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Feature: Fire Station and things going on fire! #34

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mathew-tran opened this issue Dec 7, 2023 · 0 comments
Open

Feature: Fire Station and things going on fire! #34

mathew-tran opened this issue Dec 7, 2023 · 0 comments
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enhancement New feature or request

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@mathew-tran
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Part 1, Fire Rating

(placements mean buildings, factories, shrubs, etc..)

  • Building placements have a fire rating.
  • A low fire rating means the house could catch fire easily.
  • A high fire rating means the house does not catch fire easily

Part 2, Sparking / Fire

  • Some placements have a chance of spawning a spark on nearby tiles while used
  • If the house has low fire rating and encounters a spark, it can trigger a fire.
  • While a placement is on fire, the nearby tiles will begin sparking, and can trigger more fires.

Part 3, Placement Health

  • When a placement is on fire, it begins to take damage.
  • The longer it's been on fire, the more damage it takes.

Placements have a concept of health

  • For buildings / factories, they need the health to be at least 70% for it to be usable.
  • When placement health is at 0, it gets reduced to ashes.
  • Buildings that are remotely damaged can be repaired with a designated repair material.
    --> Costs of repair should never exceed the initial placement cost

Part 4, Fire Station

Introduced with this change is a fire station.

  • You can have Peeple on call to deal with fires.
  • Peeple with this job do not have a normal work schedule, and will work 24/7/
  • Most of the time they will be relaxing or hanging out until a fire occurs.
  • Peeple who have this job will deal with fires quicker the more happier they are

Extra remarks

  • Peeple do not die by fire (at least right now)
  • Player will have to more logically build their town. Placing more flame inducing placements away from general housing, and trees, etc..
@mathew-tran mathew-tran added the enhancement New feature or request label Dec 7, 2023
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