station traits feedback

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station traits feedback

Post by Qustinnus » #588986

please post feedback on station traits here. feel free to post ideas for new traits as well

https://github.com/tgstation/tgstation/pull/56309/
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Re: station traits feedback

Post by cacogen » #588998

This reminds me a bit of the lot traits in The Sims 4 or the disaster levels in Streets of Rogue. Some of them seem interesting, some pointless and some shit. Hopefully you'll be willing to take out ones that don't work or aren't interesting.
Last edited by cacogen on Thu Feb 04, 2021 2:45 pm, edited 1 time in total.
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Re: station traits feedback

Post by pugie » #589040

Make bananium one spawn it in ore form way funnier because sec will actively rush it to the chagrin of clowns.
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Re: station traits feedback

Post by MMMiracles » #589060

The intern announcer one is honestly the best one, I hope hes at least getting some course credits while locked in that announcement box.
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Re: station traits feedback

Post by Qustinnus » #589062

yeah cheers to actionninja and goof for that
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Re: station traits feedback

Post by cocothegogo » #589076

good pull request you could also add that any of the positive traits will add negative threat levels IE spawning with a station bounced in box resulting in potentially more antags being added
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Re: station traits feedback

Post by Jimmius » #589102

station traits are cool and good, the only issue with them is that there should be more
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Re: station traits feedback

Post by ShibaInuLord » #589129

qust I require my pastel tiles pwease
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Re: station traits feedback

Post by Vekter » #589181

Look, this adds back the intern announcer and I'm 100% for that.

Maybe add one that brings back the kawaii bot voices and, as Shiba said, pastel tiles?

E: One that increases the odds of stray cargo pods, or makes all cargo deliveries land in random places on the station.
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Re: station traits feedback

Post by Kendrickorium » #589190

all the "good" traits are meh

the neutral and negative traits are amazing and I love them

10/10 definitely wont be merged best of luck
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Re: station traits feedback

Post by ShibaInuLord » #589220

Kendrickorium wrote:all the "good" traits are meh

the neutral and negative traits are amazing and I love them

10/10 definitely wont be merged best of luck
free beer and pizza is based though
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Re: station traits feedback

Post by Qustinnus » #589248

the reason some traits arent very exciting is because if every round only had exciting traits it'd be less cool to see an excitign trait. After this PR I want to add even more traits (including positive ones) that have a bit more to them, but because they are bigger they also don't fit in the first pr (else the pr gets too big)
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Re: station traits feedback

Post by Kendrickorium » #589253

just have a "trait" be applied like say one out of every ten rounds, then you can make them all as exciting as you want. one out of ten might be a bit much but you get the point

really excited to see the announcer come back

I do like the upgraded internals box idea, a free radio would be super useful

I feel like something like "beer and pizza" would very quickly just become backround noise like, say, centcoms report and upgrading the stations alert to blue in the beginning of every shift
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Re: station traits feedback

Post by Qustinnus » #589265

Kendrickorium wrote:just have a "trait" be applied like say one out of every ten rounds,
no
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Re: station traits feedback

Post by ShibaInuLord » #589266

to be honest, I agree with sunshine in where I think there shouldnt be a trait every shift if that's what you're trying to imply, it would be cooler if there would be a trait round once every few rounds.
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Re: station traits feedback

Post by oranges » #589276

pastel tiles are the easter event feature
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Re: station traits feedback

Post by TWATICUS » #589336

this seems really fun! some inspiration from cacogens mention of ts4 lot traits

gain skills faster(mining,cleaning,etc)
haunted? - high chance for revenants to spawn early/more often
neglected station - more dirty tiles/rusted walls/broken consoles/cobwebs
kempt station - tiled maint w/ lights, CLEAN
disco bar
meteor belt - higher chance of meteors/early meteors
opposite day(economy) - assistants make the most/heads make the least
basic station - limited amount of all roundstart department items

idk how feasible/taxing it would be to implement the ideas that include major map changes but its fun to think about
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Re: station traits feedback

Post by Kendrickorium » #589347

TWATICUS wrote: disco bar
yes
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Re: station traits feedback

Post by TheFinalPotato » #589363

TWATICUS wrote: opposite day(economy) - assistants make the most/heads make the least
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Re: station traits feedback

Post by cacogen » #589442

Qustinnus wrote:
Kendrickorium wrote:just have a "trait" be applied like say one out of every ten rounds,
no
yeah i guess if having boring ones is the price of having one every round then ok
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Re: station traits feedback

Post by TWATICUS » #589556

TheFinalPotato wrote:
TWATICUS wrote: opposite day(economy) - assistants make the most/heads make the least
I have some bad news
holy shit i completely forgot we removed paychecks for no reason. ok change that to assistants start with the most/heads start with the least
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Re: station traits feedback

Post by nianjiilical » #589617

i agree that some of the current traits are so minor they're barely noticable but overall this is one of my favorite prs in a long time and i really hope more cool stuff gets added to it
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Re: station traits feedback

Post by pugie » #589639

When we get a round someone buys syndicate bomb and c4 so fast that everyone who spawns on shuttle due to this gets gibbed, we will know this was indeed a high quality PR.
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Re: station traits feedback

Post by ShibaInuLord » #589660

pugie wrote:When we get a round someone buys syndicate bomb and c4 so fast that everyone who spawns on shuttle due to this gets gibbed, we will know this was indeed a high quality PR.
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Re: station traits feedback

Post by WineAllWine » #589699

They are brilliant, I really love them, but they are WAY to frequent. I have 5 right now
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Re: station traits feedback

Post by Qustinnus » #589700

WineAllWine wrote:They are brilliant, I really love them, but they are WAY to frequent. I have 5 right now
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in theory these are the odds
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Re: station traits feedback

Post by cacogen » #589726

why is it a dot on the end of a stick
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Re: station traits feedback

Post by Mothblocks » #589837

because a histogram would imply there are in betweens, and floyd is terrified of bar charts
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Re: station traits feedback

Post by Cobby » #590122

You have a higher chance of getting 3 traits instead of 0 sick sick girl
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Re: station traits feedback

Post by Qustinnus » #590128

i changed the odds a bit ago (to have less traits) :roll: :oops:
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Re: station traits feedback

Post by Stickymayhem » #590198

Is there a way for admins to interact with traits?

Some admin only crazy time traits might be fun too
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Re: station traits feedback

Post by nianjiilical » #590324

add a trait where a random hostile mob spawns in the captain's locker

also a trait where random station items start the round haunted
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Re: station traits feedback

Post by cacogen » #590386

add a trait where god is real and he talks to us
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Re: station traits feedback

Post by Ayy Lemoh » #591027

cacogen wrote:add a trait where god is real and he talks to us
negative trait feature
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Re: station traits feedback

Post by NoxVS » #591106

I am pretty sure the intern announcer completely blocks out any custom CC messages sent to everyone
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Re: station traits feedback

Post by cacogen » #591156

I meant that God could announce himself and send a Jesus self but instead of an admin event the round did it. I guess that's creeping into gamemodes and is wizard. I'm gonna be MDickie
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Re: station traits feedback

Post by Kassori » #595288

Is the Too Many Cooks thing a station trait? 7 cooks is rediculous. I would like to mention that traitors are locked into their starting role for role-restricted items. Solution is to disable cook embrace the madness
Last edited by Kassori on Sat Mar 20, 2021 9:53 pm, edited 1 time in total.
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Re: station traits feedback

Post by Not-Dorsidarf » #595313

the deathrattle implant one kinda sucks ass when it shows up on rounds with lone antags, since everyone storms thru maint every time it rattles
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Re: station traits feedback

Post by Qustinnus » #595320

Not-Dorsidarf wrote:the deathrattle implant one kinda sucks ass when it shows up on rounds with lone antags, since everyone storms thru maint every time it rattles
whats actually bad about this? it requires some more thinking on the antags part.
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Re: station traits feedback

Post by Not-Dorsidarf » #595336

Qustinnus wrote:
Not-Dorsidarf wrote:the deathrattle implant one kinda sucks ass when it shows up on rounds with lone antags, since everyone storms thru maint every time it rattles
whats actually bad about this? it requires some more thinking on the antags part.
Kinda sucks for the antags like heretic whose gameplay is all about ambushing people in maint to take away to their gay scientology cave that there's a 1% chance that when they gank someone they immediately get outed and no longer have any chance at their role unless they're a big he-man robustman who can 1vany the station's powergamers. Had one today literally suicide out of frustration about people swarming maints the moment a rattle gave them justification.


I'm not saying its gotta go or anything I'm just saying it occasionally super duper screws peoples rounds instead of being a funny joke like most mods. This is feedback after all.
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Re: station traits feedback

Post by nianjiilical » #595395

Kassori wrote:Is the Too Many Cooks thing a station trait? 7 cooks is rediculous. I would like to mention that traitors are locked into their starting role for role-restricted items. Solution is to disable cook.
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Re: station traits feedback

Post by Kassori » #595690

More like
[youtube]QrGrOK8oZG8[/youtube]
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Re: station traits feedback

Post by cocothegogo » #596033

this may be stupid but station trait for sec not to spawn with loyalty implants
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Re: station traits feedback

Post by cacogen » #596061

once when I was testing something I got stuck in transit space as a pod
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Re: station traits feedback

Post by Valorium » #608313

Just gonna post the traits I suggested on the original PR that were passed over, feedback is appreciated!

Positive:

Tech Disk Shipment: "We figured it'd be better if you didn't have to start from scratch this shift, so we dug some old disks out of storage for you lot to use. No idea what's on 'em." The tech disks that spawn in R&D Lab start with 2-3 random techs on them each, including BEPIS exclusives.

Self-Defense, Non-Lethal: "So we're getting reports the Heads keep getting murdered? Weird. This should help!" All heads of staff (with the exception of the HoP, HoS and Captain) start with disablers in their backpacks.

Self-Defense, Lethal: "So we're getting reports the Heads keep getting murdered? Weird. This should help!" All heads of staff (with the exception of the HoP, HoS and Captain) start with energy guns in their locker.

Hack Job: "Some of the machines and computers we sent you had minor electrical faults. We wouldn't worry about it." Some vendors, machines and computers start hacked.

Silo Stock: "We had some leftover materials from rebuilding the station after the explosion last week - we decided to leave them in the ore silo instead of dragging them back to CentComm. Enjoy!" The ore silo starts with a (additional) small amount of each material resource except bananium.

Wage Labor: "We're gonna try paying you guys again. Please don't make us regret this decision." All members of the crew receive regular credit payments.

Neutral:

Outdated Armory: "Someone's spent half the normal armory budget on funny hats, so you're getting some uh, unconventional gear." Replaces round start energy guns in the armory with prototype energy guns, but replaces the rubber shot boxes with lethal buckshot boxes.

Animal House: "Xenobiology may have gone a little bit wild last shift. Don't be startled if the dog starts talking to you." All station pets are sentient round-start.

Gamer Ray Zone: "The station is in an abnormally-high zone of gamer radiation. Expect some members of the crew to have unusual side effects." Every member of the crew has a chance to spawn with a random mutation, with the exception of Monkified or HARS. This includes otherwise unaccessible ones, like X-Ray Vision.

Negative:

Vending Problem: "Someone's installed anti-tamper devices in the vendors that raise the prices. Shame none of you are good at hacking." All vendor prices are increased by 10-20% unless they are hacked.

Mystery Meal: "We got a great deal on the kitchen supplies for your station this shift! Remember, if it starts twitching, just hit it with a toolbox a couple times." All of the meat in the Chef's meat locker is either spider, carp or similar. All of the egg cartons are filled with spider eggs, some donuts are replaced with slime jelly donuts and some donk-pockets are replaced with dank-pockets.

Bureaucratic Failure: "We've had a bit of a staffing shortage at CentComm lately - so the station job that would normally go to your station had to be reallocated. You'll just have to go without 'em. Sorry." An inversion of Bureaucratic Error, no job slots are open for a random occupation selected at round-start. Assistant cannot be selected for this trait.

Budget Cuts, Engineering: "Engineering blew through all of their extra budget on building a singulo-tesla-supermatter-solar engine that exploded as soon as it turned on. So, your Engineering department may be short on some supplies, or at least have some dodgy ones." Most pairs of insulated gloves have a chance to be replaced with budget insulated gloves. Some cable coils are replaced with pipe cleaners. Some engineering inducers are replaced with science ones. Some engineering scanner goggles are replaced with normal mesons.

Budget Cuts, Science: "Science blew through all of their extra budget on making a toxins bomb powered by slimes and hulk mutators that blew up half the station. So, your Science department may be short on some supplies, or at least have some dodgy ones." Genetics and Xenobiology each start with only 2 monkey cubes. The R&D Lab has no circuit imprinter or R&D console to start with (instead having the boards sitting on a table next to them). Toxins has no tanks of a random gas. There are no toolboxes in the R&D Lab at round-start.

Budget Cuts, Supply: "Supply blew through all of their extra budget on antique bolt-action rifles, their own supermatter and pizza. So, your Supply department may be short on some supplies, or at least have some dodgy ones." Cargo Bay starts with half its normal budget. Some of the supplies in miners' lockers may be missing (with the exception of PKAs). The autolathe in Cargo Office is dismantled, with the board lying on the table next to it. The warehouse is full of even more trash.

Budget Cuts, Security: "Security blew through all of their extra budget on gold-plated donuts, a failed research project to make hybrid tasers and getting the Head of Security a new chair. So, your Security department may be short on some supplies, or at least have some dodgy ones." Security belts found in Security Officer's lockers may be missing some equipment. The detective's holster spawns with no extra speedloaders and unloaded. Some of the rechargers are dismantled, with their boards lying on tables near them. One of the cell doors is emagged open.

Budget Cuts, Service: "Service blew through all of their extra budget on making the bar out of pizza, a mech for the Clown and financing Botany's illicit drug operation. So, your Service department may be short on some supplies, or at least have some dodgy ones." The Bartender starts with an improvised shotgun instead of his double-barrel. The Library is even more dusty than usual and has nothing but Reference books. Botany starts with weed-filled trays and a small kudzu infestation. The Lawyer has no sunglasses in his office, replaced with jamjar glasses.

Budget Cuts, Command: "You guys blew through all of your extra budget on fancy cigars, alcohol and buying Ian funny hats. So, your Command department may be short on some supplies, or at least have some dodgy ones." The HoP spawns without a uniform on and with no spare in their locker, forcing them to wear their Ian t-shirt. The Council Chamber is wrecked. The Captain's locker is welded shut. The pinpointer spawns in a random location on station. The Captain's shoes start tied together.
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Re: station traits feedback

Post by Noodlecat » #609569

My only problem with your list Valorium is that the budget cuts science just makes science actually impossible unlike all the others.
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Re: station traits feedback

Post by EuSouAFazenda » #609603

Stickymayhem accidentaly posted station trait ideas on a post about station goals, but imo there are some good ideas in there; I'd be a shame if they were forgotten about there. https://tgstation13.org/phpBB/viewtopic.php?f=9&t=29612
Stickymayhem wrote:No common channel at all. Figure something out

The code to the spare locker starts in maintenance

All assistants are assigned to a single department. They spawn in their with common access and deputy style bands in the department colour

An area of maintenance starts overrun by hivebots, including printers. This causes massive power drain in the area

Several airlocks spawn emag bolted. Figure something out.

The station is extremely prone to anomalies. Like EXTREMELY. Better designate a team to handle them.

The pieces for an entire mech are scattered throughout maintenance. With dedication you can put it together.

Xenobiology starts off trashed and covered in evidence of a recent breach. Pens are smashed and it's a mess but there's some useful random gunk for cytology or slime breeding lying around.

Every airlock deducts 5 credits every time you open it. Door lube isn't free.

Several crew start with unpaid citations from a previous shift. It's up to security whether they want to collect.

The crusher starts emagged.

A hacked mulebot is flying through the hallways from roundstart
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Re: station traits feedback

Post by Agux909 » #609606

All of these except the last 2 sound interesting/spicy enough to consider imo.
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Re: station traits feedback

Post by Denton » #609706

I heard admin feedback that they'd appreciate having a toggle button so they can easily disable/enable traits for events etc.
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Re: station traits feedback

Post by Mothblocks » #609718

NB: The implementation on that would have to be adjusting for next round, since a lot of station traits mutate the world as its loading.
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