Radiations!
by Kyrah Abattoir · in Game Design and Creative Issues · 11/30/2011 (10:37 am) · 18 replies
Okay so this topic is gonna be about radiation and their implementation in video games.
So first lets see the different styles of radiation that are implemented in popular games:
In the STALKER serie, radiation are expressed as invisible "pockets" of radiation emissions that get worse as the player move further in them. When the player walk into a pocket of radiation, his radiation bar starts to fill up. The more it fills up, the more severe the effects, first stamina loss, then health loss, then... well, a quick death.
In the STALKER serie, the player can take alcohol and anti radiation medicines to lower his radiation level, the radiation level also decreases over time at a very slow rate. Some armors and artifacts can also offer radiation protection.
In the Fallout serie, the radiation system is quite similar so i won't cover it.
In the Half-life serie, radiation are expressed as pain fields, they usually do not change intensity and are expressed by a regular, ticking "pain" that can be partially absorbed through the player's armor, they have no lingering effect.
Now after this little introduction and reminder of how games usually do it, here is the "real" counterpart:
Radiation are particle emissions coming from , well, radioactive material amongst other things, it's basically like being bombarded by tiny tiny little bullets, it doesn't cause permanent damage at low doses but can definitely weaken or kill you at higher dosage.
In the real world there exist two types of radioactive hazards, exposure to radiation, and radiation poisoning.
Exposure to radiation is when you are exposed for a certain amount of time to a certain amount of radiation, this doesn't have lingering effects, however it can lead to radiation sickness, which is the symptoms of the damage done by the radiation (that's why X-ray operators wear leaded aprons)
Radiation poisoning is when you ingest/inhale radioactive material, this is very serious because most radioactive materials are heavy metals, which get stuck in our body, which means you have a source of radiation inside of you.
(Actually there is a type of particles that can turn inert matter into radioactive matter, ionizing radiation, but i won't cover this bit because it's a little bit outside of the scope of my post.)
Radiation protections:
Shielding:
Pretty much everything is a barrier for radiation, even the skin itself is doing some shielding, of course the more dense the material, the better. That's why nuclear reactors are surrounded with lead and concrete, one of them is extremely dense, and the other is dense, cheap and abundant.
Prevention:
Potassium iodine is used to saturate the thyroid gland so it will be protected from radioactive material (thyroid cancer)
Radioactive particles protection:
Protective clothing of course, so it won't get on your skin, under your nails, etc...
Respiratory filters, so you won't breath it.
Sealed food so you won't eat it.
After this lengthily introduction, i hereby present you my,
Each player character has two gages:
-Radiation exposure.
-Radiation poisoning.
Radiation exposure behave like in the Stalker model; the higher it is , the worst you get, it also decay over time to simulate the ability of the human body to repair radiation damages.
Radiation poisoning measure the amount of radioactive material currently inside the player's body, what it does is that it acts like an internal radiation source, basically if the player gets to a certain level of radiation poisoning, his own body will start emitting more radiation than it can heal from. As a result, the radiation level will rise by itself, and unless cured, will end up killing the player.
Here is a quick formula:
Lets say this is every time the radiation simulation refresh, or tick.
Radiation count = Radiation count + Radiation poisoning + (Local Radiation level/Shielding) - Regeneration.
Radiation poisoning = Radiation poising - Base purging factor.
Regeneration is basically the player's ability to recover from radiation exposure.
Local radiation is the amount of radiation of the environment the player is in, it's affected by protective equipment.
We also know that in the real world, radiation are a factor between exposure length, intensity and distance, but everyone probably figured that out already,
(since it's tick based, time is already factored in)
Local radiation = Radiation source strength/ Distance from radiation source.
Now based on how difficult we want the radiation management to be we may or may not include chemicals and drugs in the game that allow the player to increase his purging factor and regeneration factor, either temporary, or permanently.
If not included, radiation become a terrifying, unfair and invisible death, which might be extremely frustrating to players. But again due to the limited timeframe used in video games, the player might simply never experience the agony of his character, 10 years from now... but I'm pushing it a bit far.
We could imagine specific player "race" like some big mutant that dispose of a high regeneration, or simply that a player with a weak constitution will also have a lower than average regeneration.
I DO know that drinking moonshine doesn't cure radiation, it only stops the pain for a while :D
So first lets see the different styles of radiation that are implemented in popular games:
In the STALKER serie, radiation are expressed as invisible "pockets" of radiation emissions that get worse as the player move further in them. When the player walk into a pocket of radiation, his radiation bar starts to fill up. The more it fills up, the more severe the effects, first stamina loss, then health loss, then... well, a quick death.
In the STALKER serie, the player can take alcohol and anti radiation medicines to lower his radiation level, the radiation level also decreases over time at a very slow rate. Some armors and artifacts can also offer radiation protection.
In the Fallout serie, the radiation system is quite similar so i won't cover it.
In the Half-life serie, radiation are expressed as pain fields, they usually do not change intensity and are expressed by a regular, ticking "pain" that can be partially absorbed through the player's armor, they have no lingering effect.
Now after this little introduction and reminder of how games usually do it, here is the "real" counterpart:
Short summary of radiation in the real world:
Radiation are particle emissions coming from , well, radioactive material amongst other things, it's basically like being bombarded by tiny tiny little bullets, it doesn't cause permanent damage at low doses but can definitely weaken or kill you at higher dosage.
In the real world there exist two types of radioactive hazards, exposure to radiation, and radiation poisoning.
Exposure to radiation is when you are exposed for a certain amount of time to a certain amount of radiation, this doesn't have lingering effects, however it can lead to radiation sickness, which is the symptoms of the damage done by the radiation (that's why X-ray operators wear leaded aprons)
Radiation poisoning is when you ingest/inhale radioactive material, this is very serious because most radioactive materials are heavy metals, which get stuck in our body, which means you have a source of radiation inside of you.
(Actually there is a type of particles that can turn inert matter into radioactive matter, ionizing radiation, but i won't cover this bit because it's a little bit outside of the scope of my post.)
Radiation protections:
Shielding:
Pretty much everything is a barrier for radiation, even the skin itself is doing some shielding, of course the more dense the material, the better. That's why nuclear reactors are surrounded with lead and concrete, one of them is extremely dense, and the other is dense, cheap and abundant.
Prevention:
Potassium iodine is used to saturate the thyroid gland so it will be protected from radioactive material (thyroid cancer)
Radioactive particles protection:
Protective clothing of course, so it won't get on your skin, under your nails, etc...
Respiratory filters, so you won't breath it.
Sealed food so you won't eat it.
After this lengthily introduction, i hereby present you my,
Semi realistic, and horribly complicated radioactive environment simulation
Each player character has two gages:
-Radiation exposure.
-Radiation poisoning.
Radiation exposure behave like in the Stalker model; the higher it is , the worst you get, it also decay over time to simulate the ability of the human body to repair radiation damages.
Radiation poisoning measure the amount of radioactive material currently inside the player's body, what it does is that it acts like an internal radiation source, basically if the player gets to a certain level of radiation poisoning, his own body will start emitting more radiation than it can heal from. As a result, the radiation level will rise by itself, and unless cured, will end up killing the player.
Here is a quick formula:
Lets say this is every time the radiation simulation refresh, or tick.
Radiation count = Radiation count + Radiation poisoning + (Local Radiation level/Shielding) - Regeneration.
Radiation poisoning = Radiation poising - Base purging factor.
Regeneration is basically the player's ability to recover from radiation exposure.
Local radiation is the amount of radiation of the environment the player is in, it's affected by protective equipment.
We also know that in the real world, radiation are a factor between exposure length, intensity and distance, but everyone probably figured that out already,
(since it's tick based, time is already factored in)
Local radiation = Radiation source strength/ Distance from radiation source.
Now based on how difficult we want the radiation management to be we may or may not include chemicals and drugs in the game that allow the player to increase his purging factor and regeneration factor, either temporary, or permanently.
If not included, radiation become a terrifying, unfair and invisible death, which might be extremely frustrating to players. But again due to the limited timeframe used in video games, the player might simply never experience the agony of his character, 10 years from now... but I'm pushing it a bit far.
We could imagine specific player "race" like some big mutant that dispose of a high regeneration, or simply that a player with a weak constitution will also have a lower than average regeneration.
I DO know that drinking moonshine doesn't cure radiation, it only stops the pain for a while :D
About the author
3D artist, programmer, game designer, jack of all trades, master of none.
#2
11/30/2011 (7:55 pm)
I wasn't expecting that kind of answer here...
#3
However, I can say that it seems like you've come full circle and sort of redescribed the systems already used in STALKER or Half-life towards the end of your post.
Are you looking for any specific advice or anything? I didn't see a question in all that. ;)
11/30/2011 (8:30 pm)
I think you're on the right track if we were discussing ways to impliment a radiation system into a game.However, I can say that it seems like you've come full circle and sort of redescribed the systems already used in STALKER or Half-life towards the end of your post.
Are you looking for any specific advice or anything? I didn't see a question in all that. ;)
#4
As for coming full circle, what i tried to expose was a way to improve the "pain field" type of radiation damage by adding to it a lingering effect due to poisoning.
12/01/2011 (8:11 am)
Well Aaron i thought it would be an interesting discussion to have :)As for coming full circle, what i tried to expose was a way to improve the "pain field" type of radiation damage by adding to it a lingering effect due to poisoning.
#5
The problem is, dying from radiation sickness after spending five minutes too long in a lab is just not very fun. I would suggest, and I might try implementing this myself, that in any sort of sci-fi setting (where radiation is likely to be encountered), there are relatively few immediate effects of radiation (of course, if you want to have high-radiation areas like those lower down in the table, then you'd have some immediate effects to consider!). Instead, you indicate somehow that the player is poisoned, and must find some magic (cough, scientific) medicine that will purge their system before they die from internal bleeding.
Of course, this doesn't work for every type of game, unfortunately. Maybe radiation poisoning could be an ongoing effect, something like Far Cry 2's malaria mechanic.
12/01/2011 (8:47 am)
This site has some great info on the effects of radiation poisoning. I'm a great fan of the STALKER games, but I also don't really like the 'pain field' way of treating radiation. I wish STALKER, being an RPG in which the player experiences a continuous several weeks' worth of time, had made radiation a lot more of a long-term hazard.The problem is, dying from radiation sickness after spending five minutes too long in a lab is just not very fun. I would suggest, and I might try implementing this myself, that in any sort of sci-fi setting (where radiation is likely to be encountered), there are relatively few immediate effects of radiation (of course, if you want to have high-radiation areas like those lower down in the table, then you'd have some immediate effects to consider!). Instead, you indicate somehow that the player is poisoned, and must find some magic (cough, scientific) medicine that will purge their system before they die from internal bleeding.
Of course, this doesn't work for every type of game, unfortunately. Maybe radiation poisoning could be an ongoing effect, something like Far Cry 2's malaria mechanic.
#6
12/01/2011 (1:39 pm)
@Daniel Oh, i completely forgot about FarCry2's malaria mechanic! A lot of peoples found that it was a terrible concept but i actually liked it for the immersion factor.
#7
My own project has come up with a few really fun ideas, but we ended up having to scrap them because it would mean eliminating other things that just ruined the game for the player.
So, I think in this situation the trick is designing a mechanic that works, but still lets the player have fun.
Now, if you're going for simulation and not worried about fun factor... there are a lot of options you could consider. Some may even be made to work in a fun way, I guess... But I'm not a fan of taking control away from the player.
For example, you could have a situation where, if enough time has passed, the screen would start to fade in and out as if the player is passing out. It could even lead to the player having difficulty controller the character. Loss of certain abilities would even be something to consider. Jumping, swimming, anything that requires more than simple actions could be taken out of the players control.
Depending on the game, certain weapons would be useless eventually too. You cant exactly keep swinging a heavy pipe around when your strength has been sapped by radiation.
Not that these are necessarily new ideas. They just usually take a weaker approach to these. I don't believe I've seen jumping or swimming taken out of the picture completely. Blacking out either... But stamina hits and health hits are common, as you mentioned in the original post.
12/02/2011 (6:55 pm)
I guess that's the real question to consider during the design of mechanics like this. What's fun? ...and what ruins that fun?My own project has come up with a few really fun ideas, but we ended up having to scrap them because it would mean eliminating other things that just ruined the game for the player.
So, I think in this situation the trick is designing a mechanic that works, but still lets the player have fun.
Now, if you're going for simulation and not worried about fun factor... there are a lot of options you could consider. Some may even be made to work in a fun way, I guess... But I'm not a fan of taking control away from the player.
For example, you could have a situation where, if enough time has passed, the screen would start to fade in and out as if the player is passing out. It could even lead to the player having difficulty controller the character. Loss of certain abilities would even be something to consider. Jumping, swimming, anything that requires more than simple actions could be taken out of the players control.
Depending on the game, certain weapons would be useless eventually too. You cant exactly keep swinging a heavy pipe around when your strength has been sapped by radiation.
Not that these are necessarily new ideas. They just usually take a weaker approach to these. I don't believe I've seen jumping or swimming taken out of the picture completely. Blacking out either... But stamina hits and health hits are common, as you mentioned in the original post.
#8
Also can be used in an interesting way, there used to be an old simulation game that delt with truckers and hauling stuff across highways. In the game the "trucker" player had a mandatory time he was supposed to stop and rest (simulation for real life) but if you ignored it and just full out booked it, eventually the player would start to "fall asleep" in which you would see a black screen, and hear the truck running itself around the road. If you shook the mouse enough you might wake back up to catch your self from running off the road. Taking controls away from the player for this was something that made the game for me, as it added the immersion.
12/04/2011 (8:58 am)
This actually reminds me of the gta IV drunk mode, where if you attempt to drive you actually cant that well. Player controls jitter and the screen is fuzzy and faded.Also can be used in an interesting way, there used to be an old simulation game that delt with truckers and hauling stuff across highways. In the game the "trucker" player had a mandatory time he was supposed to stop and rest (simulation for real life) but if you ignored it and just full out booked it, eventually the player would start to "fall asleep" in which you would see a black screen, and hear the truck running itself around the road. If you shook the mouse enough you might wake back up to catch your self from running off the road. Taking controls away from the player for this was something that made the game for me, as it added the immersion.
#9
A friend was playing Fallout: New Vegas the other week, and had managed to have his eyes crippled. It took quite a long time for him to figure out why he suddenly did no damage with any of his guns (if there's any sort of notification that something's crippled, he must have missed it). Once he realised this, he spent a long, long time looking for a medic or medbot to heal him (his doctor skill wasn't great). But when he talked to doctors, all they would do was say he looked perfectly healthy.
Eventually they just healed up :P.
This is what I reckon a good radiation mechanic would avoid. However brutal the crippled eyes were, the real problems were that we had no indication of what the problem was (my eyes are crippled, but I can see fine?), and once we knew, we had little means to change it. Not just because we had no access to the right resources, but because nobody else in the game world was reacting to our problem either. And the solution eventually came out of the blue; the damage just went away, which is reasonable, but we had no way of knowing that would happen. The game did not communicate the fact that our eyes were healing, nor that they weren't permanently crippled (which is maybe just a Fallout thing, but I tend to regard being crippled as reasonably permanent in most situations).
12/08/2011 (5:16 am)
Quote:Now, if you're going for simulation and not worried about fun factorPersonal nitpick - simulation can be fun. I get quite a thrill out of seeing something happen realistically, as long as I understand what's going on. I reckon what spoils the fun factor is not, for example, being sniped from afar, but being unaware that you got sniped (and just dying suddenly). Dying from radiation poisoning I wouldn't mind, as long as I was well aware of what was happening, and how I could potentially fix it.
A friend was playing Fallout: New Vegas the other week, and had managed to have his eyes crippled. It took quite a long time for him to figure out why he suddenly did no damage with any of his guns (if there's any sort of notification that something's crippled, he must have missed it). Once he realised this, he spent a long, long time looking for a medic or medbot to heal him (his doctor skill wasn't great). But when he talked to doctors, all they would do was say he looked perfectly healthy.
Eventually they just healed up :P.
This is what I reckon a good radiation mechanic would avoid. However brutal the crippled eyes were, the real problems were that we had no indication of what the problem was (my eyes are crippled, but I can see fine?), and once we knew, we had little means to change it. Not just because we had no access to the right resources, but because nobody else in the game world was reacting to our problem either. And the solution eventually came out of the blue; the damage just went away, which is reasonable, but we had no way of knowing that would happen. The game did not communicate the fact that our eyes were healing, nor that they weren't permanently crippled (which is maybe just a Fallout thing, but I tend to regard being crippled as reasonably permanent in most situations).
#10
So - simulation with participation. That's my take on it.
02/29/2012 (7:54 pm)
Simulation can be fun, if it's interactive. I set up a pretty cool system that loosely resembled the old Oregon Trail game - you had several cities on a large map and you were a merchant with a caravan trading between them. The system had you buy food, drink, hire guards and teamsters, etc and calculated the time between each city. It also generated bandit attacks, which guards defended you from. Unfortunately, the most exciting part (the bandit attacks) was handled by the computer and reported to you upon reaching the next city. The computer got to have all of the fun.So - simulation with participation. That's my take on it.
#11
Here is the ingame radiation description from the community wiki set by players about Darkwind: War on Wheels, a game I contributed:
The environment following the Solar Event is extremely hazardous for the people and equipment of Evan.
As of 08FEB08(???) these effects are no longer live, although they may return. Characters may still get radiation sickness if they have to walk home (from a failed scout, for instance).
A Solar Event is occurring when the Aurora is visible on the horizon of an encounter. This is a result of high levels of solar radiation interacting with the Earth's magnetic field, and appears as a row of colorful vertical bars of light.
Unfiltered solar winds have the following effects:
- Increased frequency of electronic components failing. Weapons with electronics will malfunction frequently (even when weapons show 100% health).
- Rockets, missiles, and lasers
- Periods of high solar activity may coincide with low pirate activity, making them prime time for Travel and Trade.
- Radiation sickness as an added consequence of being wounded in combat
Also possibly for no apparent reason other than being out.
Effect has no heal ETA. Can be treated in a hospital.
Basically, in DW, radiation poisoning reduces global health of characters, reducing their abilities and chances to perform actions. They do recover very slowly or can be cured in hospitals. There were discussion years ago (this game is running for 4 years at the moment), about reducing permanently general health of characters poisoned too often. Not sure it has ever been integrated.
05/23/2012 (11:07 am)
This is kinda interesting to read. 8-)Here is the ingame radiation description from the community wiki set by players about Darkwind: War on Wheels, a game I contributed:
The environment following the Solar Event is extremely hazardous for the people and equipment of Evan.
As of 08FEB08(???) these effects are no longer live, although they may return. Characters may still get radiation sickness if they have to walk home (from a failed scout, for instance).
A Solar Event is occurring when the Aurora is visible on the horizon of an encounter. This is a result of high levels of solar radiation interacting with the Earth's magnetic field, and appears as a row of colorful vertical bars of light.
Unfiltered solar winds have the following effects:
- Increased frequency of electronic components failing. Weapons with electronics will malfunction frequently (even when weapons show 100% health).
- Rockets, missiles, and lasers
- Periods of high solar activity may coincide with low pirate activity, making them prime time for Travel and Trade.
- Radiation sickness as an added consequence of being wounded in combat
Also possibly for no apparent reason other than being out.
Effect has no heal ETA. Can be treated in a hospital.
Basically, in DW, radiation poisoning reduces global health of characters, reducing their abilities and chances to perform actions. They do recover very slowly or can be cured in hospitals. There were discussion years ago (this game is running for 4 years at the moment), about reducing permanently general health of characters poisoned too often. Not sure it has ever been integrated.
#12
When you are exposed to ionizing radiation 3 things happen in a cell: the cell dies, the cell repairs itself correctly, or the cell repairs itself incorrectly. The more times a cell repairs itself incorrectly the increased likely hood of a cancer cell forming. That is why chronic exposure to chemicals or ionizing radiation can lead to cancer. If it damages the DNA it increases the likely hood of a cell repairing incorrectly.
Affects/Effects (I can never remember which is which):
Protection:
I have never seen a video game accurately portray ionizing radiation. Unless you have equipment you don't know if it is hurting you are not. You won't feel it, you won't change orange, you will just die days later or get cancer months/years later. So, to make it "fun" you really have to ignore reality and create magic pills, damage indicators, and all sorts of other real time things to the game. Otherwise it will just create a lot of WTF scenarios. Which is why I suspect video games never accurately model ionizing radiation. :)
Also, you get about 100 to 200 mRem per year from your environment depending upon your occupation or location. Some is from cosmic, solar, and naturally radioactive materials. Granite puts out quite a bit more than other materials (not enough to hurt you). I find it interesting that many politicians are absolutely terrified of radiation yet work in these great big granite buildings and get more background radiation in a year than most nuclear workers. Go figure. I think it is something in the water... :)
05/23/2012 (11:33 pm)
Maybe you already know this, but here is some additional:- Your entire topic is about Ionizing radiation. You have: alpha, beta, gamma, x-ray, and neutron.
- Alpha is a big particle and will do nothing to you unless you ingest it. There it can wreak all sorts of havoc on your system. Plutonium emits Alpha (and other types).
- Beta is also a particle, but not as big. It is more energetic and will not hurt you unless ingested.
- Gamma (xray almost the same) is a wave and will penetrate just about anything, but does not stay. It just goes through you and keeps going. So unless it was big enough to cook your insides for a quick death then it may increase your likely hood of getting some cell death or cancer.
- Neutron is similar to Gamma and it just keeps going. It is needed for causing a nuclear explosion. It is the catalyst for the chain reaction. I can't remember if this is a particle or not, but it goes through most anything.
When you are exposed to ionizing radiation 3 things happen in a cell: the cell dies, the cell repairs itself correctly, or the cell repairs itself incorrectly. The more times a cell repairs itself incorrectly the increased likely hood of a cancer cell forming. That is why chronic exposure to chemicals or ionizing radiation can lead to cancer. If it damages the DNA it increases the likely hood of a cell repairing incorrectly.
Affects/Effects (I can never remember which is which):
- You will never "feel" ionizing radiation, ever. It hits your body, but you have no sensory perception of the energy.
- An acute (single instance) dose of radiation strong enough to kill you may take 2 days or more for you to die. That part would have to be researched.
- Chronic (a bit over time) can lead to health affects such as cancer.
Protection:
- Time, distance and shielding. Keep the time in the field to a minimum, and maximize distance and shielding. Use inverse square of the distance to calculate radiation exposure.
I have never seen a video game accurately portray ionizing radiation. Unless you have equipment you don't know if it is hurting you are not. You won't feel it, you won't change orange, you will just die days later or get cancer months/years later. So, to make it "fun" you really have to ignore reality and create magic pills, damage indicators, and all sorts of other real time things to the game. Otherwise it will just create a lot of WTF scenarios. Which is why I suspect video games never accurately model ionizing radiation. :)
Also, you get about 100 to 200 mRem per year from your environment depending upon your occupation or location. Some is from cosmic, solar, and naturally radioactive materials. Granite puts out quite a bit more than other materials (not enough to hurt you). I find it interesting that many politicians are absolutely terrified of radiation yet work in these great big granite buildings and get more background radiation in a year than most nuclear workers. Go figure. I think it is something in the water... :)
#13
Granted it is not linked directly to radiation poisoning, it could be a good indicator (but not a foolproof indicator) that you really shouldn't breathe here.
08/19/2012 (8:35 pm)
I agree it is not felt, but there are symptoms of exposure to radioactive dusts, one of them according to the chernobyl workers is a metallic taste, due to the reactor dusts.Granted it is not linked directly to radiation poisoning, it could be a good indicator (but not a foolproof indicator) that you really shouldn't breathe here.
#14
08/20/2012 (10:52 pm)
Ooh, that is a really cool idea. That would be a good way to explain your tech in game. Just say you have a PH detector or a conductivity detector to measure the saliva. It would be a cool implant on ones face. It is also very plausible. Good work!
#15
@Frank - what's wrong with a good ol' Geiger counter? I suspect that with your love for robotics, you just want an excuse to ram tech into your face. :D
09/19/2012 (7:14 am)
Actually, in S.T.A.L.K.E.R. (Shadow of Chernobyl) you'll recall there was a visual notification of radiated areas - film grain. This is the only time I supported film grain in games. The explanation could be that millions of tiny particles are hitting your eyes. I believe it was the same in CoD4, during the flashback mission.@Frank - what's wrong with a good ol' Geiger counter? I suspect that with your love for robotics, you just want an excuse to ram tech into your face. :D
#16
You found me out. Except I am a cyborg vampire from planet X. Robots are a lower form of life and do not deserve recognition in the planetary society of alienesk peoples...
09/19/2012 (10:20 am)
@Dan,You found me out. Except I am a cyborg vampire from planet X. Robots are a lower form of life and do not deserve recognition in the planetary society of alienesk peoples...
#17
A mouth conductivity detector is far fetched, but we could have some cinematic things, like, have the "player" entity cough in it's hand a little and it has dark mucus on it.
I know this is more of a "coal mine" kind of thing, but this is (probably) what would happen if there was lots of graphite particles from a reactor's control rods in suspension in the air.
Also graphite stains very easily, we make crayons with it!
09/26/2012 (5:53 pm)
I don't know if you ever did light metalworking without protections, like with a dremel tool or something like this. You end up with lot of little metallic particles in your nose, ears and your mouth taste funny.A mouth conductivity detector is far fetched, but we could have some cinematic things, like, have the "player" entity cough in it's hand a little and it has dark mucus on it.
I know this is more of a "coal mine" kind of thing, but this is (probably) what would happen if there was lots of graphite particles from a reactor's control rods in suspension in the air.
Also graphite stains very easily, we make crayons with it!
MarkusDavey
Splash Games