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Re: Minor Suggestions

Posted: Thu Dec 10, 2015 7:46 pm
by Zellion

Bottom post of the previous page:

Ghosts should be able to see antag markers, like who is cult

Re: Minor Suggestions

Posted: Thu Dec 10, 2015 8:43 pm
by Screemonster
Zellion wrote:Ghosts should be able to see antag markers, like who is cult
Might lead to meta problems if they get cloned though.

Re: Minor Suggestions

Posted: Thu Dec 10, 2015 8:56 pm
by WJohnston
I feel like beanbag and buckshot shells should have 1 more pellet than they do now, that way buckshot can do 90 brute over its current 75, and beanbag can do something like 130 stamina and 18 brute. It'd make it more worthwhile up close and at range, because right now the single high-power pellet slug and rubber bullets are just simply better.

Re: Minor Suggestions

Posted: Thu Dec 10, 2015 9:03 pm
by DemonFiren
Screemonster wrote:
Zellion wrote:Ghosts should be able to see antag markers, like who is cult
Might lead to meta problems if they get cloned though.
Bay has an antagHUD toggle that prevents you from rejoining the round, ever, including respawns (which they have.)

Re: Minor Suggestions

Posted: Thu Dec 10, 2015 11:16 pm
by Zellion
Screemonster wrote:
Zellion wrote:Ghosts should be able to see antag markers, like who is cult
Might lead to meta problems if they get cloned though.
You're right, ghosts currently dont see all antag chat and every action happening in the round already so we're meta free!

Re: Minor Suggestions

Posted: Thu Dec 10, 2015 11:18 pm
by DemonFiren
That's a strawman so big even I can spot it.

Re: Minor Suggestions

Posted: Fri Dec 11, 2015 12:26 am
by Zilenan91
WJohnston wrote:I feel like beanbag and buckshot shells should have 1 more pellet than they do now, that way buckshot can do 90 brute over its current 75, and beanbag can do something like 130 stamina and 18 brute. It'd make it more worthwhile up close and at range, because right now the single high-power pellet slug and rubber bullets are just simply better.

Aren't rubber bullets just the buckshot version of beanbags? Also don't beanbags do 90 stamina already?

Re: Minor Suggestions

Posted: Fri Dec 11, 2015 8:37 am
by 1g88a
Add a random selection of flavor text for revs. Unionization, Soviet/Mao communist revolution, ___-Rights, Anti-Communism etc. For flavor.

Re: Minor Suggestions

Posted: Sat Dec 12, 2015 7:57 pm
by TrustyGun
A "deprecated" radio key should be added, which would be an unused radio channel that no one uses. It should have a chance to spawn as maintenance loot.

Would be useful for antags that don't have group antag chat (not a lot), or assistants that want their own assistant channel.

Re: Minor Suggestions

Posted: Sat Dec 12, 2015 9:07 pm
by DemonFiren
Alternatively, "blank" keys that can be multitooled to set a radio-range channel frequency.

Inb4 listening to AI private all day, erryday.

Re: Minor Suggestions

Posted: Sun Dec 13, 2015 5:40 pm
by BeardtongueV1
There should be an option to disassemble some food items like sandwiches. It's a bummer when somebody puts every donut into one burger and nobody wants to eat it.

Re: Minor Suggestions

Posted: Sun Dec 13, 2015 8:17 pm
by DemonFiren
All of the food.

I wanna reconstruct Pun Pun from burgers. I want to create tomatoes from soup.

Re: Minor Suggestions

Posted: Mon Dec 14, 2015 4:37 pm
by Anonmare
DemonFiren wrote:Alternatively, "blank" keys that can be multitooled to set a radio-range channel frequency.

Inb4 listening to AI private all day, erryday.
Actually, why can't we make more encryption keys? It's a bit annoying as a roboticist and the borg wants a key and there's no headsets left to cannibalise.

Re: Minor Suggestions

Posted: Mon Dec 14, 2015 6:13 pm
by Screemonster
Anonmare wrote:
DemonFiren wrote:Alternatively, "blank" keys that can be multitooled to set a radio-range channel frequency.

Inb4 listening to AI private all day, erryday.
Actually, why can't we make more encryption keys? It's a bit annoying as a roboticist and the borg wants a key and there's no headsets left to cannibalise.
add basic departmental equipment lockers (headset, uniform, basic gear) to cargo ordering console when?

Re: Minor Suggestions

Posted: Mon Dec 14, 2015 6:46 pm
by TheNightingale
Cargo is powerful enough with an emitter - giving them Command/Security (etc) headset keys is even bigger.

What if we gave each head of staff a box of department encryption keys in their locker - in addition to the spare Command/[department] headset they get? The CE gets seven spare Engineering keys, the CMO gets seven spare Medical keys, the HoP gets seven spare Service/Supply keys (they're combined), the Captain gets seven spare Command keys.

Also, fun fact - at the moment, the most channels you can have without the Captain's key is five - the HoP's (Command, Service, Supply) and Genetics' (Medical, Science).

Re: Minor Suggestions

Posted: Mon Dec 14, 2015 7:25 pm
by Anonmare
Return Standard Encryption Keys when? I mean, what's the point of having the syndie key be called "Standard Encryption Key" if standard encryption keys don't exist?

Re: Minor Suggestions

Posted: Mon Dec 14, 2015 9:56 pm
by DemonFiren
Wasn't Pap the one to remove them?

Then return them.

Re: Minor Suggestions

Posted: Tue Dec 15, 2015 1:14 pm
by Gun Hog
DemonFiren wrote:Wasn't Pap the one to remove them?

Then return them.
Because they were basically useless, and did not allow Common channel access. Removing the chip did not prevent access to Common, nor did it allow hearing common when re-tuning the radio. It was just a blank insert that you removed to support another key.

Re: Minor Suggestions

Posted: Tue Dec 15, 2015 4:36 pm
by Malkevin
The entire point of them existing was to counter meta, that was their use.

Re: Minor Suggestions

Posted: Wed Dec 16, 2015 5:55 am
by Silavite
If an area/air tank is filled with Nitrogen, it should not give an oxyloss warning.
https://en.m.wikipedia.org/wiki/Inert_gas_asphyxiation
Physiologically inert gases (those that have no toxic effect, but merely dilute oxygen) are generally free of odor and taste. As such, the human subject detects little abnormal sensation as the oxygen level falls. This leads to asphyxiation (death from lack of oxygen) without the painful and traumatic feeling of suffocation (the hypercapnic alarm response, which in humans arises mostly from carbon dioxide levels rising), or the side effects of poisoning.
This could open up interesting opportunities for traitors to kill someone via dilution rather than poison of their air.

Re: Minor Suggestions

Posted: Wed Dec 16, 2015 8:23 am
by DemonFiren
Well, it still oughtta give a warning to synthetics, maybe also pAIs if that is possble.

Re: Minor Suggestions

Posted: Wed Dec 16, 2015 9:49 pm
by Screemonster
Silavite wrote:If an area/air tank is filled with Nitrogen, it should not give an oxyloss warning.
https://en.m.wikipedia.org/wiki/Inert_gas_asphyxiation
Physiologically inert gases (those that have no toxic effect, but merely dilute oxygen) are generally free of odor and taste. As such, the human subject detects little abnormal sensation as the oxygen level falls. This leads to asphyxiation (death from lack of oxygen) without the painful and traumatic feeling of suffocation (the hypercapnic alarm response, which in humans arises mostly from carbon dioxide levels rising), or the side effects of poisoning.
This could open up interesting opportunities for traitors to kill someone via dilution rather than poison of their air.
I actually heard a friend-of-a-friend-had-this-happen-at-his-company-once story about this.
Decommissioning a pontoon or something, the thing had been sealed up when it was built, and they had to go inside it to take it apart for some reason. Anyway, the first guys walked in, didn't notice anything wrong until they were pretty much just passing out. Guys who were standing outside went in to haul them out and barely made it out themselves.

Long and the short of it was that however many decades ago the thing was built, they'd dumped fish oil into it before they sealed it - when the oil decayed, it consumed all the oxygen in the air and ensured the thing wouldn't rust on the inside. No sign whatsoever that the air was bad until they'd had a few lungfuls.

Re: Minor Suggestions

Posted: Sun Dec 20, 2015 12:06 pm
by Not-Dorsidarf
TrustyGun wrote:A "deprecated" radio key should be added, which would be an unused radio channel that no one uses. It should have a chance to spawn as maintenance loot.

Would be useful for antags that don't have group antag chat (not a lot), or assistants that want their own assistant channel.
Hey did you know you can just change the frequency on a regular headset to create your own private channel?

Re: Minor Suggestions

Posted: Sun Dec 20, 2015 12:08 pm
by DemonFiren
Not-Dorsidarf wrote:
TrustyGun wrote:A "deprecated" radio key should be added, which would be an unused radio channel that no one uses. It should have a chance to spawn as maintenance loot.

Would be useful for antags that don't have group antag chat (not a lot), or assistants that want their own assistant channel.
Hey did you know you can just change the frequency on a regular headset to create your own private channel?
Then you have to drop Common.

Re: Minor Suggestions

Posted: Sun Dec 20, 2015 12:14 pm
by Not-Dorsidarf
DemonFiren wrote:
Not-Dorsidarf wrote:
TrustyGun wrote:A "deprecated" radio key should be added, which would be an unused radio channel that no one uses. It should have a chance to spawn as maintenance loot.

Would be useful for antags that don't have group antag chat (not a lot), or assistants that want their own assistant channel.
Hey did you know you can just change the frequency on a regular headset to create your own private channel?
Then you have to drop Common.
SBR in your pocket.

Re: Minor Suggestions

Posted: Sun Dec 20, 2015 12:41 pm
by DemonFiren
Then switching is clunky.

Re: Minor Suggestions

Posted: Sun Dec 20, 2015 7:05 pm
by Wyzack
New ghetto weapon, matchlock firearms.
Made from wood, metal, and maybe something else. No modular reciever though. Fires improvised shells only. Must load a fresh match before you load your shell. Has a 10% chance to backfire on the user either when you load it or fire it, not sure which is more appropriate. Probably would need to be balanced by a decent reload time or something. I just wanna shoot down nuke ops with a line of musketmen

Re: Minor Suggestions

Posted: Sun Dec 20, 2015 7:19 pm
by Takeguru
You can already make rifle stocks from wood, so you can reuse that

I think it should be able to use any ammo, but have different failure chances, if that's possible
Like a shotshell would have a pretty low chance of failure, but if you managed to steal and load a newcop's .50 it'd have a pretty high chance of grenading in your hands

Re: Minor Suggestions

Posted: Tue Dec 22, 2015 1:55 am
by 1g88a
Make it so that if someone combines two bags of holding, the person doing it gets sucked out of existence and no round-ending singularity is formed.

Re: Minor Suggestions

Posted: Fri Dec 25, 2015 11:53 pm
by Takeguru
Lasertag ED-209s should be under normal bot access restriction, not security bot.

Re: Minor Suggestions

Posted: Sat Dec 26, 2015 3:35 am
by Screemonster
Takeguru wrote:Lasertag ED-209s should be under normal bot access restriction, not security bot.
Only allow it if someone's wearing the correct-colour lasertag vest :v

Re: Minor Suggestions

Posted: Sat Dec 26, 2015 10:07 pm
by TrustyGun
Ghosts should be able to view the minimap.

Re: Minor Suggestions

Posted: Sat Dec 26, 2015 10:10 pm
by Zilenan91
Blobs should be able ot have a radar of all their blob pieces so they can keep better watch over itself.

Re: Minor Suggestions

Posted: Sun Dec 27, 2015 10:45 am
by FantasticFwoosh
Using a free hand on disable intent when holding someone in a close aggressive grip should muffle their words akin to holding your hand over their mouth, allowing sneaky beaky takedowns.

Additionally shoving a gun in someones mouth should muffle their (often last) words too.

Re: Minor Suggestions

Posted: Sun Dec 27, 2015 5:41 pm
by Cik
when you have a gun between your teeth you speak only in vowels

Re: Minor Suggestions

Posted: Fri Jan 01, 2016 9:51 am
by Jacough
Ball crushing:
Use grab intent while targeting someone's groin to grab their balls and squeeze them, causing them to fall over in pain.

Re: Minor Suggestions

Posted: Fri Jan 01, 2016 1:19 pm
by MisterPerson
Jacough wrote:Ball crushing:
Use grab intent while targeting someone's groin to grab their balls and squeeze them, causing them to fall over in pain.
This isn't the shitty ideas thread, try again.

Re: Minor Suggestions

Posted: Fri Jan 01, 2016 8:16 pm
by InsaneHyena
Clown hardsuit. Don't actually place it anywhere on the station - just add it for adminspawn in case flukes decide to go honk ops.

Re: Minor Suggestions

Posted: Sat Jan 02, 2016 2:41 pm
by kust
Change the way jobs is locked instead of join once and after 2 weeks of not playing it's unlocked change it to be counting the time you have been on the server/servers

Re: Minor Suggestions

Posted: Sat Jan 02, 2016 4:58 pm
by TheNightingale
A type of shield that gives 100% melee protection, 100% energy protection, and 100% ballistic protection - but not all at once. You have to toggle between the three modes, and decide what you want resistance in.

Re: Minor Suggestions

Posted: Sun Jan 03, 2016 4:12 am
by Gun Hog
TheNightingale wrote:A type of shield that gives 100% melee protection, 100% energy protection, and 100% ballistic protection - but not all at once. You have to toggle between the three modes, and decide what you want resistance in.
Multiphase Combat Energy Shield. Give it at an increased cost to Ops compared to the current shield, and maybe a researchable at high illegal level and Combat 6 at RnD?

Re: Minor Suggestions

Posted: Sun Jan 03, 2016 4:35 am
by Zilenan91
Don't put survivability items into RnD or else we'll see scientists go on endless murder sprees and never be able to die.

Re: Minor Suggestions

Posted: Tue Jan 05, 2016 9:09 am
by 1g88a
Bluespace fire extinguisher.

Re: Minor Suggestions

Posted: Tue Jan 05, 2016 11:38 am
by Screemonster
Make nitrogen react with oxygen to form N2O in the presence of high-energy things and sparks.

Like the teslaball.

Re: Minor Suggestions

Posted: Wed Jan 06, 2016 2:53 am
by One Seven One
Syringe Claws

Attach a few syringe to a pair of gloves with some wire you found in maintenance and you've got a ghetto pair of claws.
You equip them in to your glove slot an on hit to an unarmored area of a person they'd have a chance to apply whatever reagent you loaded the syringe claws with in small dosages. One to three units or maybe less than one.

Could be fun for slowly poisoning your opponent during a scuffle or forcing your opponent to stop using their weapon by filling the claws with beepsky smash.

Re: Minor Suggestions

Posted: Wed Jan 06, 2016 3:35 am
by Screemonster
One Seven One wrote:Syringe Claws

Attach a few syringe to a pair of gloves with some wire you found in maintenance and you've got a ghetto pair of claws.
You equip them in to your glove slot an on hit to an unarmored area of a person they'd have a chance to apply whatever reagent you loaded the syringe claws with in small dosages. One to three units or maybe less than one.

Could be fun for slowly poisoning your opponent during a scuffle or forcing your opponent to stop using their weapon by filling the claws with beepsky smash.
So basically you want to recreate that one scene from Nightmare on Elm Street 3?

Re: Minor Suggestions

Posted: Wed Jan 06, 2016 3:53 am
by ShadowDimentio
On Bay if you harm intent someone with a syringe you stab them, forcibly injecting whatever's inside and breaking it.

It opens up some neat opportunities.

Re: Minor Suggestions

Posted: Wed Jan 06, 2016 8:01 am
by 1g88a
A hidden camera for traitors and Operatives. Comes with a remote viewing implant and a small camera that can be disguised as other small objects. The camera can also be attached to a jumpsuit as an accessory, but the only way you'd know it was there is if you removed it from the uniform yourself.

Operatives can monitor a stealthop's status directly, disguise it as a piece of junk and toss it at a window from space, traitors can cooperate in a similar manner, bug a uniform before giving it to their target, leave the camera disguised as a pen in a secure area, know exactly when to detonate your hidden explosives from across the station.

Re: Minor Suggestions

Posted: Wed Jan 06, 2016 12:48 pm
by Remie Richards
1g88a wrote:A hidden camera for traitors and Operatives. Comes with a remote viewing implant and a small camera that can be disguised as other small objects. The camera can also be attached to a jumpsuit as an accessory, but the only way you'd know it was there is if you removed it from the uniform yourself.

Operatives can monitor a stealthop's status directly, disguise it as a piece of junk and toss it at a window from space, traitors can cooperate in a similar manner, bug a uniform before giving it to their target, leave the camera disguised as a pen in a secure area, know exactly when to detonate your hidden explosives from across the station.
besides disguising it as an item, this is just the camera bug item.

Re: Minor Suggestions

Posted: Wed Jan 06, 2016 12:48 pm
by Gun Hog
1g88a wrote:A hidden camera for traitors and Operatives. Comes with a remote viewing implant and a small camera that can be disguised as other small objects. The camera can also be attached to a jumpsuit as an accessory, but the only way you'd know it was there is if you removed it from the uniform yourself.

Operatives can monitor a stealthop's status directly, disguise it as a piece of junk and toss it at a window from space, traitors can cooperate in a similar manner, bug a uniform before giving it to their target, leave the camera disguised as a pen in a secure area, know exactly when to detonate your hidden explosives from across the station.
A camera bug can suffice for most of these needs, as you can use them for tracking people as well. You could have a 1TC bundle of portable cameras to expand the network as needed.

Re: Minor Suggestions

Posted: Thu Jan 07, 2016 6:29 am
by Gun Hog
Change the Extended game mode to have increased random event rates! Instead of a single antagonist or forcing an admin to do all the fun, the higher chance of side antagonists (abductors, revenants, weak blobs, ninjas, etc) will provide a more varied experience, more anomaly chances for Science to make a Phazon or get research up faster, things to keep the Engineers busy, etc.