Server Suggestion Fuel Can Ignition Balance

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Suggestion Title: Fuel Can Ignition Balance
Suggestion Description: The main argument is that it is overpowered in relation to the Molotov Cocktail, an illegal item that requires two (2) Fuel Cans in its mixture + some other things, and must be equipped to use.
For less than 50% of the price of a Molotov Cocktail, you can accomplish the same task while carrying no risk, as it is perfectly legal to carry a Fuel Can and a hammer to ignite it, provided you are not caught actively whacking a fuel can.

Second, Fuel Cans are often used inappropriately. Aside from the obvious random arson, players will place multiple cans for the legitimate purpose of burning bodies, without realizing that the first blast will launch the other cans wildly and cause unintended damage.

The suggestion is then either
a) Add a Lighter or Flint single-use item that replaces the ability to ignite Fuel Cans with force.
- The item requires level 10 crafting to make.
- The item is illegal to transport.
- The mixture price should make up for the cost of a Molotov Cocktail minus 1 Fuel Can so >=$1060.
Additionally, a prop limit of 1 Fuel Can at a time to avoid piles of fuel cans, in which you can still fill your vehicle or successfully burn bodies using the 1 Fuel Can. To apply the item, look at the Fuel Can and click it in the Q wheel like Car Security etc

or
b) Remove the ignitable trait altogether from Fuel Cans.

One is obviously a lot more simple, the point is to highlight all that would be required to adequately balance a Fuel Can with the Molotov Cocktail. I am hoping for a discussion of these 2 options in which the staff team can use their discretion, if accepted.

Why should this be added?:
- Fuel Cans are overpowered in relation to the Molotov Cocktail, tweaking or removing the ignition method would balance the intended equipment.
- Random arson becomes more tedious to accomplish, and unintended damage from flying ignited fuel cans is no more

What negatives could this have?:
- Tweaks or potentially removes a fun thing

What problem would this suggestion solve?: Balances equipment and makes random arson less accessible
 
Hitting a gas can with a bat to ignite it is highly unrealistic and should be patched out. Having a lighter as an illegal item is silly though. Matches could be used for this same purpose and already exist in the base game.
 
Having a lighter as an illegal item is silly though. Matches could be used for this same purpose and already exist in the base game.
The lighter is just a stand-in for something that should be illegal to carry when accompanied with a fuel can, that also costs enough to balance it with a Molotov. Matches could work if it takes about 7 of them to light the can
 
I like removing the fuel cans trait, its easier than creating something totally new, allowing further incentive to utilize molotovs where adequate which are less annoying to deal with when misused
 
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