How will the Breach mechanic work with regards to room/base habitability?SimoRoth wrote:Yup. The things in the shot are O2 Generators / CO2 scrubbers. You'll need them to maintain breathable atmosphere in the game and to make rooms habitable after breaches.
will it be a case of we have 15 Colonists in base using 1000 liters of O2 per hour and as long as your base has enough O2 generators / CO2 scrubbers in base to cover that everybody is happy and... alive.
If you get a breach and you start venting O2 so your load raises to lets say 5000 liters per hour, effectively bleeding your base of O2 until you lock off and compartmentalise that breach.
Once an area gets locked off it becomes hazardous as there is no Oxygen, but the rest of the base slowly returns to normal levels as the O2 generators run overtime to catchup.
Areas closest to the breach bleed O2 first, and areas furthest away or close to an O2 generator have their atmosphere degrade slower.
You could have large zones of your base in a Red state (No O2) because you didn't fit sufficient Airlocks, or potentially leave air locks open so that you can feed rooms that are a high priority for whatever reason, and have them in a Yellow (Low O2) state, so long as you have enough O2 in the rest of the base (Green Nominal O2) to bleed into the yellow and red rooms.
Obviously you wouldn't want to do that for long as eventually the whole base would become Red.
In that sense, it would work quite like your energy system with the Capacitors, in the fact that your whole base effectively becomes an O2 reserve (Capacitor) and so long as you have enough O2 generators (wind Farms, Solar Panels, Nuclear reactors) you can effectively mitigate a small base breach (Energy Load), if you have a big breach, just as if you overload your energy system (where you would be using your Capacitor Storage as a buffer) you would eventually run out of O2 in the base.
is it something much simpler but cunningly ingenious ?