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Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 10, 2014 12:09 am
by Psyentific
I'd like the ability to do emag-only things without an emag. Hacking the buttons for the PA Shutters with a screwdriver and multitool, for example. Or unlocking the Holodeck safeties, for a plasma fire or holocarp. Unlocking the Specops Crate in Cargo too, why not.

Add 10mm Stetchkin magazines to hacked autolathes - They already have .357 Magnum and .38Special.

Give roundstart borgs the ability to choose their name, same as new borgs, AIs, and clowns if you haven't already.

Give AIs an "Open Door" button next to names over the radio - This opens any adjacent door to the mob.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 11, 2014 5:38 pm
by Cipher3
I've always had an issue with personal lockers being invulnerable without an emag.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 11, 2014 5:56 pm
by Bluespace
AI can override the holodeck's safety as is.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 11, 2014 8:13 pm
by ExplosiveCrate
Pretty sure borgs in NTstation can already name themselves if they're roundstart/adminspawned borgs.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 11, 2014 8:20 pm
by Tokiko2
Engineers should start with doorwires and apc wires already known in their notes/memory. It's a bit odd that they need to research the wires before being able to fix an emagged door. Would also help newer engineer players a lot.

Also, maybe an option to start with a single chooseable, cosmetic item in your backpack? I see a lot of players who try every round to get a certain item for their character so why not have them start with it? I'm thinking about things like glasses/eyepatches, lipstick, shoes, masks and maybe certain headslot items.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 11, 2014 10:26 pm
by Remie Richards
Tokiko2 wrote:Engineers should start with doorwires and apc wires already known in their notes/memory. It's a bit odd that they need to research the wires before being able to fix an emagged door. Would also help newer engineer players a lot.
I like this, to like, a Ridiculous level, I'll look into it.
Spoiler:
Edit 1 (Progress):

Gabriela Hice's Memories:
START: bananium airlock
red:1
blue:8
green:64
black:2048
orange:2
brown:256
gold:16
gray:32
cyan:512
navy:1024
purple:128
pink:4
END: bananium airlock
(Due to my "Deciphering" process the order of the colours is different to the order Admins would see in the Admin panel, but it doesn't matter)

Got the Game dumping the Airlock wire list out to Engineer's memories at roundstart, just need to add a unique proc to each wire datum to translate say, 256 to BOLTS or 512 to POWER etc.

So, Work to do:
- Translate Bitflags into speakable english

Edit 2 (MORE PROGRESS):

Gabriela Hice's Memories:
START: bananium airlock
red wire is the AI Control wire
blue wire is the Open Door wire
green wire is the ID wire
black wire is the 2nd Main Power wire
orange wire is the Safety wire
brown wire is the 2nd Backup Power wire
gold wire is the Electrify Door wire
gray wire is the Door Bolts wire
cyan wire is the Speed wire
navy wire is the 1st Backup Power wire
purple wire is the Lights wire
pink wire is the 1st Main Power wire
END: bananium airlock

The Wire names and functions aren't *Perfect* They're the Code defined names, so I'll clean them up and then it should be done!

IDEA:
Would people like something like a 1 or 2 TC upgrade that tells you BORG wires? that seems like it might be cool.
Edit 3: I did it https://github.com/NTStation/NTstation13/pull/552

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 11, 2014 11:29 pm
by paprika
Tokiko2 wrote:Also, maybe an option to start with a single chooseable, cosmetic item in your backpack? I see a lot of players who try every round to get a certain item for their character so why not have them start with it? I'm thinking about things like glasses/eyepatches, lipstick, shoes, masks and maybe certain headslot items.
A lot of things are unique for the sake of being unique on the map like maint loot that keeps people searching maint for new things. Cat ears at spawn would be awful for reasons I don't have to mention. A lot of jobs start with good gear so only if job specific spawn gear overwrites your preference (Captain spawning with shades/sec's helmet overwriting spawning with a hat on for example)

I think the initial part of the round when assistants fuck off to get cool clothing or cosmetic items that they like is actually good for the round too, it gives them something to do.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 12, 2014 2:12 am
by Psyentific
Cipher3 wrote:I've always had an issue with personal lockers being invulnerable without an emag.
Cargonian Secretâ„¢ - Crates are nigh-immune to everything except multiple sustained-fire emitters. Closets & their children (Lockers, coffins) are still their old selves, if you take my meaning.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 12, 2014 3:03 am
by miggles
Closets can be shot open with guns.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 12, 2014 3:54 am
by Psyentific
Shut the fuck up Miggles it's still only kinda a secret. Don't let Malkevin see this, he'll patch it out! He'll remove the fun, and then where will we be!

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 12, 2014 7:56 am
by miggles
p sure when he removed guncargo he specifically mentioned in his pr that closets were untouched

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 12, 2014 9:15 am
by Psyentific
miggles wrote:p sure when he removed guncargo he specifically mentioned in his pr that closets were untouched
cratedolf hitler lurks around every corner, seeking fun to remove

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 12, 2014 9:34 pm
by miggles
guncargo is only fun for the guys in cargo

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 12, 2014 9:54 pm
by Psyentific
miggles wrote:sec is only fun for the guys in sec
miggles wrote:xenobio is only fun for the guys in xenobio
miggles wrote:medbay is only fun for the guys in med

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 13, 2014 12:23 am
by miggles
the difference is that those are all legitimate jobs with actual productive purposes :)

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 13, 2014 12:10 pm
by AseaHeru
Guncargo helped out other groups aswell, but yah, it was over used.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 13, 2014 5:43 pm
by A4Brogan
A4's Sleep Deprived Ideas Vol. 1
This will be a running post where, in the case of insomnia, I will focus my mind onto things for the station. Be warned, as these may get...stupid...due to all mental filters being borked.
#1: Paper Mache!
This one is potentially fun; Mix 5 units flour with 5 units water to get glue. Apply to paper to get 1 sheet of Mache!

*Trip a person and apply to the face to make a mask of that persons face!
*Cover the dull gray walls with nice clean white wallpaper!
*Make Animal Sculptures of the pets!
* PAPER DOORS! (Burn down hilariously fast, and if harm intent is on, will have a large chance of destroying it.)
*Anything else you can think of!
#2: Paper Airplanes!
Tired of using your PDA to message everyone as a mime? Want to write a romantic poem to that hottie of a Doctor but too shy to deliver it to them, and sane enough not to give it to someone else? Fold it into a plane and throw it to them!

By writing down the text on the paper, then right-click-> Fold into Plane, you now have a means of old-school communication! The plane will float in the direction thrown until it hits something in its path. Add a proximity sensor and a capacitor, and you now have a Smart Glider, which if you click the target to Aim, it will home in on the person the note is for!

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 13, 2014 10:22 pm
by Cipher3
Would be nice if you could take something like a tie and craft it into a blindfold or a gag, under the same idea and such as cablecuffs.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Thu May 15, 2014 7:59 am
by paprika
i like the paper airplane idea buuuut it'd be better if it just simply extended the throw range of said paper instead.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Thu May 15, 2014 2:33 pm
by AseaHeru
Why? Throwing paper dosent go far, unless you crumple it first.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 17, 2014 11:38 am
by Psyentific
More berets. Yellow and orange Engineering beret. Grey and black Assistant Formal Beret. White and Gold Captain's Dress Beret. Brown and Tan Cargo beret. Blue and white medbay beret. Crayon-coloured berets. Rainbow coloured berets. Green and gold genocide berets. Blue and gold airborne berets. Red and gold communist beret.

The most stylish headwear on the station needs to be even more stylish

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 17, 2014 11:02 pm
by paprika
This should be stickied.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Wed May 21, 2014 5:35 am
by paprika
Airlock painter should double as a mech painter. During the construction process of mechs, before the last step, you can use the airlock painter on it to color mechs based on a handful of different schemes (purple stripes on a ripley for miner ripley anyone?) and I'm sure someone is capable of making some recolors of the mech sprites. I saw this on /vg/ for a mech that's supposed to be a resprited gygax:
Image

..And I think we should steal this idea as it would add more personality to mechs.

Also, someone code in a way for roboticists to make use of those treaded borg sprites already, maybe by building treads instead of legs and attaching them to the exoskeleton during construction.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Wed May 21, 2014 6:46 am
by Psyentific
Treaded borgs - Move slower, but don't slip.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Wed May 21, 2014 8:20 am
by paprika
Borgs can't slip, unless you mean outside the station or during zero grav. Which is cool, but wouldn't that be a feature for the hover/normal borgs?

Treaded borgs would be faster than them in gravity anyway. Honestly it'd be cooler as an aesthetic change only so we can tell different borgs apart from time to time.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Wed May 21, 2014 2:24 pm
by AseaHeru
We do need more mechs...


And painting mechs! All my yes!

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Fri May 23, 2014 8:57 pm
by Knaive
Can we have the Engi-vend be able to vend fire alarm electronics? Seriously, you can't find those things anywhere...at all. Not in tech storage either.

I had to take apart another fire alarm and put it into a room I was fixing just because the fire alarm blew up and NOTHING WOULD STOP THE FLASHES, THE TERRIBLE RED BLINKING ALARM STATUS IN ATMOS BURNING INTO MY BRAIN.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 24, 2014 4:58 am
by Tokiko2
I'd like the option to pick another character or generate a random one if you get an antag role. For people who want to play peaceful characters but don't want to miss out on antag roles and don't want to break character either.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 24, 2014 5:10 am
by paprika
Tokiko readied up but isn't on the manifest, quick someone valid kill the random names!

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 24, 2014 5:52 am
by Psyentific
But randomnames are always valid.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 24, 2014 5:45 pm
by miggles
no they arent

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 24, 2014 6:18 pm
by Tokiko2
paprika wrote:Tokiko readied up but isn't on the manifest, quick someone valid kill the random names!
But this already happens with Ops/Wizard.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 24, 2014 8:58 pm
by paprika
Saiga isn't a nuke op! Unless the crow spirits demand the blood of crew members or whatever.

In any case good point, if iteq/kavaloosh readies up and luck/danny aren't on the manifest I try not to meta but I just await the eventual robust nuke op squad rolling over the lowpop station.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 25, 2014 1:58 am
by miggles
why would you check the manifest anyway

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 25, 2014 2:42 am
by WeeYakk
Remove slipping in zero gravity if you're not on a space tile.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 25, 2014 4:28 am
by Psyentific
WeeYakk wrote:Remove slipping in zero gravity if you're not on a space tile.
Remove slipping entirely if your magboots are turned on. Isn't that what magboots are supposed to do?

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 25, 2014 6:10 am
by Psyentific
Make security records (Not just arrest status) available to, viewable by, and editable by Security HUDs and SUPER HUD GAR!s
Make health-analyzer style medical readouts available to Medical HUDs on examine.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun May 25, 2014 5:21 pm
by Gun Hog
Psyentific wrote:
WeeYakk wrote:Remove slipping in zero gravity if you're not on a space tile.
Remove slipping entirely if your magboots are turned on. Isn't that what magboots are supposed to do?
This is already the case. The fix might not have made it to Artyom, though. I am unsure. If you do slip with your magboots active, toggle them again to fix that. All noslips protect you from everything except the almighty lube.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 26, 2014 5:52 am
by Tokiko2
I'd like to see a valve that the AI/silicons can interact with and which can be dispensed from the pipe dispenser.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 26, 2014 6:14 am
by Knaive
You mean like the digital valve?

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 26, 2014 6:30 am
by Tokiko2
Yes, but actually removeable with a wrench instead of explosions.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 26, 2014 7:19 pm
by Facundo
Being able to burn papers. they are great for secure comunication in a radion infested station, but you can't eliminate them without going to the crematory. you should be able to turn them to ash with a fire source....

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon May 26, 2014 7:46 pm
by Cipher3
Spears still work when thrown, what if stunprods did?

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 27, 2014 1:09 am
by Psyentific
Cipher3 wrote:Spears still work when thrown, what if stunprods did?
Paradise code had that - Tasers were two-hit stuns, but thrown batons and thrown stunprods were one-hits, even when caught.

Port throwing batons ASAP, for maximum robust spaceman combat.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 27, 2014 1:11 am
by Cipher3
2robust 2quit

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 27, 2014 5:59 am
by Munchlax
Bay uses a system that relies on the rng, I rather have the rng handle it than to make it a direct hit everytime.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 27, 2014 8:05 am
by miggles
I thought you could RNG stun someone with a baton if you threw it already?

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue May 27, 2014 1:40 pm
by Munchlax
No.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Wed May 28, 2014 2:49 pm
by AseaHeru
Knaive wrote:Can we have the Engi-vend be able to vend fire alarm electronics? Seriously, you can't find those things anywhere...at all. Not in tech storage either.

I had to take apart another fire alarm and put it into a room I was fixing just because the fire alarm blew up and NOTHING WOULD STOP THE FLASHES, THE TERRIBLE RED BLINKING ALARM STATUS IN ATMOS BURNING INTO MY BRAIN.
Make them out of metal. Same with air alarms.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Wed May 28, 2014 4:51 pm
by TheWiznard
Make engi/mining borgs be able to activate meson vision without using up a slot, like how you toggle a welding mask. But while it's on make it drain the battery faster (or maybe this could work as an upgrade?). Or possibly add a cyborg upgrade that let's borgs have four tools to choose from; maybe I don't remember correctly or I'm thinking of goon but I thought you couldn't put more than three upgrades in a borg at one time, and if that's the case if you feel these upgrades would be "over powered" then make them take up two slots in the upgrade terms of things. I know a lot of people think "fuck the borgs they are slaves anyway why should they have a good time", but it is a huge hassle as a mining borg to only have two operational slots when you're mining to switch between the drill/satchel and drill/scanner because normally you aren't going to have your own mining bot to pull behind you.