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Re: Minor Suggestions

Posted: Thu Jun 25, 2015 11:19 am
by DemonFiren

Bottom post of the previous page:

Copypasta'd over from that other thread:
Babin wrote:Emag capability for sleepers.
Emagging a sleeper will randomly scramble its buttons, making it frustrating to use. Pressing the button for morphine might inject salbutamol instead. A player can use trial and error to figure out which buttons are which.
Alternatively, make them inject substances that do the opposite of the medicine they're labelled as.

Re: Minor Suggestions

Posted: Thu Jun 25, 2015 9:56 pm
by EndgamerAzari
If you're gibbed, it should set off any explosives implanted in your body.

Re: Minor Suggestions

Posted: Thu Jun 25, 2015 11:54 pm
by Timbrewolf
invisty wrote:Give cyborgs greater protection from energy weapons. Physics-wise, it makes sense that metal is more resistant and reflective to electromagnetic radiation than flesh. Secondary to that, they've lost a lot of their niche abilities over years of nerfs, and niche buffs would really help set them apart from regular crew.
This is totally, totally wrong though.

Flesh is a really excellent insulator. Much much better than sheet metal.

Re: Minor Suggestions

Posted: Fri Jun 26, 2015 4:28 am
by invisty
An0n3 wrote:Flesh is a really excellent insulator. Much much better than sheet metal.
Well you could actually argue both ways for a cyborg. Their metal shells would block high-end wavelengths (We know at least one type of weapon fires in the X-ray spectrum) via absorption or deflection, protecting vulnerable internal components from subsequent electromagnetic effects. I imagine the real risk to a cyborg would be wavelengths that ignore the thickness of it's armour, like gamma rays.

Re: Minor Suggestions

Posted: Fri Jun 26, 2015 12:12 pm
by Cheimon
invisty wrote:
An0n3 wrote:Flesh is a really excellent insulator. Much much better than sheet metal.
Well you could actually argue both ways for a cyborg. Their metal shells would block high-end wavelengths (We know at least one type of weapon fires in the X-ray spectrum) via absorption or deflection, protecting vulnerable internal components from subsequent electromagnetic effects. I imagine the real risk to a cyborg would be wavelengths that ignore the thickness of it's armour, like gamma rays.
Which weapon would that be? It sure as shit isn't the x-ray gun, famous for firing through walls both steel and plasteel.

Re: Minor Suggestions

Posted: Sat Jun 27, 2015 3:26 am
by Screemonster
An0n3 wrote:
invisty wrote:Give cyborgs greater protection from energy weapons. Physics-wise, it makes sense that metal is more resistant and reflective to electromagnetic radiation than flesh. Secondary to that, they've lost a lot of their niche abilities over years of nerfs, and niche buffs would really help set them apart from regular crew.
This is totally, totally wrong though.

Flesh is a really excellent insulator. Much much better than sheet metal.
Well. Maybe. But that can work to the borg's advantage - it's all a question of how much energy is actually absorbed by the material. Shiny, polished metal will reflect a lot more energy than flesh will, and if the material is conductive enough then any heat will be carried away and spread across the borg's body before it causes damage (whereas flesh, when subject to point-heating, will just cook at the point in question)
Take the conductive suits worn by workers on HV cables - if the current's passing through their clothing, it's not passing through them. Path of least resistance and all that.

Re: Minor Suggestions

Posted: Sat Jun 27, 2015 11:46 pm
by Cik
i think there should be a synditoolbox you can buy that's full of surgery tools.

Re: Minor Suggestions

Posted: Sat Jun 27, 2015 11:54 pm
by TheNightingale
Cik wrote:i think there should be a synditoolbox you can buy that's full of surgery tools.
6 TC: A Syndicate medical dufflebag with the following items:
Spoiler:
Surgical drapes
Scalpel
Hemostat
Retractor
Cautery
Circular saw
Surgical drill
Straitjacket
MMI
For all your traitorling debraining needs.

Re: Minor Suggestions

Posted: Sat Jun 27, 2015 11:58 pm
by Cik
the MMI is actually a fantastic idea. maybe a cyborg created with a syndi MMI could have syndiborg laws?

Re: Minor Suggestions

Posted: Sun Jun 28, 2015 12:02 am
by newfren
TheNightingale wrote:
Cik wrote:i think there should be a synditoolbox you can buy that's full of surgery tools.
6 TC: A Syndicate medical dufflebag with the following items:
Spoiler:
Surgical drapes
Scalpel
Hemostat
Retractor
Cautery
Circular saw
Surgical drill
Straitjacket
MMI
For all your traitorling debraining needs.
6tc is a shit ton of tc for something you can steal entirely from robotics/mostly from medbay and has such limited applications. Probably make it cost 2tc or 3tc if you really value the melee ability of the circular saw that much.

I'd also include the muzzle as well.

Re: Minor Suggestions

Posted: Sun Jun 28, 2015 12:58 am
by DemonFiren
Most of these should be in a box inside the dufflebag, or else it's not gonna fit back in again.

Re: Minor Suggestions

Posted: Sun Jun 28, 2015 1:18 am
by Cheimon
newfren wrote: 6tc is a shit ton of tc for something you can steal entirely from robotics/mostly from medbay and has such limited applications. Probably make it cost 2tc or 3tc if you really value the melee ability of the circular saw that much.

I'd also include the muzzle as well.

It's a big convenience. Plus the scalpel, saw, and drill in particular are all good melee weapons: some of the best in class for their size and stealth when you consider that something like a sword or an axe is very obvious or has to be activated in hand first. And the buckle-straitjacket is impossible to resist out of, or will be soon (was that no resisting out of buckle-jacketing PR passed?).

Re: Minor Suggestions

Posted: Sun Jun 28, 2015 2:11 am
by mosquitoman

Re: Minor Suggestions

Posted: Sun Jun 28, 2015 11:30 am
by Ricotez
invisty wrote:Make emagging a drone flip the drone's 3rd law. It still can't interact with entities, but it is instructed to deconstruct the station.
https://github.com/tgstation/-tg-station/pull/10227

Re: Minor Suggestions

Posted: Sun Jun 28, 2015 12:14 pm
by TheNightingale
Ricotez wrote:
invisty wrote:Make emagging a drone flip the drone's 3rd law. It still can't interact with entities, but it is instructed to deconstruct the station.
https://github.com/tgstation/-tg-station/pull/10227
But how do they do that without interfering?

Re: Minor Suggestions

Posted: Sun Jun 28, 2015 12:46 pm
by Ricotez
TheNightingale wrote:
Ricotez wrote:
invisty wrote:Make emagging a drone flip the drone's 3rd law. It still can't interact with entities, but it is instructed to deconstruct the station.
https://github.com/tgstation/-tg-station/pull/10227
But how do they do that without interfering?
not disassemble the Central Primary Hallway

tear away at the station in places where people hardly ever come

of course that's the intention, in practice drone players will probably run straight for the armoury and space all the guns. if you want to join into the discussion, there is one going on in the PR right now

Re: Minor Suggestions

Posted: Mon Jun 29, 2015 3:19 pm
by DemonFiren
Voice changers need a human/lizard/maybe fly setting, as does the 'change voice' changeling power.

Transform sting should probably also change its victim's race to that of the genome source, that is, if you absorb a lizard and transformsting a human with the lizard gene, the human should turn into a lizard.

Re: Minor Suggestions

Posted: Mon Jun 29, 2015 3:38 pm
by darkpaladin109
DemonFiren wrote:Transform sting should probably also change its victim's race to that of the genome source, that is, if you absorb a lizard and transformsting a human with the lizard gene, the human should turn into a lizard.
I think it already does that, as I remember getting turned into a lizard a month or more ago by a changeling.

Re: Minor Suggestions

Posted: Mon Jun 29, 2015 3:48 pm
by Scones
DemonFiren wrote:Voice changers need a human/lizard/maybe fly setting, as does the 'change voice' changeling power.

Transform sting should probably also change its victim's race to that of the genome source, that is, if you absorb a lizard and transformsting a human with the lizard gene, the human should turn into a lizard.
Transform sting has you covered.

As for voice changers, I agree. I've caught my share of lings with it.

Re: Minor Suggestions

Posted: Mon Jun 29, 2015 9:51 pm
by mosquitoman
mosquitoman wrote:You asked and I deliver: https://github.com/tgstation/-tg-station/pull/10216
yay, it's been merged

traitorlings rejoice!

Re: Minor Suggestions

Posted: Tue Jun 30, 2015 3:05 am
by Wyzack
Make it so you can light a cigarette, rollie or cigar off of a burning mob by clicking them with it.

Re: Minor Suggestions

Posted: Tue Jun 30, 2015 8:41 am
by DemonFiren
You should probably also be able to light stuff with a flamethrower, supermatter or containment field.

Re: Minor Suggestions

Posted: Tue Jun 30, 2015 5:42 pm
by TrustyGun
You should be able to light things with a laser gun. It deals full laser damage to your head though,

Re: Minor Suggestions

Posted: Tue Jun 30, 2015 5:48 pm
by Screemonster
TrustyGun wrote:You should be able to light things with a laser gun. It deals full laser damage to your head though,
All I could think of was this.

Re: Minor Suggestions

Posted: Tue Jun 30, 2015 7:03 pm
by Anonmare
Hair dye in the bathrooms and/or Art storage. Can be used to dye your character's hair (if applicable) on use to that colour and can also be used to dye items of clothing too.
It would make disguising somewhat easier if you could change your hair to match the person you're disguised as. But, it comes with the downside of not having every shade of every colour so you could still be caught out by someone who knows who you're disguised well enough to notice that your hair is a bit off.

Maybe if you're caught under a shower without head covering, the dye washes out

Re: Minor Suggestions

Posted: Tue Jun 30, 2015 8:16 pm
by DemonFiren
Committing suicide with a Honker Blast in hand should be the following:

"(X) is putting his head into the Honker Blast! It appears he is trying to blow his eardrums out!", then HONK

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 12:03 am
by lumipharon
To go with the hair dye suggestions.

Make it a product of botany for that certified organic (tm) quality!
Also more uses for botany is always good - chemistry is rolling in enough shit as it is.

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 12:34 am
by Wyzack
My headcannon is that blue hair is so damn popular due to commercial hair dye made from blue tomatoes

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 4:40 am
by invisty
Make one of the gangs have a uniform set that consists of animal masks.

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 6:52 am
by Tokiko2
Please add the ability to extinguish burning items.

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 7:49 am
by Fatal
Give the detective a "sec lite" in their office

Detective is the one expected to patrol maint, you expect them to do that the PDA flashlight?

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 12:34 pm
by 420weedscopes
yes because noir and roleplay

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 2:31 pm
by TheNightingale
Fatal wrote:Give the detective a "sec lite" in their office

Detective is the one expected to patrol maint, you expect them to do that the PDA flashlight?
Metastation says hi.

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 3:14 pm
by Fatal
Yeah meta station usually has all the good things, hopefully someone will add to box at some point

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 5:53 pm
by Anonmare
I was just reading something on the Baystation forums (Don't shoot me) that sounded somewhat interesting to me. How about giving Traitor AIs the ability to load Laws into themselves? So they can pretend to be subverted and allows for more variety of tactics other than plasma flood. Obviously they'd have to be careful of how they word the Laws because it would look odd if they stated only "Urist McGoodGuy is Human" on the Asimov lawset when, generally speaking, that would be putting them in danger so I don't feel it would be overpowered.

Re: Minor Suggestions

Posted: Wed Jul 01, 2015 6:02 pm
by Scones
Anonmare wrote:I was just reading something on the Baystation forums (Don't shoot me) that sounded somewhat interesting to me. How about giving Traitor AIs the ability to load Laws into themselves? So they can pretend to be subverted and allows for more variety of tactics other than plasma flood. Obviously they'd have to be careful of how they word the Laws because it would look odd if they stated only "Urist McGoodGuy is Human" on the Asimov lawset when, generally speaking, that would be putting them in danger so I don't feel it would be overpowered.
Giving malf AIs stuff like fake centcom announcements, fake event alarms

Not a minor suggestion, but a good one

Re: Minor Suggestions

Posted: Thu Jul 02, 2015 2:47 am
by MrMindless
Undercover Implant: causes the person implanted to show up as a gang member/rev to regular members. Bosses can see through it.
would allow an additional gameplay element when faced with those threats, if it were difficult or rare enough to not be completely overpowered
also everyone wants to play as the undercover cop right?

Re: Minor Suggestions

Posted: Thu Jul 02, 2015 6:54 am
by Screemonster
Tanglefoot grenades. A foam grenade that leaves behind pain-in-the-ass spiderweb-style movement-slowing awfulness, possibly applying a weak (ie. resist out of in a matter of seconds) cablecuff/shackle effect to anyone caught in the actual foam.
Mostly useful for traitors to drop behind themselves while fleeing a scene, relatively easy to clean with space cleaner or a mop. Not so useful for murderbones since you'll be equally slowed trying to chase after anyone you catch in it.

Re: Minor Suggestions

Posted: Thu Jul 02, 2015 9:55 am
by Miauw
An0n3 wrote:
invisty wrote:Give cyborgs greater protection from energy weapons. Physics-wise, it makes sense that metal is more resistant and reflective to electromagnetic radiation than flesh. Secondary to that, they've lost a lot of their niche abilities over years of nerfs, and niche buffs would really help set them apart from regular crew.
This is totally, totally wrong though.

Flesh is a really excellent insulator. Much much better than sheet metal.
yeah, but heat does more damage to flesh than it does to metal.

Re: Minor Suggestions

Posted: Fri Jul 03, 2015 3:44 pm
by rdght91
Barstools should be able to be used as an improvised weapon

Re: Minor Suggestions

Posted: Fri Jul 03, 2015 4:01 pm
by Wyzack
^^^^^^ This. Make them do 12 brute, have a small knockdown chance and have them break after 3-4 swings

Re: Minor Suggestions

Posted: Fri Jul 03, 2015 5:30 pm
by Screemonster
rdght91 wrote:Barstools should be able to be used as an improvised weapon
seriously
fund it
just copy baycode if you have to

Re: Minor Suggestions

Posted: Fri Jul 03, 2015 6:52 pm
by Grazyn
A researchable VultureBot that roams the station and scoops up corpses, then turns them to meat and brains and delivers to kitchen and robotics like a mulebot.

Re: Minor Suggestions

Posted: Fri Jul 03, 2015 8:45 pm
by ThanatosRa
Soul Shard idea.

If it has a soul in it and use it on an unconscious, living person, the souls switch places. The shade you already had is implanted into that body, possessing it and having objectives making it loyal to the wielder( possibly even if they lose the shard). The Possessed's soul is then trapped in the shard instead and bound to the wielders will as well. Maybe let it only work once to prevent a possessed army. Maybe give the possessed body red eyes. Also perhaps make it only work on a body once. Otherwise it gibs, or ashes them.

An aside, maybe it could be used on Monkeymen too Though you don't get a soul back from those monkeysmen. A way to get people back in the round I guess.

Re: Minor Suggestions

Posted: Fri Jul 03, 2015 10:21 pm
by Reimoo
Heads should start with their job title next to their names over comms at roundstart

Just you know, so you can avoid those awkward "Who are you again?" over command radio

Re: Minor Suggestions

Posted: Sat Jul 04, 2015 11:03 am
by Cheimon
I think it would be great if 'X is the head of your department!' appeared in the roundstart text, just like 'Y is the Captain!'. Would immediately tell you who that guy is without having to check PDA messenger.

Re: Minor Suggestions

Posted: Sat Jul 04, 2015 10:09 pm
by DemonFiren
What Cheimon said.

Next!
Banana cream pies, if they don't do so already, should paint your face white if you're hit with them.
They should also temporarily (just a handful of seconds) blind you. No stun, no knockdown, and they're one-use...
...unless you go that extra mile, replace the HONK's mousetrap mortar with a pie launcher.

Re: Minor Suggestions

Posted: Sun Jul 05, 2015 10:40 pm
by Babin
A random system error event which screws up a small handful of APCs, causing them to bluescreen and be locked as if a malf had hacked them. Messes with malf meta a little bit. Maybe it doesn't broadcast to the entire crew like an ion storm does -- it just generates a local message to anyone who's nearby the APC when it happens, so people who witness it will know that it's not malf but someone who arrives later won't be able to tell.

An emag effect for sleepers. It randomizes the buttons for each chemical. Pressing the button to inject salbutamol might instead inject morphine. The buttons stay consistent so that you can memorize them unless it's emagged again, which re-randomizes them. It might also mess with the interface so that you get incorrect information about the user's system. Maybe it will say that they have 5u salbutamol when they actually have 5u morphine. The only real tell here is whether their health actually responds to the chemicals, or if you take them out and analyze them elsewhere.

Re: Minor Suggestions

Posted: Mon Jul 06, 2015 8:08 am
by Marflow
Additional virus icons
Currently the icon for being infected is always the same regardless of the virus. It would be nice if there were at least 3 versions of the icon to show clearly if the virus is going to melt your face off while you're honking in your own puddle of blood, mildly annoying cough or full on regenerative stimulant virus, something simple like red sadface, yellow neutral face and green/blue happy face. The icon would be determined by the most harmful symptom in the bunch, there'd be no point trying to make elaborate algorithm to determine if all 3 viruses are overall good/neutral/bad.

Re: Minor Suggestions

Posted: Wed Jul 08, 2015 7:40 am
by PKPenguin321
Give cultists a way to put a new ghost into a braindead construct, players going AFK after getting killed by a cult is way too common and if they stay in their body you'll more often than naught have at least one or two braindeads just standing there reminding you of the resources you wasted

Re: Minor Suggestions

Posted: Thu Jul 09, 2015 5:30 pm
by Miauw
Marflow wrote:Additional virus icons
Currently the icon for being infected is always the same regardless of the virus. It would be nice if there were at least 3 versions of the icon to show clearly if the virus is going to melt your face off while you're honking in your own puddle of blood, mildly annoying cough or full on regenerative stimulant virus, something simple like red sadface, yellow neutral face and green/blue happy face. The icon would be determined by the most harmful symptom in the bunch, there'd be no point trying to make elaborate algorithm to determine if all 3 viruses are overall good/neutral/bad.
somebody tried this but it was denied i dont remember why