have to screwdriver vents over and over. |
I agree. There was one PR to fix this and make it a lot better, however I believe it's stuck in review hell.
Yes, there is. It's called the Fill mode, it overrides pressure lockout. However, you not knowing this proves both our points: atmospherics is undocumented. See #33062.
I disagree. This removes an incentive for atmos to leave their department, and spacing issues are usually too complicated to automatically resolve (until they are, and in those cases, I do wish I had remote control). Engineering shouldn't get access to atmospherics devices, as atmospherics is actually a very complex and different thing compared to regular engineering work. While they do go hand in hand quite often, and they do basically work together, they are different and require different areas of knowledge. |
There were imo many issues with the space pen. Single use, not actually effective enough at what it's meant to do (but if it was, that would be it's own problem because it works in any space situation not just within the scope of on-station survival), many newbies likely didn't even know it existed Imo any such survival solution would be more reliable and need to be either immobile or, preferably, mobile but in some other ways be limited to the station. Otherwise we have just invented makeshift spacesuits. I think there needs to be more design difference between being in a spaced corridor, and going on a spacewalk Hmm what if... emergency spacesuits had a heating element that DID protect you from space cold, so long you are in range* of a powered LV wire? (Wall-less shuttles might still abuse this but that's still a fairly narrow envelope, I guess?) (*) and I guess also on-grid so people can't just power them from the walls while floating outside them |
For the record, I didn't proof-read properly and forgot to mention fill mode when rewriting my sentences
I thought you only start losing temperature rapidly if you step onto an exposed lattice or off into space. Realistically, I'm not even sure is space is 'cold' or able of making you rapidly lose thermal energy. |
I think that the emergency EVA suits should just be made more common. They're already heavily disincentivized for regular use:
It doesn't make remote sense to wear this all the time (which is the problem we want to avoid). So I think it's fine expanding their availability. That way people who get trapped in a spaced room can put something on and stay afloat until they can figure themselves out. |
Oh, another issue with firelocks, they can be prevented from closing by entities in the way. (For example, in one test, a glass shard from the exploding window ended up under teh firelock, preventing it from closing). Imo when they close, they should shove everything not anchored out of the way. Including crew. |
the strength of that might have to be adjusted and it might cause stuff to be shoved into a wall. a common mapping error is to accidentally put something in the way of a firelock like a locker or vending machine |
that would be funny connecting the firelocks to a door chain to make a sequence and launch people, vending machines and stuff out Oxygen not included style. |
I do quite enjoy the idea of a soft-lockout using holofans, just long enough for crew to vacate the area before its locked down, and hell, I feel like the chances of you DYING in general go way up unless you carry a crowbar. It feels like an absolute necessity, even a flashlight I could work around but not having a crowbar especially Sec or Para, is even negligence I'd say in the current state of the game, and I can'y say I'm too happy with crowbars being such a hard requirement for station life. Hell we even have coloured variants of crowbars lol. |
Serious question here, should we really aim to save the crew from their own dumbassery? Emergencies aside, I feel that crewmates prying open doors specifically closed to protect them from spacing deserve the horrible choking death coming to them. |
The issue here is that the desperate/shortsighted/malicious decision of a single/few players will impact everyone else over a progressively larger and larger area |
I saw an idea floating around that atmos should be able to upgrade firelocks to only work on holofans, which I was kind of mixed about because it changes how a station is layout works in combat, you can shoot guns through and walk through holofans but not firelocks after all. I think rather, they should have a holofan underneath them when they close that way escaping crew don't space the area for a decent amount of time while also keeping their functionality as cover the same. You could have it be based on the firelock being powered, and maybe some internal charge the firelock has, and since big spacing often leads to power outages anyways, this wouldn't always render the threat of spacing spread obselete.
Firelocks being like regular airlocks and not being able to be pried because they're powered is a good change as well imo, specifically if security and parameds can also open them. However I think they should also care about directional travel too if this is going to be the case. They should open for someone who is leaving a spaced area, and only if the holofan is still down and not open for someone trying to enter a spaced or superheated area.
Space medipens 2025? Joking aside this would probably require major mapping changes.
I think not only this, but often times spacing persists because while a room is completely sealed, it's stuck under "under pressure lockout" I feel like the vents should be able to turn back on more quickly and automatically if a room isn't completely spaced to alleviate a lot of the required manpower. Means atmos techs only have to focus on any breaches or fires. Also side note, I think superheated rooms need a visual indicator of some kind, whether it be something like "This door radiates heat are you sure you want to open it?" or having visual distortion in superheated rooms to tell you "Hey this air is VERY HOT don't go in" |
Until I read this I always wanted to be able to remotely trigger fill mode on air alarms from the atmos monitoring console, now I am not so sure. I think the same goes for public access to air filters, especially fill mode, as if automatic is not on, it can cause problems pretty much as bad a spacing. From an in-game perspective, can you imagine what management/security would think of giving everyone access to the most critical element of a space station's life support? On the other hand, I do think air vents locking out far too long and being hard to manually restart is an issue worth addressing. It might need some rebalancing if the general airlock/spacing issue is resolved, but it would still be relevant regardless of this current issue. As a compromise, maybe some sort of emergency override could be enabled on air alarms that are actually sounding an alarm? It could allow anyone to panic/fill, but only by engaging automatic mode too. This would mean you could reinitialise locked out fans, for instance, but if it is left on a dangerous setting, automatic mode will reset things to normal after a short time. -Also, it's amazing how fast pressure can drop through an opened airlock, for a long time I couldn't beleive it could happen so fast, that I kept trying to work out some other cause, when it was just this. It would be helpful and cool if there was some sort of feedback beyond the "gust of air" warning message when rapid depressurisation is happening. Would some sort of gushing air animation around an open airlock tile be something doable? A bit like an animated sprite that changes states depending on how fast pressure is changing on either side of the airlock tile? Dunno how demanding this would be on servers or whatnot, but I thought it was a thought worth sharing, related to the issue here. I think something like this might get players reacting more rationally to forcing firedoors, instead of just some abstract numbers and some gasping (which I think we all have a habit of ignoring half the time anyway). |
Pressure lockout should be made smarter - if pressure in an area is above zero and stable for, say, 10 seconds, there is not really a reason the vent should not restart |
If you ask me we could make them even smarter by making it so that regardless of the pressure every ten seconds the fan will "probe" with a small volume of air, and if the room doesn't loose pressure over the next 3 seconds, then the room is considered pressurized and fans restart. For my personal thoughts on the holofan argument would be that if it does spawn a holofan it should only last a short while and be on a long cooldown. I think the coolest look for this would be: Have a 10 second holofan spawn when a room is first spaced, but the firelock not close > After 8ish seconds, the firelock closes so that it is closed when the holofan despawns > I think that firelocks should be there to keep rooms that aren't spaced safe, and the matter of crew safety could be better handled by The Bag™. The Bag™ taking inspiration from both The Murderbot Diaries and your local supermarket checkout, would be a tent sized bag that holds people, and keeps them safe from space. Similar to the crates animal orders come in it would have an attached supply of air, but unlike those, it would be collapsible because The gameplay loop for The Bag™ would be as follows:
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Love the whole idea. Would also make it less harsh to have firedoors lock down depressurised areas even with people left inside, which I would quite like to see, as an element of the old trope of sealing the hatches of breached submarine compartments, sealing the fate of the crew inside, to save the crew outside. The Bag™ combined with firedoors locking out areas that are only then accessible to paramedics, security, or engineers, would solve a lot of the excess spacing problems. What I like about harsher firedoors even more, is that is would add a nice new sense of danger to spacings, and an imperative for emergency response jobs and the rescuing of crew. |
I have proposed something previously, however I pictured them as person-sized transparent inflatable hamster balls. So you could walk around in them, but not interact through them |
I like the idea, this would make a neat replacement for the space pens |
Also you should be able to pop them with piercing damage B) |
Genius! |
Description
Inspired by discussion on #34278 , one of the many attempts to improve the spacing situation/firelocks
There are a couple of big design issues with the way firelocks currently work
Possible solutions, preferably a combination
(No guarantee that any of these would be approved, before further discussion)
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