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Re: Minor Suggestions

Posted: Sat Nov 12, 2016 6:23 pm
by PKPenguin321

Bottom post of the previous page:

Mostly it's the maintainers who don't want it in there, since it makes it easy to get implants without the need for assistance in surgery. It is mainly in the game for nuke ops, since they already take ages to get out of their base, and there's no reason to hold them up further with doing 40 surgeries if they decide to buy cyberimplants

Re: Minor Suggestions

Posted: Sat Nov 12, 2016 6:26 pm
by Alipheese
PKPenguin321 wrote:Mostly it's the maintainers who don't want it in there, since it makes it easy to get implants without the need for assistance in surgery. It is mainly in the game for nuke ops, since they already take ages to get out of their base, and there's no reason to hold them up further with doing 40 surgeries if they decide to buy cyberimplants
Ahhh. Well thus the reason for endgame research required. But very duels noted. Probably going to drop it.

Re: Minor Suggestions

Posted: Sat Nov 12, 2016 7:58 pm
by XDTM
I'd raise engineering to 6, but even then there's a lot of opposition to self-implanting.

Re: Minor Suggestions

Posted: Sat Nov 12, 2016 8:30 pm
by Anonmare
I'd put it at the highest possible tiers for researching, the ones that take the longest (including illegal). Autoimplanters are pretty darn powerful if you give yourself all of the following: Welding shield, X-ray, CNS Rebooter, Reviver, No-Drop,Nutrient Plus and all of the implanter implants (Adrenals/Freedoms etc.). If you give yourself a mindshield implant, you could make weapons with implant-locks on them so 3/4 of the crew couldn't use any weapons they managed to disarm off you (which would already be unlikely with No-Drops since they don't drop their weapons unless they want them to be dropped).

You'd basically be a huge pain in the ass to pin down.

Re: Minor Suggestions

Posted: Sun Nov 13, 2016 4:30 am
by Gun Hog
Absolutely do not add Auto-implanters to Science. Cybernetic implants are meant to be installed with surgery. You are supposed to need help. Auto-implanters exist for Ops because other Ops tend to be stupid and/or lazy - implants were under-bought for this reason. Also, Ops never have a reason to distrust each other (other than incompetence), which is why forcing them to need surgery is pointless. Surgery exists mainly so that you require help from someone else to get a buff. This makes you very, very vulnerable. The guy doing your surgery can kill you in one click (at the point where you take heavy brute damage as part of the surgery).

I rarely agree with PKP withholding content from Science, but just this once, it is for a very good reason. The risk exists to justify the power of the implants.

Re: Minor Suggestions

Posted: Sun Nov 13, 2016 10:56 pm
by Kel-the-Oblivious
Instead of an auto implanter, I have suggested an upgraded surgery table that can be loaded with the various implants, and then controlled by a second player. A few button clicks, and the implants are installed.

Not quite an auto implanter, but far quicker.

Re: Minor Suggestions

Posted: Sun Nov 13, 2016 11:16 pm
by DemonFiren
Screemonster wrote:
DemonFiren wrote:Give the HONK a new attachment: an oversized, spring-loaded boxing glove which changes melee attacks into heavy knockback+stamina damage.
wrong thread

Re: Minor Suggestions

Posted: Mon Nov 14, 2016 6:36 pm
by One Seven One
Kel-the-Oblivious wrote:Instead of an auto implanter, I have suggested an upgraded surgery table that can be loaded with the various implants, and then controlled by a second player. A few button clicks, and the implants are installed.

Not quite an auto implanter, but far quicker.
Going off of this: How about being able to okay a PAI in to the machine or bother the AI to start performing the steps on you?
Biggest problem there is getting someone to actually roll PAI or having the AI not dead/questioning why you want so many combat plants.

Re: Minor Suggestions

Posted: Mon Nov 14, 2016 7:04 pm
by Ezel
Give cmo a one use autoimplater for whatever implant he want then just the medhud ce/rd have more tools then the cmo and its not fair

Re: Minor Suggestions

Posted: Mon Nov 14, 2016 7:24 pm
by Anonmare
Honestly you could probably just give mediborgs a manipulator that's white-listed for organs and implants only and is considered to be a hand in surgery steps.

Re: Minor Suggestions

Posted: Mon Nov 14, 2016 10:25 pm
by Jacough
If they don't already make EMPs disable eswords. They drain energy weapons sop it'd make sense for them to fuck up eswords.

Re: Minor Suggestions

Posted: Tue Nov 15, 2016 11:32 am
by Kel-the-Oblivious
Colossus needs to drop loot chests along with the anomalous crystal.

Bubblegum needs to drop a corpse along with his loot chest.

Heirophant needs to drop his hat as well as his staff.

Legion needs to drop The Legion Soul, and allow the user to throw screaming legion skulls at people, like MM.

Ash Drakes should not be the number 1 Megafauna target, because they have the best loot, hands down out of the five megas.

Re: Minor Suggestions

Posted: Tue Nov 15, 2016 1:33 pm
by Ezel
I mean basically the staff of storms is thr best loot combined with whatever drake armour and make a storm in the shuttle and GG haijck

Re: Minor Suggestions

Posted: Tue Nov 15, 2016 1:48 pm
by Kel-the-Oblivious
Staff of Storms is useless to miners if they manage to kill one ash drake and have some sinew in their backpack, because one ash drake can turn into three suits of armor. It also drops a fireball wand and combustion spell, a sword that grows in power with spectators, a potion that can make you immune to lava, fire, or even turn you into an ash drake, or a staff that can turn lava into stone.

Bubblegum drops a pretty good sword, and two items that are "You'd better be a traitor if you plan to use these", and the Colossus drops a RNG crystal with powers ranging from "Pretty cool" to "Absolutely worthless", and Legion drops an item that is worthless if you killed an ash drake and geared up your squad.

The other Megas need to get their loot brought up to snuff with the Ash Drake, making them equally rewarding to hunt and kill, despite being honestly harder than the Ash Drake. Not that Ash Drake is easy, one ill timed lag spike and you can end up underneath a fireball.

Mind you, this is just run of the mill miners, not a traitor. Storm of Ash is great shit. Set one off in central hallway, and cackle.

Re: Minor Suggestions

Posted: Tue Nov 15, 2016 3:04 pm
by Ezel
>staff of storms is useless to miners
>a staff that can create a storm everywhere on the station

Re: Minor Suggestions

Posted: Tue Nov 15, 2016 3:48 pm
by Armhulen
Ezel wrote:>staff of storms is useless to miners
>a staff that can create a storm everywhere on the station
>only antagonists can use
ok

Re: Minor Suggestions

Posted: Tue Nov 15, 2016 4:29 pm
by FantasticFwoosh
Make staff of storms a consumable item or re-endorse the weather machine behind the legion door for a on/off of dangerous storms on lavaland and that'd be MUCH better than making it literally a wizard ability

Re: Minor Suggestions

Posted: Tue Nov 15, 2016 6:00 pm
by Gamarr
Examining a camera console should let you see whatever it is set to no matter what. Being a non-human/mob with no hands should just mean you cannot interact with the console, and thus change what camera it is seeing through, but otherwise can still glance/examine-action it and see whatever is being shown.

Re: Minor Suggestions

Posted: Tue Nov 15, 2016 10:40 pm
by XDTM
Ezel wrote:>staff of storms is useless to miners
>a staff that can create a storm everywhere on the station
Kel-the-Oblivious wrote: Mind you, this is just run of the mill miners, not a traitor. Storm of Ash is great shit. Set one off in central hallway, and cackle.

Re: Minor Suggestions

Posted: Wed Nov 16, 2016 2:45 am
by MrEousTranger
Xeno-Archaeologist Job

Does the job miners should do, but never do which is gather those fukken artifacts for R&D.
Its exactly what we need, the perfect way to solve useless miners and science not collaborating.
Miners can still help and still need to bring in ores so it doesn't remove their purpose, and they will be important to
protect the Archaeologist from danger. And the miners get to stay on their autism planet without being forced to search structures they would
TOTALLY (sarcsasm) never go into.

Re: Minor Suggestions

Posted: Wed Nov 16, 2016 8:16 am
by XDTM
Make the experimentor upgrade artifacts in some way, with a mineral cost. If you want that wand of fireball upgraded into a technological fireball gun, gotta deliver minerals to RnD.

Re: Minor Suggestions

Posted: Wed Nov 16, 2016 11:49 am
by Kel-the-Oblivious
Allow Explorer suits to be purchased for a decent cost, so Mining can conscript and equip new miners.

Allow Ash Drake armor to be grafted onto Mining EVA suits, for fire proof, space proof hell suits.

Re: Minor Suggestions

Posted: Wed Nov 16, 2016 1:31 pm
by D&B
You can buy mining starting kits now.

Re: Minor Suggestions

Posted: Wed Nov 16, 2016 1:52 pm
by Kel-the-Oblivious
That's through Cargo. I mean straight out of the mining vendor.

Re: Minor Suggestions

Posted: Wed Nov 16, 2016 2:29 pm
by FantasticFwoosh
Kel-the-Oblivious wrote:That's through Cargo. I mean straight out of the mining vendor.
That'd defeat the point of it. You need minerals to get the points to buy another suit just to get more miners when instead you can ask the station for stuff, sell it off and buy mining packs as a 'emergency' supply if people die.

Re: Minor Suggestions

Posted: Wed Nov 16, 2016 2:52 pm
by D&B
Kel-the-Oblivious wrote:That's through Cargo. I mean straight out of the mining vendor.
I mean you don't even need a suit to mine so I don't see why you would want one so badly.

And if a miner ends up in a situation where they lose the suit they probably lost their Id with the points in it too.

Re: Minor Suggestions

Posted: Thu Nov 17, 2016 5:22 pm
by Onule
Was surprised when I found out this isn't a thing already.
Make it possible to use universal recorders in assemblies, great for pranks!!

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 2:07 am
by confused rock
a buyable shuttle ATTACHMENT that puts a teleporter beacon on it, so you can teleport to the shuttle

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 3:40 am
by Doritos
Let the captain/heads decide if those directly under them (RD->scientists, HoP->Cargo techs/chaplain/etc) can be liggers or not.

(Also just remove ligger sec in general tia)

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 5:54 am
by Davidchan
I think you mean ligger only sec and place a terminal in the HoS's office that allows him to detonate their loyalty implants if they get out of line.

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 5:04 pm
by FantasticFwoosh
Mentioned it in the shitty idea thread but the ability to have leather & cloth made clothes (in seperate classes) accept respective materials to be repaired, so that ashwalkers & station crew can conduct maintenance when their favourite/vital clothes fall to shreds, with some exceptions for clothes from outside those two classes (real wizard/cult clothes and metal/plastic clothes etc)

Goliath leather is made from skinning goliath plates, and would be used for fixing miner shaft outfits & ashwalker gladiatior jumpsuits (because they are both for the idea, leather based), the goliath leather then on becomes a tribal object though any leather would have sufficed for the repairs.

Also the ability to make a poor quality fannypack pouch out goliath leather and a watcher ligament for binding to fit on the belt slot for some small storage, possibly even making a new slightly more buff tribal jumpsuit out of goliath leather with room for a small suit slot, to use spare scales that aren't going into boats.

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 5:46 pm
by calzilla1
Let us cut pies ffs

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 5:48 pm
by Reece
Why Can I not wear a bandanna on my head? Or attach it to my arm.

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 5:49 pm
by Wyzack
I think you can cut pumpkin pies and probably blumpkin pies, but those are the only ones

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 6:19 pm
by FantasticFwoosh
Reece wrote:Why Can I not wear a bandanna on my head? Or attach it to my arm.
Or wear it on your neck ready to pull up on your face .

Re: Minor Suggestions

Posted: Fri Nov 18, 2016 8:35 pm
by Drynwyn
Reece wrote:Why Can I not wear a bandanna on my head? Or attach it to my arm.
You can wear a bandanna on your head. Use it in your hand, then put it in the hat slot.

Re: Minor Suggestions

Posted: Sat Nov 19, 2016 12:08 am
by Reece
Drynwyn wrote:
Reece wrote:Why Can I not wear a bandanna on my head? Or attach it to my arm.
You can wear a bandanna on your head. Use it in your hand, then put it in the hat slot.
Just tried, doesn't work.

Re: Minor Suggestions

Posted: Sat Nov 19, 2016 3:13 am
by Okand37
Reece wrote:
Drynwyn wrote:
Reece wrote:Why Can I not wear a bandanna on my head? Or attach it to my arm.
You can wear a bandanna on your head. Use it in your hand, then put it in the hat slot.
Just tried, doesn't work.
You can use the bandanas like the skull, security red, green, yellow, etc ones and activate it in hand, it'll change sprites. You can put it on your head, but it looks more like a du-rag opposed to a single band tied at the end. You might want to try hitting 'z' with it in hand if you're on hotkey mode, as that'll activate it.

It should change something like this Image to this Image

Re: Minor Suggestions

Posted: Sat Nov 19, 2016 3:38 am
by Limey
Would be neat if we could implement quick clothing swap by clicking the bag icon with the clothing item in hand. Similar to what I've seen on Hippie. Makes switching jumpsuits a breeze.

Re: Minor Suggestions

Posted: Sat Nov 19, 2016 7:26 pm
by Remie Richards
Okand37 wrote:
Reece wrote:
Drynwyn wrote:
Reece wrote:Why Can I not wear a bandanna on my head? Or attach it to my arm.
You can wear a bandanna on your head. Use it in your hand, then put it in the hat slot.
Just tried, doesn't work.
You can use the bandanas like the skull, security red, green, yellow, etc ones and activate it in hand, it'll change sprites. You can put it on your head, but it looks more like a du-rag opposed to a single band tied at the end. You might want to try hitting 'z' with it in hand if you're on hotkey mode, as that'll activate it.

It should change something like this Image to this Image
or Ctrl+Z, if you're not in hotkey mode and don't want to mess around pixelhunting.

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 4:58 am
by confused rock
Remie Richards wrote:not in hotkey mode
what the fuck

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 6:11 am
by PKPenguin321
hotkey mode is for unrobust degenerates

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 7:24 am
by Dagdammit
When I was new (so a couple months back) and found my first Strange Objects, I wondered if this was what non-traitors saw while looking at syndicate gear.

Since then I've continued to feel like that might be a good idea for some tech like camera bugs- if my character isn't supposed to know what he's looking at, then the game shouldn't tell me. It could still give the proper name in the DA or when examined in another way that shows you the tech levels.

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 9:27 am
by Screemonster
Well, the disguised syndicate gear is explicitly disguised as whatever items they have the sprite of, otherwise people would just learn the "alternative" names. Would be a neat feature for Bay or Polaris, but not so much for a server where non-antags are explicitly allowed to know everything about every object or creature they encounter.

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 9:40 am
by confused rock
PKPenguin321 wrote:hotkey mode is robust

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 11:26 am
by FantasticFwoosh
With this PR ssreligion the chaplain can directly convert heathen ghost roles like ashwalker by hitting them with his book/null rod/making them drink holy water to clear their objectives to kill the station and ghost role antag status by giving them a new text objective to respect the chaplain's will since they are a man of god.

So the chaplain can go out into the dangerous wilds where they might be killed to conduct missionary duties to switch over some tribals with a different religion variable so that they chill down or come to the station. OOOOOR alternatively looking at it slave a bunch of tribals to go screw up even more stuff onboard as a co-ooperative antag team.

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 12:52 pm
by Kel-the-Oblivious
As a miner I fully approve of recruiting the chaplain to blitz the ashwalker base and cleanse the wretched creatures of their servitude to the Necropolis. I quite like it when Ashwalkers and Mining make an alliance and eventual work towards making the Lavaland green again.

Allow the chaplain to directly cleanse the Ashwalker tendril, purifying it of it's corruption and making it some nice and happy place.

Also, this would give a use for the Holy Inquisitor Water outside of it's actual use.

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 12:59 pm
by D&B
Dagdammit wrote:When I was new (so a couple months back) and found my first Strange Objects, I wondered if this was what non-traitors saw while looking at syndicate gear.

Since then I've continued to feel like that might be a good idea for some tech like camera bugs- if my character isn't supposed to know what he's looking at, then the game shouldn't tell me. It could still give the proper name in the DA or when examined in another way that shows you the tech levels.
Fuck that. Meta shields are cancer

Re: Minor Suggestions

Posted: Sun Nov 20, 2016 2:13 pm
by Kel-the-Oblivious
I treat the wiki as the NT training manual. Cobbled together by past experience, full of out dated information, and occasionally updated based off what various crew of NT have encountered.

Anything you can learn in there, you can justify your character knowing. There used to be books in the library that linked directly to the wiki pages for various guides to the game.

Now, how much of that you apply in game is up to you. Just because I have read the latest speed research formula doesn't mean my random assistant is going to know it right off the bat. Might know "If I get these things from mining, and these things from cargo, and that thing from here... I can make most of the cool stuff." That's good enough.

I can know what an energy sword, a .357 revolver, a camera bug is, because hey, NT knows about these assholes, they use this kind of stuff, if the crew knows "This stuff equals BAD GUY" they will use that knowledge to rid of various nefarious beings

Re: Minor Suggestions

Posted: Mon Nov 21, 2016 4:43 am
by Dagdammit
Yeah, anything under "obvious weapons"... actually, hang on.

Okay, I checked wiki and the syndicate items I'd be inclined to apply this to are like, a grand total of 4 or 5. Doesn't seem worth it.

Re: Minor Suggestions

Posted: Mon Nov 21, 2016 7:14 am
by DemonFiren
D&B wrote:
Dagdammit wrote:When I was new (so a couple months back) and found my first Strange Objects, I wondered if this was what non-traitors saw while looking at syndicate gear.

Since then I've continued to feel like that might be a good idea for some tech like camera bugs- if my character isn't supposed to know what he's looking at, then the game shouldn't tell me. It could still give the proper name in the DA or when examined in another way that shows you the tech levels.
Fuck that. Meta shields are cancer
You're full of shit, but just this once you're right.