Page 4 of 76

Re: Minor Suggestions

Posted: Thu Aug 07, 2014 8:23 pm
by Reimoo

Bottom post of the previous page:

kosmos wrote: Getting shocked by electrified doors or grilles should make you go all looney tunes, as in getting stuck and convulsing for a few seconds before falling over (and making your hair stand up, as in bedhead-hair, except if you're bald), duration depending on the power in powergrid, if someone touches you without insulated gloves, they get stuck and convulse too. This could lead into huge train of people convulsing when there's a lot of power in the powergrid. This might be a shitty idea.
Oh my god. This is genius.

Re: Minor Suggestions

Posted: Mon Aug 11, 2014 5:59 pm
by Metafive
I take no credit for this, but I sadly can't recall who first came up with it:

Medbay should have a box of lollipops to give to good patients. Make them equippable as face-slot items like cigarettes, except they can also be added as an accessory to clown masks.

Re: Minor Suggestions

Posted: Tue Aug 12, 2014 11:38 am
by Miauw
Metafive wrote:I take no credit for this, but I sadly can't recall who first came up with it:

Medbay should have a box of lollipops to give to good patients. Make them equippable as face-slot items like cigarettes, except they can also be added as an accessory to clown masks.
I'd add this if somebody made sprites.
(Making them both wearable on your mask slot and edible is impossible (not worth the effort, anyway), though)

Re: Minor Suggestions

Posted: Tue Aug 12, 2014 2:14 pm
by Kelenius
Miauw wrote:
Metafive wrote:I take no credit for this, but I sadly can't recall who first came up with it:

Medbay should have a box of lollipops to give to good patients. Make them equippable as face-slot items like cigarettes, except they can also be added as an accessory to clown masks.
I'd add this if somebody made sprites.
(Making them both wearable on your mask slot and edible is impossible (not worth the effort, anyway), though)
Make them like cigarettes? Add some nutriment? Add a lollipop stick that is left behind when it's done?

Re: Minor Suggestions

Posted: Tue Aug 12, 2014 4:49 pm
by Scott
Yeah, can't they work like cigarettes? Imbued cigs dose the smoker with whatever they were imbued with.

Re: Minor Suggestions

Posted: Tue Aug 12, 2014 8:24 pm
by Miauw
meh, you'd have to light your lollipop.

Re: Minor Suggestions

Posted: Tue Aug 12, 2014 11:20 pm
by Scott
Unwrap?

Re: Minor Suggestions

Posted: Wed Aug 13, 2014 1:33 pm
by Miauw
Scott wrote:Unwrap?
Image
how did i not think of this.

they'd slowly be consumed even while not in your mouth tho

now i just need sprites

Re: Minor Suggestions

Posted: Thu Aug 14, 2014 4:03 am
by kosmos
The Detective's Forensic Scanner could maybe look a little cooler. WIth all the updates to gun sprites, it still shares the same sprite with Cargo's Destination Tagger (they both look like they're from beyond r4407). I dunno if I should post this to a spriting thread instead.

Oh and DNA Injectors feel weird with their way of dissapearing after use. Nothing else in the game vanishes like that, leaving no evidence. Maybe they could just turn into normal syringes for muh realisms, maybe an added "trace of a DNA..." for Detective snoopings.

Re: Minor Suggestions

Posted: Thu Aug 14, 2014 2:57 pm
by bandit
kosmos wrote:Oh and DNA Injectors feel weird with their way of dissapearing after use. Nothing else in the game vanishes like that, leaving no evidence. Maybe they could just turn into normal syringes for muh realisms, maybe an added "trace of a DNA..." for Detective snoopings.
Oh god no. They already ruined botany this way.

Re: Minor Suggestions

Posted: Fri Aug 15, 2014 12:51 am
by Antimattercarp
Color psychology sec edition!
Blue sec uniforms as an option.
Color at least one of the cells a bright pepto bismol pink like a a Drunk tank.

Re: Minor Suggestions

Posted: Fri Aug 15, 2014 4:15 am
by TheWiznard
what if getting a good roll on a dice increased your chances to perform minor tasks significantly better; such as using a wired coin on a vending machine or kicking a grille without insulated gloves. roll a d20 and get a nat 20 for increased win rates at a slot machine or something who knows.

Re: Minor Suggestions

Posted: Fri Aug 15, 2014 6:29 am
by Rose-chan
What would keep people from just rolling the dice until they got a natural 20?

Re: Minor Suggestions

Posted: Fri Aug 15, 2014 10:04 am
by MisterPerson
TheWiznard wrote:what if getting a good roll on a dice increased your chances to perform minor tasks significantly better; such as using a wired coin on a vending machine or kicking a grille without insulated gloves. roll a d20 and get a nat 20 for increased win rates at a slot machine or something who knows.
Wrong thread: http://tgstation13.org/phpBB/viewtopic.php?f=9&t=32

Re: Minor Suggestions

Posted: Fri Aug 15, 2014 1:04 pm
by Miauw
TheWiznard wrote:what if getting a good roll on a dice increased your chances to perform minor tasks significantly better; such as using a wired coin on a vending machine or kicking a grille without insulated gloves. roll a d20 and get a nat 20 for increased win rates at a slot machine or something who knows.
even if this was not a bad idea, it would still be literally impossible to implement.

Re: Minor Suggestions

Posted: Fri Aug 15, 2014 9:32 pm
by Remie Richards

Code: Select all

/mob/living/carbon/human
    var/luck = 0

/some/dice/shit/roll(var/mob/living/carbon/human/roller)
    var/roll = rand(1,6)
    if(roller)
        roller.luck = roll*10//as percentage

/some/thing/that/uses/luck(var/mob/living/carbon/human/H)
    if(H)
        if(prob(H.luck))
            H << "You won"
        else
            H << "You suck"
Something to that extent

and that's terrible code I just spewed up because it's late.
Not exactly "literally impossible" :P

Re: Minor Suggestions

Posted: Fri Aug 15, 2014 10:00 pm
by Rolan7
The impossible part is finding and replacing all the appropriate calls to rand() :P
Not literally impossible, but it won't happen.

Re: Minor Suggestions

Posted: Sat Aug 16, 2014 3:17 pm
by Miauw
its about as literal as hitler but yeah nobody will ever do that and it wont ever be accepted either :V

Re: Minor Suggestions

Posted: Sun Aug 17, 2014 3:12 pm
by TheWiznard
give traitor implants a verb tab like wizard spells or something because trying to type out *twitch_s in the heat of battle to stop a borg from robusting you is insane. it's not like it makes anything any easier in the long run because you still only get like 2-3 uses out of them, so why can't they actually be useful and have a tab-mabob

Re: Minor Suggestions

Posted: Sun Aug 17, 2014 8:34 pm
by Reimoo
Why can't we hide things under floor tiles yet? Like come on, guys.

Re: Minor Suggestions

Posted: Sun Aug 17, 2014 9:03 pm
by Lo6a4evskiy
Because that would be really hard to find?

It's hard enough to track things as is.

Re: Minor Suggestions

Posted: Sun Aug 17, 2014 9:10 pm
by Cipher3
Lo6a4evskiy wrote:Because that would be really hard to find?

It's hard enough to track things as is.
Make it so mesons detect it and only a certain size of item can be hidden.

Re: Minor Suggestions

Posted: Sun Aug 17, 2014 9:20 pm
by Lo6a4evskiy
Pff, mesons. Hide an item in arrivals, cover with locker and nobody will ever see it.

This idea is about the same thing as "make crowbar knock out with one hit and kill with three". Crowbar isn't meant to be a weapon, hidden storage isn't supposed to be everywhere.

Re: Minor Suggestions

Posted: Mon Aug 18, 2014 11:30 am
by Miauw
Hiding stuff under floor tiles is actually a pretty good idea but it's weird to do and maybe a little op.

Re: Minor Suggestions

Posted: Mon Aug 18, 2014 4:03 pm
by bandit
I know it's been brought up, but hiding things in vents instead? Let crewmen be tacticool spies

Re: Minor Suggestions

Posted: Wed Aug 20, 2014 4:03 am
by Fragnostic
Improvised Firebombs should have a chance of exploding when wiring it. Also, before filling it with welderfuel, you should be able to fill it with 10 glass shards/10 bullets(any cal)/5 syringes(may be filled with chems) as shrapnel or a payload to have objects to propel at victims. The glass shards should stab and must be surgically removed, the bullets should have their primers ignited by the explosion(thus firing them), and syringes that hit people not wearing protective clothing will be injected instantly like syringe gun. Really, I'm just tired of all of the explosives in this game causing structural damage, but no real propulsion of loose items or even fragments created by the explosion. There needs to be some sort of shrapnel to create high damage/chem exposure easily towards humans while minimizing the amount of damage done to the station in general.

Re: Minor Suggestions

Posted: Wed Aug 20, 2014 1:02 pm
by Miauw
Fragnostic wrote:Improvised Firebombs should have a chance of exploding when wiring it. Also, before filling it with welderfuel, you should be able to fill it with 10 glass shards/10 bullets(any cal)/5 syringes(may be filled with chems) as shrapnel or a payload to have objects to propel at victims. The glass shards should stab and must be surgically removed, the bullets should have their primers ignited by the explosion(thus firing them), and syringes that hit people not wearing protective clothing will be injected instantly like syringe gun. Really, I'm just tired of all of the explosives in this game causing structural damage, but no real propulsion of loose items or even fragments created by the explosion. There needs to be some sort of shrapnel to create high damage/chem exposure easily towards humans while minimizing the amount of damage done to the station in general.
this is really fucking hard to do btw. every part of it.
also shrapnel is abstracted into brute damage that you get when in the radius of an explosion.

Re: Minor Suggestions

Posted: Wed Aug 20, 2014 6:21 pm
by Fragnostic
Miauw wrote: this is really fucking hard to do btw. every part of it.
also shrapnel is abstracted into brute damage that you get when in the radius of an explosion.
I thought so. But didn't /tg/ have shrapnel bombs before? And I think the shrapnel had to be surgically removed and had a chance of failing. Really, I wish explosions propelled items into lethal speeds. Shards, screwdrivers, syringes, pens and other small sharp objects should be thrown by the explosion if it's not in the gib radius. I like my explosions, but I wish a class of explosive could forcus more on fragmentation rather than hull breaches.

Re: Minor Suggestions

Posted: Wed Aug 20, 2014 8:18 pm
by kosmos
Fragnostic wrote:Really, I wish explosions propelled items into lethal speeds. Shards, screwdrivers, syringes, pens and other small sharp objects should be thrown by the explosion if it's not in the gib radius. I like my explosions, but I wish a class of explosive could forcus more on fragmentation rather than hull breaches.
It's weird how this awesome mechanic isn't used anywhere else but disposal pipes. I remember someone suggesting C4:ing doors would make the airlocks propel inwards and kill people. Would be cool.

Re: Minor Suggestions

Posted: Thu Aug 21, 2014 8:48 am
by Miauw
Fragnostic wrote:
Miauw wrote: this is really fucking hard to do btw. every part of it.
also shrapnel is abstracted into brute damage that you get when in the radius of an explosion.
I thought so. But didn't /tg/ have shrapnel bombs before? And I think the shrapnel had to be surgically removed and had a chance of failing. Really, I wish explosions propelled items into lethal speeds. Shards, screwdrivers, syringes, pens and other small sharp objects should be thrown by the explosion if it's not in the gib radius. I like my explosions, but I wish a class of explosive could forcus more on fragmentation rather than hull breaches.
I think you're thinking of baymed. It's sort of hard to do and I really don't want to hack it in without making sure that it's somewhat consistent with the rest of our medical system (e.g. it'd basically require a rewrite, which is very much needed not because the code is shit but because our current medical system is rather boring). The idea is cool, it's just hard to do. Besides the problem with our medical system, if you launch shards by "throwing" them people will be able to throw shards at people at such velocities that it is needed to surgically remove them, which makes no sense. So you'd have to use projectiles and guncode sucks.
kosmos wrote:
Fragnostic wrote:Really, I wish explosions propelled items into lethal speeds. Shards, screwdrivers, syringes, pens and other small sharp objects should be thrown by the explosion if it's not in the gib radius. I like my explosions, but I wish a class of explosive could forcus more on fragmentation rather than hull breaches.
It's weird how this awesome mechanic isn't used anywhere else but disposal pipes. I remember someone suggesting C4:ing doors would make the airlocks propel inwards and kill people. Would be cool.
Disposal pipes just throw stuff, it's fairly simplistic.

Re: Minor Suggestions

Posted: Thu Aug 21, 2014 1:16 pm
by Jacquerel
what if Space Lube left semitransparent puddles instead of being mostly invisible

BAKAWHHH!!!!

Posted: Thu Aug 21, 2014 11:41 pm
by Atticat
Wearing the fullchicken suit should alter your speech. Kinda of like the luchadores mask OLE!

But instead now you'll be actin' like a real chicken-wo(man) should, BAKAWHHH!!!!

Re: BAKAWHHH!!!!

Posted: Sun Aug 24, 2014 12:27 am
by Mastigos
Atticat wrote:Wearing the fullchicken suit should alter your speech. Kinda of like the luchadores mask OLE!

But instead now you'll be actin' like a real chicken-wo(man) should, LET'S EAT!!!

Re: Minor Suggestions

Posted: Sun Aug 24, 2014 4:44 pm
by kosmos
Staff of Animation is largely so good because you can't fucking tell which things are animated and which aren't, you just have to bash at that stool until you hopefully see the glimpse of the "stool stops moving" -message during the shitfest going on at the chat window. Yes, I just got killed by one.

Animated things should glow or jitter while alive or somehow be more easily recognizable when not animated anymore.

Re: Minor Suggestions

Posted: Sun Aug 24, 2014 5:19 pm
by Lo6a4evskiy
kosmos wrote:you can't fucking tell which things are animated and which aren't.
Animated things move and attack. Others don't.

It's pretty simple.

Re: Minor Suggestions

Posted: Sun Aug 24, 2014 7:10 pm
by kosmos
Lo6a4evskiy wrote:
kosmos wrote:you can't fucking tell which things are animated and which aren't.
Animated things move and attack. Others don't.

It's pretty simple.
Running away from them (so it'll be almost impossible for others to help you because you're fucking running in circles and so is the chair attacking you, and hitting the chair while moving is a bitch too, if you're able to kill all the 5 chairs surrounding you without getting confused you have my respect) to see if they're moving and looking at the spammed chat window to see if they're attacking isn't my idea of "pretty simple". A simple animation of them shaking a little would make this much more enjoyable.

Re: Minor Suggestions

Posted: Sun Aug 24, 2014 8:08 pm
by Miauw
i think spooky glowing red eyes would be better.

Re: Minor Suggestions

Posted: Mon Aug 25, 2014 8:32 am
by Jacquerel
There's no easy way to make a sprite overlay of "spooky glowing eyes" which would fit equally well on a chair, stool, crowbar, and mop, though.
Every animate-able object would need a different offset and many are too small in the first place.

Re: Minor Suggestions

Posted: Mon Aug 25, 2014 9:37 am
by Miauw
doesn't matter

Re: Minor Suggestions

Posted: Wed Aug 27, 2014 2:39 am
by Skorvold
BOOMERANGS

Re: Minor Suggestions

Posted: Wed Aug 27, 2014 9:55 am
by Miauw
Skorvold wrote:BOOMERANGS
i *think* this would be either very easy or really fucking hard to code, depending on how well I remember throwing code.

Re: Minor Suggestions

Posted: Wed Aug 27, 2014 2:23 pm
by Jalleo
Miauw wrote:
Skorvold wrote:BOOMERANGS
i *think* this would be either very easy or really fucking hard to code, depending on how well I remember throwing code.
Why cant it be both? HONK!

Re: Minor Suggestions

Posted: Wed Aug 27, 2014 10:00 pm
by Fragnostic
SODA-12
Automatic shotgun constructed from a flamethrower+soda can w/igniter+box+metal rods.
Holds three shots.
Fires shots in rapid succession.
Has a chance of blasting a hole in your face with whatever shell, chance increases depending on shell.
-Beanbag: 25% chance of shooting self pointblank
-shotgun shell: 30% chance of shooting self pointblank
-syringe shell: 20% chance of shooting self pointblank
-incendiary shell: 50% chance of shooting self pointblank
-shotgun slug: 50% chance of shooting self pointblank or missing
-experimental/tech shells: 100% chance of shooting self pointblank

Not useful for murderbone, but good for when you find shells lying around and need a weapon.

Re: Minor Suggestions

Posted: Fri Aug 29, 2014 8:43 pm
by Wesdo
Fragnostic wrote:SODA-12
Automatic shotgun constructed from a flamethrower+soda can w/igniter+box+metal rods.
Holds three shots.
Fires shots in rapid succession.
Has a chance of blasting a hole in your face with whatever shell, chance increases depending on shell.
-Beanbag: 25% chance of shooting self pointblank
-shotgun shell: 30% chance of shooting self pointblank
-syringe shell: 20% chance of shooting self pointblank
-incendiary shell: 50% chance of shooting self pointblank
-shotgun slug: 50% chance of shooting self pointblank or missing
-experimental/tech shells: 100% chance of shooting self pointblank

Not useful for murderbone, but good for when you find shells lying around and need a weapon.
It'll just make people stuncuff the bartender for his ammo and shooting people with this, but it sounds and looks cool to me.

Re: Minor Suggestions

Posted: Sat Aug 30, 2014 1:04 am
by Fragnostic
Wesdo wrote: It'll just make people stuncuff the bartender for his ammo and shooting people with this, but it sounds and looks cool to me.
I don't think it'll happen as often as it already does. Anyway, if they're stun cuffing him, it's probably for his gun as well, which is more reliable. Cargo/R&D would probably be the first place they go to, and if they don't fork over any shells, someone's getting stuncuffstripdisposal. But you're right, that is one thing to watch out for.

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 12:19 pm
by kosmos
There should be a small notice message to players when the gravity goes off/on, "Your feet slowly float off the floor...", like every other obvious thing the player character does (washes hands, slips, strips someone etc.). The floating does its just nicely but it just feels a little inconsistent without the message.

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 2:05 pm
by peoplearestrange
kosmos wrote:There should be a small notice message to players when the gravity goes off/on, "Your feet slowly float off the floor...", like every other obvious thing the player character does (washes hands, slips, strips someone etc.). The floating does its just nicely but it just feels a little inconsistent without the message.
There used to be a warning siren sound effect, i've played muted recently so I don't know if that is still functional.
Perhaps there could be an update from cent comm saying something like "WARNING: Gravity generator off-line"

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 5:22 pm
by Ezel
Miauw wrote:
Skorvold wrote:BOOMERANGS
i *think* this would be either very easy or really fucking hard to code, depending on how well I remember throwing code.
goonstation did it and look at it now a whole safari
Boomerang + safari suit + tranq rifle + clown/assistent=honk
But i think its pretty easy to code it because you throw it anywhere and let it come you
than make it that it doesnt stop if a Crewmember gets hit with or a wall

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 6:40 pm
by Miauw
Ezel wrote:
Miauw wrote:
Skorvold wrote:BOOMERANGS
i *think* this would be either very easy or really fucking hard to code, depending on how well I remember throwing code.
goonstation did it and look at it now a whole safari
Boomerang + safari suit + tranq rifle + clown/assistent=honk
But i think its pretty easy to code it because you throw it anywhere and let it come you
than make it that it doesnt stop if a Crewmember gets hit with or a wall
yeah well xenoarchology is pretty easy to code it you just let people dig artifacts from walls and then research them, easy right?

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 9:18 pm
by rexagon
Replace Syndicate backpack with a duffel bag who's in-hand sprite has it slung over one arm.
Personally, having to carry your backpack makes you look like a tool.

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 11:32 pm
by MMMiracles
Captain needs to spawn with some sort of self-defense weapon. Remove the chain of command from his office and have him spawn with it. Its rather odd that the highest ranking crew member (and probably most high-value) late-joins with literally 0 actual offense. An assistant with a bit of RNG luck on his side could easily down the captain with just a fucking toolbox. (this totally hasn't happened before during a rev round)