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Re: Minor Suggestions

Posted: Mon Sep 21, 2015 6:49 pm
by Not-Dorsidarf

Bottom post of the previous page:

Give botany an Armor Tech Tree which grows armor vests with damage resistance equal to potency/4

Re: Minor Suggestions

Posted: Wed Sep 23, 2015 11:10 pm
by PKPenguin321
give ascendant shadowlings a toggleable ability that lets them see deadchat

Re: Minor Suggestions

Posted: Thu Sep 24, 2015 12:17 am
by Xhuis
PKPenguin321 wrote:give ascendant shadowlings a toggleable ability that lets them see deadchat
might as well just call it "let's get salty"

Re: Minor Suggestions

Posted: Thu Sep 24, 2015 5:38 am
by PKPenguin321
Xhuis wrote:
PKPenguin321 wrote:give ascendant shadowlings a toggleable ability that lets them see deadchat
might as well just call it "let's get salty"
that's the idea, yeah

Re: Minor Suggestions

Posted: Fri Sep 25, 2015 4:28 pm
by AnonymousNow
Make every shuttle capable of docking at the station. At once, if a crew is particularly enterprising.

Re: Minor Suggestions

Posted: Sat Sep 26, 2015 12:26 am
by Takeguru
I want to fly the clown shuttle.

Give it a faulty computer that sends it straight into the toxins mass driver

Re: Minor Suggestions

Posted: Sat Sep 26, 2015 8:38 am
by tuypo1
Reimoo wrote:Room lights should automatically turn on/off depending if somebody is in it or not.
it would make traitor janitor even more fun then it already is.

Re: Minor Suggestions

Posted: Sun Sep 27, 2015 1:13 pm
by InsaneHyena
Please add standard issue captain's hat to captain's locker.

Re: Minor Suggestions

Posted: Sun Sep 27, 2015 1:18 pm
by Steelpoint
InsaneHyena wrote:Please add standard issue captain's hat to captain's locker.
Do you mean his normal hat?

On that note, who got rid of the Captain's old SWAT Helmet?

Re: Minor Suggestions

Posted: Sun Sep 27, 2015 1:19 pm
by tuypo1
InsaneHyena wrote:Please add standard issue captain's hat to captain's locker.
i support this.

Re: Minor Suggestions

Posted: Sun Sep 27, 2015 2:30 pm
by Malkevin
Steelpoint wrote: On that note, who got rid of the Captain's old SWAT Helmet?
I'll give you one guess...

Re: Minor Suggestions

Posted: Sun Sep 27, 2015 2:50 pm
by tuypo1
was it paprika

Re: Minor Suggestions

Posted: Sun Sep 27, 2015 2:59 pm
by Steelpoint
Well of course it was Paprika.

Re: Minor Suggestions

Posted: Mon Sep 28, 2015 12:52 pm
by onleavedontatme
SWAT helmet looks like shit with the stripes anyway.

Re: Minor Suggestions

Posted: Tue Sep 29, 2015 11:50 pm
by ThanatosRa
since hearts are removable, I thought it woudl be interesting if Heart disease could be a condition that could show up like Appendicitis. Heart attacks and the like are possibly under certain circumstances. Heart failure can be solved with a defib. And heart transplants. Except when you take out the bad heart you need to put a new one in.

Also Augmented hearts that prevent (or maybe reduce) bleed damage and toxin damage, but cause heart attacks when electrocuted or EMP'd.

Re: Minor Suggestions

Posted: Wed Sep 30, 2015 1:05 am
by Wizardjenkins66
Stick neinhaus' Solid snake jumpsuit+bandana in the Costume vendor.

Re: Minor Suggestions

Posted: Wed Sep 30, 2015 2:01 am
by Zilenan91
But don't hearts actually do nothing. I know people can take out other peoples hearts and it does literally nothing to them.

Re: Minor Suggestions

Posted: Wed Sep 30, 2015 4:46 am
by tuypo1
well the same can be said of the apendix but thats realistic

maybe spacemen evolved a new method of blood circulation sometime in the next 490 years

Re: Minor Suggestions

Posted: Wed Sep 30, 2015 6:38 am
by ThanatosRa
I just wanna be able to to give people heart attacks it emps.

Re: Minor Suggestions

Posted: Wed Sep 30, 2015 11:58 am
by Gun Hog
ThanatosRa wrote:I just wanna be able to to give people heart attacks it emps.
People with Reviver implants suffer heart attacks when hit with an EMP.

Re: Minor Suggestions

Posted: Wed Sep 30, 2015 4:55 pm
by ClumsyAlcoholic
Wizardjenkins66 wrote:Stick neinhaus' Solid snake jumpsuit+bandana in the Costume vendor.
Yes, this needs to be done. We already have cardboard boxes.

Re: Minor Suggestions

Posted: Wed Sep 30, 2015 8:25 pm
by ThanatosRa
Gun Hog wrote:
ThanatosRa wrote:I just wanna be able to to give people heart attacks it emps.
People with Reviver implants suffer heart attacks when hit with an EMP.
Oh. Neat.

Re: Minor Suggestions

Posted: Wed Sep 30, 2015 9:55 pm
by Fragnostic
New attachment for assemblies like a signaler or prox sensor, but it's set off by shock. You can put it on a table, pick it up, shove it in a container. But the moment you throw it and it hits something, it triggers it. Assemblies made with this attachment have to be primed before the shock sensor triggers an assembly. That way, that flashbang+space lube+morphine smoke grenade doesn't go off when you throw it at the HoS when you hook him up with crowd control materials. I'd like for the shock sensor to toggle between collision or a momentum function, so it can be set off by actually hitting something(floating through space and bumps into something) or just being thrown by anything and then suddenly becoming stationary (disposal chutes, air cannon, mass driver, throwing by hand, sorium). Does not go off if it's caught unless it's set to momentum and it is as common as a voice analyzer.

Bananium makes you HONK after saying things, and speaking over a megaphone with bananium in your system should set off a HONKblaster blast.

Shooting someone point-blank in the head with a shotgun should knock them over for a very short time.

Vomitting with CF3 in your body should release a trail of flames for as far as you can see.

injecting a basketball with sorium should make it bounce and ricochet off walls and slam into people, knocking them down like Beepsky.

Having salt in your body should make you 'whine' and 'cry' things instead of saying them. Ghosts are made of salt.

Liquid dark matter in your body should make it impossible to set you on fire, but deals some oxyloss, make you gasp and sound like you're choking.

Sorium in your body should clear make you vomit over and over until it's completely gone from your system, but nothing can embed in you.

Liquid dark matter and sorium should consume each other and create 'unstable energetic matter', and having that in your body should slowly deal brute damage as it tosses you back and forth down the hallways. Having 50 units of unstable energetic matter or more in your body is an insta-gib.

Bullets should deal most damage via embedding, otherwise count as an object hitting you. Embedded bullets should create their own specific rate of bleeding based on caliber and type which will stack depending on number of wounds and shot placement. Bandage can significantly stop bleeding but cannot be fully healed without surgical removal/extraction. Certain cartridges can be armour-piercing and bypass shields fully or even both. It would give medbay surgery a purpose, and would make bullet wounds dependent on bleeding and stamina. It's sorta shit to see bullets drop people on the spot, as opposed to eating lead and running away in a panick only to make it about 6 tiles away before you drop from the bleeding. Guns are deadly, yo.

Bullets should also slightly crack windows and pass through only once without losing any power, then do what they normally do, depending on caliber. Most pistol cartridges shouldn't do this, but all the other large cartridges should easily. What if they got slowed down by every collision and the slower, the less of a chance of embedding the projectile has? Then they just dump their energy and cause a good bit of actual bruising and that's it.

Re: Minor Suggestions

Posted: Thu Oct 01, 2015 4:06 pm
by DaemonBomb
I don't know how minor this actually would be to implement, but could the CE get a special RCD that doubles as an RPD? In low pop rounds where there aren't enough people to repair the multiple holes, or rounds where all of my engineers and atmos techs are incapacitated/thralled/rev/cultist/lazy I end up having to fix holes by myself and because RCDs and RPDs don't fit in pockets or boxes it can get annoying having to carry both around with me at all times.

Re: Minor Suggestions

Posted: Thu Oct 01, 2015 4:57 pm
by Remie Richards
DaemonBomb wrote:I don't know how minor this actually would be to implement, but could the CE get a special RCD that doubles as an RPD? In low pop rounds where there aren't enough people to repair the multiple holes, or rounds where all of my engineers and atmos techs are incapacitated/thralled/rev/cultist/lazy I end up having to fix holes by myself and because RCDs and RPDs don't fit in pockets or boxes it can get annoying having to carry both around with me at all times.
Hacky, but you can create an item that LOOKS like an RPD or an RCD, (preferably some transformers-esque mix of the two) that contains both an RPD and an RCD inside it, and when interacted with swaps between the RCD and the RPD, and any time it's used like an RCD or RPD, it simply asks it's internal RCD/RPD to do the work. (Sort of like Hardsuit internal jetpacks)

Re: Minor Suggestions

Posted: Thu Oct 01, 2015 5:49 pm
by Malkevin
Wouldn't really work with some serious tweaking because attack_self swaps what mode the rcd is in and brings up the menu on rpds

Re: Minor Suggestions

Posted: Thu Oct 01, 2015 7:15 pm
by Remie Richards
Malkevin wrote:Wouldn't really work with some serious tweaking because attack_self swaps what mode the rcd is in and brings up the menu on rpds
Which Is why I wrote "interacted with" and not attack_self(), since I already foresaw this.
An Action button, is what it would probably be.

Re: Minor Suggestions

Posted: Thu Oct 01, 2015 8:24 pm
by DaemonBomb
I'm not much of a spriter, but maybe it could look something like:

Build Mode
Image

Pipe Mode
Image

Re: Minor Suggestions

Posted: Thu Oct 01, 2015 9:13 pm
by John_Oxford
You could have a all around engineering tool that the CE gets. More or less a big ass rifle type thing.

Has a RCD, and RPD modes
Has a R-WCD (Reinforced - Wall Construction Device) Takes around 45 seconds to build a unfinished rwall, another 15 seconds to finish the entire wall.
Has a T-ray function
Alerts of atmospheric breaches, fire alarms, and toxins alerts are also played over the device
Holds 300 units worth of matter (takes matter cartriages)
Has a wiring mode (Insert coils of wire into the back of it, same as a backpack)
Has a holding slot (more or less the asscessory function) for a multitool that functions as a actual multi tool not "lol wires" multitool, like actual screwdriver, wrench (plyers), wirecutters, and functions as a normal multitool
Has a crowbar built into the stock, acts as a normal crowbar when used on crowbar-able objects
Has a experimental welder built into the barrel (refuel by clicking on tanks, holds 500 units of fuel)
Locks up if no one with the job "Chief Engineer" is not holding it, to prevent chucklefucks from mass spamming walls and shit everywhere, can be unlocked with a emag or any other head ID.
Has a STB radio also built in


Assuming this has a fuck ton of features, instead of making it a clusterfuck by not adding a UI menu, just have it where if you click on it, it will ask for your ID (only once, checking if you are the CE) and pop up with a menu to activate/deactivate/eject one or all of the features, or turn on one of the features.

The CE gets one, and only one of these. He can fit it in suit storage, his back, or his belt.

Also, some random flavor name IE: "The ACD-55x Experimental Construction Device"

*also a traitor objective/restricted item

Re: Minor Suggestions

Posted: Fri Oct 02, 2015 12:04 am
by Saegrimr
John_Oxford wrote:Takes around 45 seconds to build a unfinished rwall, another 15 seconds to finish the entire wall.
Are you serious? It takes two metal and two plasteel to drop an r-wall on the ground in 5 seconds manually.

I'm actually surprised this hasn't been abused as much as it could.

Re: Minor Suggestions

Posted: Fri Oct 02, 2015 12:46 am
by whodaloo
Saegrimr wrote:
John_Oxford wrote:Takes around 45 seconds to build a unfinished rwall, another 15 seconds to finish the entire wall.
Are you serious? It takes two metal and two plasteel to drop an r-wall on the ground in 5 seconds manually.

I'm actually surprised this hasn't been abused as much as it could.
clearly you've never played with Sticky "r-wall the brig because its funny" Mayhem

Re: Minor Suggestions

Posted: Fri Oct 02, 2015 8:32 am
by Not-Dorsidarf
whodaloo wrote:
Saegrimr wrote:
John_Oxford wrote:Takes around 45 seconds to build a unfinished rwall, another 15 seconds to finish the entire wall.
Are you serious? It takes two metal and two plasteel to drop an r-wall on the ground in 5 seconds manually.

I'm actually surprised this hasn't been abused as much as it could.
clearly you've never played with Sticky "r-wall the brig because its funny" Mayhem
I'm pretty sure you get banned for that

Re: Minor Suggestions

Posted: Fri Oct 02, 2015 2:36 pm
by whodaloo
Not-Dorsidarf wrote:
whodaloo wrote:
Saegrimr wrote:
John_Oxford wrote:Takes around 45 seconds to build a unfinished rwall, another 15 seconds to finish the entire wall.
Are you serious? It takes two metal and two plasteel to drop an r-wall on the ground in 5 seconds manually.

I'm actually surprised this hasn't been abused as much as it could.
clearly you've never played with Sticky "r-wall the brig because its funny" Mayhem
I'm pretty sure you get banned for that
clearly you've never played with Sticky "r-wall the brig because its funny" Mayhem

Re: Minor Suggestions

Posted: Sat Oct 03, 2015 5:23 pm
by TrustyGun
There should be a most wanted board outside of security

Re: Minor Suggestions

Posted: Sat Oct 03, 2015 6:11 pm
by Gun Hog
TrustyGun wrote:There should be a most wanted board outside of security
We have Security Newscasters for that! Add more of them!

Re: Minor Suggestions

Posted: Sun Oct 04, 2015 2:14 am
by Duncdar
Can we please stop having forced traitor/ling when LITERALLY no one has antag enabled? It should default to extended, or just let people who join mid-shift be antags. We shouldn't be forced to play a round when everyone else on the server wants to enjoy themselves in a slower paced setting.

Re: Minor Suggestions

Posted: Sun Oct 04, 2015 2:19 am
by Gun Hog
Consider giving the protolathe a [?] button to let users read the design descriptions.

Re: Minor Suggestions

Posted: Sun Oct 04, 2015 4:11 am
by Jacquerel
MemoriesPast wrote:Can we please stop having forced traitor/ling when LITERALLY no one has antag enabled? It should default to extended, or just let people who join mid-shift be antags. We shouldn't be forced to play a round when everyone else on the server wants to enjoy themselves in a slower paced setting.
Couldn't the antagonists just... not do their objectives? I may be wrong, but I don't think "not attempting to win" is a rule-breaking offence for solo antagonists, only for team ones.

Re: Minor Suggestions

Posted: Sun Oct 04, 2015 1:45 pm
by tuypo1
friendly antags are cancer.

Re: Minor Suggestions

Posted: Mon Oct 05, 2015 1:29 pm
by Jacquerel
that may be, but he was specifically talking about a situation where everyone on the server wanted to play extended anyway
If that's the case then they can just... play extended, by not doing any traitoring
there's no rules against it, nor mechanical incentive

Re: Minor Suggestions

Posted: Mon Oct 05, 2015 1:43 pm
by tuypo1
i suppose your right.

Re: Minor Suggestions

Posted: Tue Oct 06, 2015 8:24 pm
by TrustyGun
You should be able to implant the following items into your chest cavity:

1. Bike Horns and Airhorns (Honk)
2. Pinpointer (Shows up on the Hud)
3. Station Bounced Radio (Freq. can't be changed once in cavity, can turn it off and on though)

Re: Minor Suggestions

Posted: Tue Oct 06, 2015 9:07 pm
by WJohnston
Dragging or grabbing someone should show you as walking backwards, as if you were facing the object. It'd help distinguish that someone is actually pulling someone, instead of being followed very closely or chased by them. More user feedback!

Re: Minor Suggestions

Posted: Tue Oct 06, 2015 9:36 pm
by Wyzack
TrustyGun wrote:You should be able to implant the following items into your chest cavity:

1. Bike Horns and Airhorns (Honk)
2. Pinpointer (Shows up on the Hud)
3. Station Bounced Radio (Freq. can't be changed once in cavity, can turn it off and on though)

Last i checked you can put a radio in there. Great for a permenant surviellence device if you put on on a private channel into a suspected traitor's chest

Re: Minor Suggestions

Posted: Wed Oct 07, 2015 8:04 pm
by Helios
Add mining scanners to Gulag please!
They have Optical Mesons, but no scanners so they cannot see any other minerals. Which makes being on the Gulag harder than it needs to be. As a person who talks out of a death sentence, to a gulag sentence I'd appreciate it.

Re: Minor Suggestions

Posted: Wed Oct 07, 2015 8:31 pm
by linelynnline
The outer airlock doors should not open until the inner doors are closed, especially now with spacewind

Re: Minor Suggestions

Posted: Wed Oct 07, 2015 11:44 pm
by newfren
Helios wrote:Add mining scanners to Gulag please!
They have Optical Mesons, but no scanners so they cannot see any other minerals. Which makes being on the Gulag harder than it needs to be. As a person who talks out of a death sentence, to a gulag sentence I'd appreciate it.
Yo the easiest way to get out of the gulag is certainly not mining towards minerals, the easiest way is to mine out a three by three, dig sand in a three by three, repeat. 45 points a pop plus whatever metal gets in your way.

Re: Minor Suggestions

Posted: Fri Oct 09, 2015 2:21 am
by Wizardjenkins66
Put a sun and moon mask in the costume machine.

Re: Minor Suggestions

Posted: Sat Oct 10, 2015 6:03 pm
by AnonymousNow
Now that cyborgs have medical or security overlays on one button, can we just merge mining cyborg mesons into that button too?

Re: Minor Suggestions

Posted: Sun Oct 11, 2015 4:23 pm
by Steelpoint
I suggest that if you click a station layout sign (those two tiled one's near arrivals) that it opens a overall image of the station, not only telling you the name (and colour code) of each department but telling you where you are.

E: This should change for each unique station, to help newer people figure out where everything is.

Re: Minor Suggestions

Posted: Sun Oct 11, 2015 5:10 pm
by Incoming
Steelpoint wrote:I suggest that if you click a station layout sign (those two tiled one's near arrivals) that it opens a overall image of the station, not only telling you the name (and colour code) of each department but telling you where you are.

E: This should change for each unique station, to help newer people figure out where everything is.
We already have minimap generation, so we could use that, that way it auto updates if the map is physically changed and everything. Frankly I've already tried to do this. The minimap system is just a LITTLE mystic to me right now.