Coding to-do list
Posted: Sun Nov 25, 2018 3:33 pm
This is a list of coding suggestions that have been approved conceptually and if implemented correctly will be added into the game.
- Make passing through spilled fuel increase fire_stacks and consume fuel amount.
- Allow bodyblock while on timed actions, on non-help-intents
- Make the decapitation surgery a bit more complicated than just sawing off to avoid mistakes.
- Tactical reload by clicking with empty pistol on pistol ammo belt/pouch, as long as pistol is empty and reload option for pouch/belt is toggled.
- Rework the job selection so that HIGH options are prioritized, instead of certain roles. Turn every possible role into a HIGH/MEDIUM/LOW (Difficult)
- Port this https://github.com/tgstation/tgstation/pull/24563
- Marine Emergency Response Team [Pending squad refactor].
- Rework SD to have a large shuttle attached, making it a dual self-destruct and evacuate mini-game instead.
- Radial menus.
- Larvas that burst without a client or go SSD without finding a new one, on the same z-level than a xeno ruler, should auto-burrow.
- MP skills and tank access removed from ERTs.
- Shrike's psychic whisper opens a two-way channel so host and xeno can comunicate. Possibly temporarily giving the host a similar action button to send messages to the Shrike.
- Make separate weapon bullet types have a different name (SMG and pistol can't both be named 9x19mm, since they will not fit thanks to the code), this is a lore/realism change, not a balance one.
- Thrown grenades have a chance to ignore mobs crossed by, lower the longer they travel. Even higher chance if thrown from a grenade launcher.
- Sniper and general off-screen damage should focus in debuffs (fire, stagger, stuns) instead of damage..
- Pain/stamina
- Factions/squads
- Pheromones.