Search found 29 matches
- Tue Aug 20, 2019 4:54 am
- Forum: Ideas
- Topic: Departmental Gameplay Improvements
- Replies: 80
- Views: 22808
Re: Departmental Gameplay Improvements
I'd definitely support that Mechanic role, yeah. Though ideally there'd be more content added for it, too- a workshop space of some kind, maybe with new machines of some variety? Then, like the split w/ Geneticist, the CE would govern station repair and upgrades, while RD would govern workshop proje...
- Sat Aug 17, 2019 6:04 am
- Forum: Ideas
- Topic: Departmental Gameplay Improvements
- Replies: 80
- Views: 22808
Re: Departmental Gameplay Improvements
Those are probably some good calls re: science. Given the mining rework, I'd expect the replacement Explorer role to fall under Research as well. Also, here's kind of a crazy thought, I'm not certain exactly. Given how said mining rework is shaping up- the boulders thing- would it be possible to mov...
- Fri Aug 16, 2019 11:03 pm
- Forum: Ideas
- Topic: Departmental Gameplay Improvements
- Replies: 80
- Views: 22808
Re: Departmental Gameplay Improvements
On that topic, maybe you could make cards a lil easier to work with too? Like some kinda 'game mat' item that you could set on tables and would let them work as a cards minigame. Casino dealer bartender sounds fun, heh. Chef should get stuff too, but I'm not sure what. More incorporation of nutritio...
- Fri Aug 16, 2019 12:27 am
- Forum: Ideas
- Topic: Departmental Gameplay Improvements
- Replies: 80
- Views: 22808
Re: Departmental Gameplay Improvements
On the topic of engineering, as well, what kind of big projects do folks normally like to do? Maybe focusing on that could be a good idea?
There's been a lot of discussion about power systems, too, and more incentive for high power, which would be neat.
There's been a lot of discussion about power systems, too, and more incentive for high power, which would be neat.
- Thu Aug 15, 2019 7:33 am
- Forum: Ideas
- Topic: Departmental Gameplay Improvements
- Replies: 80
- Views: 22808
Re: Departmental Gameplay Improvements
Hey, seeing a broader thread like this is pretty cool. I was afraid to start one myself :P Is there an overview of Cobby's current planned / envisioned medical changes available somewhere? Also, personally, I still really like GuyonBroadway's idea for medical. Also on the subject of medical, as well...
- Fri Aug 09, 2019 7:15 am
- Forum: Ideas
- Topic: D-Boys. (Mid-Round Content for Security.)
- Replies: 18
- Views: 4444
Re: D-Boys. (Mid-Round Content for Security.)
This sounds pretty intriguing to me, definitely worth a test run at least. Structurally, I think it could be something a bit like abductors? Like if the event triggers and 1-3 ghosts say yes, they get shipped in. Also it should probably only happen if there's at least a few security officers. Would ...
- Fri Aug 09, 2019 1:45 am
- Forum: Ideas
- Topic: Herbal Medicine
- Replies: 7
- Views: 1631
Re: Herbal Medicine
I do agree that shifting away from chem-centric healing is a good idea, depending on how medical gets updated at least. As far as roles for chemistry in that system, I do have some thoughts. As a start at least, turmeric & aloe could be something like "heals brute/burn damage on applied are...
- Thu Aug 08, 2019 6:16 pm
- Forum: Ideas
- Topic: Herbal Medicine
- Replies: 7
- Views: 1631
Re: Herbal Medicine
Aah, gotcha. I think making them incompatible with the seed extractor might be a bit harsh; if you wanted that to be the case you'd also have to make them incompatible with the DNA modifier device, right? Though, that sort of thing could be solved with a general re balance (IE, having perennial grow...
- Thu Aug 08, 2019 5:40 pm
- Forum: Ideas
- Topic: Herbal Medicine
- Replies: 7
- Views: 1631
Re: Herbal Medicine
I like how this sounds a lot; hearing so much discussion about improving medbay in particular is pretty cool. You mention non-renewable in your post; would the station have a limited supply of these plants / medicines, then? Also, would you remove bruise packs / ointment for this? You did mention re...
- Mon Aug 05, 2019 6:19 pm
- Forum: Ideas
- Topic: Giving botany a mutagen dispenser
- Replies: 78
- Views: 17665
Re: Giving botany a mutagen dispenser
Seeing more inter-departmental interaction for botany would be pretty nice- I've been playing it a lot recently, and while it's fun on its own, more of that would be good- you run out of things to do pretty early, I think. Also, what do you mean by C3 chems?
- Sun Aug 04, 2019 11:56 pm
- Forum: Ideas
- Topic: Improve the mech area power relay.
- Replies: 1
- Views: 762
Re: Improve the mech area power relay.
Makes sense, yeah! Also, maybe it could have another function too- acting as an inducer, if that's not already a mech part? Maybe a ranged one too. Could even use it to recharge other mechs or something.
- Sat Aug 03, 2019 11:55 pm
- Forum: Ideas
- Topic: Buffs and Nerfs
- Replies: 11
- Views: 2778
Re: Buffs and Nerfs
As far as nuke ops goes, at least, I saw a couple suggestions there. One idea I saw was splitting the disk into several disks, with each disk starting in a Head's office. That could be exclusive to a war ops gamemode if that became a thing, too. Also, you could take away the Nuke Ops' own device and...
- Sat Aug 03, 2019 1:49 am
- Forum: Ideas
- Topic: Mapping: Choose/build your engine
- Replies: 26
- Views: 5589
Re: Mapping: Choose/build your engine
Would adding extra depth to the other engine types make this more worthwhile, then? I could see interesting things being done with the Tesla & SM, conceptually- maybe even add some involvements & interaction with science for those? Singularities and PAs would be good for research purposes, o...
- Fri Aug 02, 2019 10:56 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3766
- Views: 938671
Re: Minor Suggestions
Would more positive mutations be a good idea? I had an idea for an electrokinesis one; it'd basically let you use your bare hands as an inducer, draining your nutrition / fullness to recharge stuff.
- Thu Aug 01, 2019 7:03 pm
- Forum: Ideas
- Topic: A big medical overhaul
- Replies: 5
- Views: 2479
Re: A big medical overhaul
Yeah, this sounds like a pretty good twist on brainmed to me. Also, for minor / really minor damage like those small burns, either passive regen could be a thing or we keep bandages / ointments for treating that? Maybe add them to departmental stations or to your internals box, I'unno.
- Thu Aug 01, 2019 5:57 pm
- Forum: Ideas
- Topic: A big medical overhaul
- Replies: 5
- Views: 2479
Re: A big medical overhaul
This sounds like a great idea! I do have a few things I'm curious about for this, though. First, the new surgery- I like the sound of the new tools a lot, though, do you imagine the new form as being easier or more difficult than current surgery? Or about the same? Also, as far as chemicals go, I do...
- Thu Aug 01, 2019 12:47 am
- Forum: Ideas
- Topic: Mapping: Choose/build your engine
- Replies: 26
- Views: 5589
Re: Mapping: Choose/build your engine
Assume for a second that this gets implemented- what kind of pros / cons do you see for each type of engine / setup? Would going back and adding stuff to / tweaking the older engines like Tesla and Singularity be part of the plan, too? Ideally I'd like to see each type of engine get unique benefits ...
- Wed Jul 31, 2019 5:47 pm
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 31714
Re: on the topics of medbay and death
Oh, yeah, that makes sense! Maybe add an upgraded, self-sterilizing roller bed to a late science leaf, too? I think generally a bit more use for surgery is good. As far as broader stuff goes, I think less reliance on cryo and cloning, and more ways to stabilize / treat people manually, would general...
- Wed Jul 31, 2019 4:33 pm
- Forum: Ideas
- Topic: Mapping: Choose/build your engine
- Replies: 26
- Views: 5589
Re: Mapping: Choose/build your engine
That CE preference is a pretty good idea. What I was imagining for a bit was having it be a sort of 'voucher' item, like the one miners start with- it'd either spawn in the CE's office or somewhere else in engineering. The voucher could be used to pick which engine kit you want, and it'd be delivere...
- Wed Jul 31, 2019 7:41 am
- Forum: Ideas
- Topic: department budgets are criminally underused
- Replies: 23
- Views: 5725
Re: department budgets are criminally underused
Oh man, buying strange objects is a great idea! Though that's something I'd want to see in cargo, and yeah, the EXPERIMENTOR and science in general could be improved. That's another topic though! I think avoiding a weapon for sec is a good idea. Maybe more defensive things, or something like... I du...
- Wed Jul 31, 2019 7:25 am
- Forum: Ideas
- Topic: department budgets are criminally underused
- Replies: 23
- Views: 5725
Re: department budgets are criminally underused
That makes sense. Though, for stuff that's actually pretty powerful like that, maybe they could go through cargo first? Giving them more to do would be nice.
You mention the advanced medkit as an example; what would some other departments' equivalents be?
You mention the advanced medkit as an example; what would some other departments' equivalents be?
- Wed Jul 31, 2019 7:04 am
- Forum: Ideas
- Topic: department budgets are criminally underused
- Replies: 23
- Views: 5725
Re: department budgets are criminally underused
The economy is something I've been thinking about myself. At a base level, maybe coming up with some extra things for regular crewmen to buy? Ideally things that are fun without being super intrusive or I guess powerful, though I'm not sure about that myself. Also, as a base, maybe making money easi...
- Wed Jul 31, 2019 6:53 am
- Forum: Ideas
- Topic: New Midround Antagonist: Android
- Replies: 2
- Views: 922
Re: New Midround Antagonist: Android
I'm not the biggest fan of ling myself, yeah. I do like this idea, though! At least, I think it has potential. Maybe give it a more clear, distinct focus from other antags, like an emphasis on disguises or interacting with equipment & technology? I have a few thoughts there, though I'm still uns...
- Wed Jul 31, 2019 5:29 am
- Forum: Ideas
- Topic: Uses for extra energy generation
- Replies: 12
- Views: 2898
Re: Uses for extra energy generation
Those ideas are pretty good, Swagile, I like 'em. Especially the stuff about power redirection and being used to improve certain equipment- I've been thinking about the process of upgrades / R&D recently, and I think the system could be a bit more elegant? While that's really its own topic, I'd ...
- Wed Jul 31, 2019 3:16 am
- Forum: Ideas
- Topic: Mapping: Choose/build your engine
- Replies: 26
- Views: 5589
Re: Mapping: Choose/build your engine
Huh. This is a pretty intriguing idea, and a very ambitious one. I have a few questions about it, as well! Firstly, would you imagine any significant changes to any of the engine types? Giving each a different niche / style of some kind would make sense, and from my personal knowledge it seems like ...
- Wed Jul 31, 2019 2:51 am
- Forum: Ideas
- Topic: Uses for extra energy generation
- Replies: 12
- Views: 2898
Re: Uses for extra energy generation
Maybe rather than a straight nerf, it could just be made more complex? Though, I also don't want it to go too complex either. Setting up the engine needs to be fun as a priority, I think, and that's probably something we could do better to start with.
- Tue Jul 30, 2019 11:16 pm
- Forum: Ideas
- Topic: Uses for extra energy generation
- Replies: 12
- Views: 2898
Re: Uses for extra energy generation
Turning down the default energy might be a good place to start. Do you think the basic setup should give enough to power the station, or should it require solars / extra measures too? If not, maybe adding other ways to tinker with the SM might be a good idea too. As far as the actual main idea, this...
- Mon Jul 29, 2019 2:13 am
- Forum: Ideas
- Topic: on the topics of medbay and death
- Replies: 133
- Views: 31714
Re: on the topics of medbay and death
I really like the idea of field surgery for EMT stuff. Playing EMT is a really good way to spice up medical doctor, there should definitely be some focus on that with the rework. It'd be really sick to do short procedures to heal wounds outside medbay, but I think it'd have to come hand in hand wit...
- Sat Jul 27, 2019 8:15 am
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3766
- Views: 938671
Re: Minor Suggestions
Dissecting cadavers should give more research points for each positive / rare mutation it has. Might be a good way to encourage using dissection more, and do more stuff with genetics? ^^