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Re: Minor Suggestions

Posted: Thu Nov 27, 2014 9:34 am
by Random Players

Bottom post of the previous page:

You can. Lit Welder on help intent.

Re: Minor Suggestions

Posted: Thu Nov 27, 2014 8:43 pm
by Cik
Random Players wrote:You can. Lit Welder on help intent.
yeah. nobody seems to know this because it makes zero sense but it does work.

Re: Minor Suggestions

Posted: Thu Nov 27, 2014 8:57 pm
by Remie Richards
Cik wrote:
Random Players wrote:You can. Lit Welder on help intent.
yeah. nobody seems to know this because it makes zero sense but it does work.
"Makes zero sense" you are on help intent, you help things, you are on harm intent, you harm things, grab intent, grab thing, disarm intent, disarm things.

Re: Minor Suggestions

Posted: Thu Nov 27, 2014 9:45 pm
by Wyzack
I think he ment it makes zero sense that burning cracked glass with a welding torch fixes it rather than scorching it

Re: Minor Suggestions

Posted: Thu Nov 27, 2014 10:30 pm
by Saegrimr
Wyzack wrote:I think he ment it makes zero sense that burning cracked glass with a welding torch fixes it rather than scorching it
You know like how welding the shards produces a nice perfect sheet of glass?
Yeah, space science.

Re: Minor Suggestions

Posted: Thu Nov 27, 2014 10:42 pm
by ExplosiveCrate
You shouldn't ever not be on help intent outside of actively trying to robust someone anyway.

Re: Minor Suggestions

Posted: Thu Nov 27, 2014 10:53 pm
by Scones
Wyzack wrote:Accidentally posted this in a different thread

Here is my small idea

>Remove Laser Gun from armory
>Replace with Laser Rifle or something
>More bulky than E-gun, does slightly more damage than E-gun on lethal
>Has miss chance (30% maybe?) when one handed, calculated for each mob the bolt passes until it hits something
>Can remove miss chance by wielding in two hands, like a fireaxe or spear

Good idea? Shit idea? I just wanna be able to operate operations operationally. Damage increase would have to be relatively small to prevent balance issues.
Sounds super awesome.

Re: Minor Suggestions

Posted: Thu Nov 27, 2014 11:30 pm
by Wyzack
I would totally code it if i knew how to code. I am really considering taking it up so that i can fix drunkspeach. Who stutters when they are drunk? Who decided that is how drunk people should sound in this game?

Re: Minor Suggestions

Posted: Thu Nov 27, 2014 11:35 pm
by fleure
Wyzack wrote:I think he ment it makes zero sense that burning cracked glass with a welding torch fixes it rather than scorching it
Absolutely.

I was thinking we needed some kind of resin you could inject into the cracks to heal it, but figured bothering with extra sprites and code just to deal with a new change was needless. Maybe I'll change my mind down the line.
Wyzack wrote:I think he ment it makes zero sense that burning cracked glass with a welding torch fixes it rather than scorching it
Someone who has never drunk, I guess.

Re: Minor Suggestions

Posted: Fri Nov 28, 2014 6:29 am
by kosmos
Examining things like rwalls should show you what can be done to it, like:
That's a reinforced wall, it looks like the supporting rods could be cut with wirecutters or reinforced with plasteel.
or
That's a girder, it looks like it could be disassembled with a wrench, dislodged with a crowbar, plated with metal or reinforced with plasteel.

This would make:
A) players much less dependent on the wiki construction page, it's silly that a big part of being robust in this game is to just remember the sequence of tools for every building block
B) make it more apparent how to fully take out that half-busted reinforced wall (if your antag teammate gets interrupted, if there's an explosion but it didn't fully make a hole), rather than trying to hit it with every tool to see what's the next step.

Re: Minor Suggestions

Posted: Fri Nov 28, 2014 7:43 am
by MisterPerson
That's not a minor suggestion. It's a good one, but it's not minor.

Re: Minor Suggestions

Posted: Fri Nov 28, 2014 1:27 pm
by peoplearestrange
kosmos wrote:Examining things like rwalls should show you what can be done to it, like:
That's a reinforced wall, it looks like the supporting rods could be cut with wirecutters or reinforced with plasteel.
or
That's a girder, it looks like it could be disassembled with a wrench, dislodged with a crowbar, plated with metal or reinforced with plasteel.

This would make:
A) players much less dependent on the wiki construction page, it's silly that a big part of being robust in this game is to just remember the sequence of tools for every building block
B) make it more apparent how to fully take out that half-busted reinforced wall (if your antag teammate gets interrupted, if there's an explosion but it didn't fully make a hole), rather than trying to hit it with every tool to see what's the next step.
It's a nice of trying to move away from the wiki, however the game itself has way too much detail and fiddly little bits to ever truely move away from using the wiki (until you slowly start to remember it all, though I'm doubtful one person knows absolutely everything, maybe some of the coders). R-walls are supposed to be a slow process and difficult to remove anyhow. So if you don't know how, having a right click hint really wouldn't speed things up much quicker than ult-tabbing to a page with the wiki open.

Re: Minor Suggestions

Posted: Fri Nov 28, 2014 2:09 pm
by Remie Richards
Actually it is pretty minor.

Code: Select all

for thing in game:
    var/new_desc = Read(wiki.thing)
    thing.desc += new_desc
done.

pseudo code aside, that is all you really need to do.
It'd need just as much maintenance as the wiki tho.

Re: Limit Field of View

Posted: Sat Nov 29, 2014 11:26 pm
by Malkevin
Steelpoint wrote:
Wyzack wrote:Here is my small idea

>Remove Laser Gun from armory
>Replace with Laser Rifle or something
>More bulky than E-gun, does slightly more damage than E-gun on lethal
>Has miss chance (30% maybe?) when one handed, calculated for each mob the bolt passes until it hits something
>Can remove miss chance by wielding in two hands, like a fireaxe or spear

Good idea? Shit idea? I just wanna be able to operate operations operationally. Damage increase would have to be relatively small to prevent balance issues.
All things considerd that's not a bad idea.

People tend to see Energy/Laser guns as a one-handed weapon. Whereas representing a proper two handed weapon like this might be amusing.
Lasers are one handed weapons, they just got given gigantic "I'M ABOUT TO SHOOT YOU" in hand sprites.
Hell, the original sprites were phasers from StarTrek: TOS


--------------------------
Add an accordion to brig, it can only play Sec Strong

Re: Minor Suggestions

Posted: Sun Nov 30, 2014 11:21 am
by fleure
peoplearestrange wrote:
It's a nice of trying to move away from the wiki, however the game itself has way too much detail and fiddly little bits to ever truely move away from using the wiki (until you slowly start to remember it all, though I'm doubtful one person knows absolutely everything, maybe some of the coders). R-walls are supposed to be a slow process and difficult to remove anyhow. So if you don't know how, having a right click hint really wouldn't speed things up much quicker than ult-tabbing to a page with the wiki open.
I have dual monitors and I just leave the wiki open on the other screen if I need it.

Re: Minor Suggestions

Posted: Sun Nov 30, 2014 2:27 pm
by MisterPerson
I think it's possible to move away from requiring the wiki for everything, but that really needs to be its own thread.

Re: Minor Suggestions

Posted: Sun Nov 30, 2014 7:52 pm
by qwert
Tator item -poisoned candles, you light them up and they irradiate people around them.

> doesnt require new sprites
P.S I hope, that code and byond are not crying about this suggestion.

Re: Minor Suggestions

Posted: Sun Nov 30, 2014 10:25 pm
by ExplosiveCrate
I like that idea as long as they don't work exactly like uranium walls/doors/statues, where every once in a while they release a pulse of radiation. And those pulses make other uranium items give off pulses of radiation without resetting the timer on their own pulses, resulting in a constant stream of deadly radiation when you have three walls lined up next to each other.

At least, that's how I remember it. Wouldn't be surprised if they got nerfed/fixed already.

Re: Minor Suggestions

Posted: Mon Dec 01, 2014 2:49 am
by deathhoof
Please for the love of all that is spacey, make it so that only people that have ai set to high can be malf ai. I just experianced the horror of being borged to a malf ai that doesnt know how to play ai and let me tell you, it was pure hell. I set up shielf gens in the core, and the fucker still managed to lose.

Re: Minor Suggestions

Posted: Wed Dec 03, 2014 9:53 pm
by Metafive
It'd be nice if the CMO/Virologist could set a a particular virus (by name) to not appear with the disease icon on the Medical HUD. It'd help traitors mask their pathogen-pertinent plans and make it so beneficial viruses don't have medstaff scanning passerby every five seconds.

Re: Minor Suggestions

Posted: Wed Dec 03, 2014 10:06 pm
by MisterPerson
deathhoof wrote:Please for the love of all that is spacey, make it so that only people that have ai set to high can be malf ai. I just experianced the horror of being borged to a malf ai that doesnt know how to play ai and let me tell you, it was pure hell. I set up shielf gens in the core, and the fucker still managed to lose.
Making it so people without AI on high could be malf was an intentional change so people could be malf without having to be a regular AI, in case that wasn't interesting to them.

Re: Minor Suggestions

Posted: Thu Dec 04, 2014 2:21 pm
by Gun Hog
MisterPerson wrote:
deathhoof wrote:Please for the love of all that is spacey, make it so that only people that have ai set to high can be malf ai. I just experianced the horror of being borged to a malf ai that doesnt know how to play ai and let me tell you, it was pure hell. I set up shielf gens in the core, and the fucker still managed to lose.
Making it so people without AI on high could be malf was an intentional change so people could be malf without having to be a regular AI, in case that wasn't interesting to them.
I believe it was also a fix the game ignoring a player's Malf AI preference, force-malfing AI players that did not enjoy Malf.

Re: Minor Suggestions

Posted: Fri Dec 05, 2014 10:43 am
by Cik
i think the captain's medals of commendation or whatever should be pinnable on borgs.

maybe make a small sprite change for it. i think that would be nice.

Re: Minor Suggestions

Posted: Fri Dec 05, 2014 10:54 pm
by rockpecker
qwert wrote:Tator item -poisoned candles, you light them up and they irradiate people around them.
Candles as an alternate way to make chemical smoke would be cool. Something like: grind up candles or crayons (cause we don't have bees on this server) to make wax, then heat in the microwave to make it back into candles. Anything else in the container becomes part of the candle and will get vaporized as it burns. You can now get high just by walking past hydroponics.

Re: Minor Suggestions

Posted: Sat Dec 06, 2014 3:20 am
by Cipher3
rockpecker wrote:
qwert wrote:Tator item -poisoned candles, you light them up and they irradiate people around them.
Candles as an alternate way to make chemical smoke would be cool. Something like: grind up candles or crayons (cause we don't have bees on this server) to make wax, then heat in the microwave to make it back into candles. Anything else in the container becomes part of the candle and will get vaporized as it burns. You can now get high just by walking past hydroponics.
This... actually could be cool... craftable candles. But not just from candles or crayons, that would make it really niche and unused due to the unique ingredients required.

Re: Minor Suggestions

Posted: Sat Dec 06, 2014 7:57 am
by Aleph
Since we got jury-rigged spears and stunpods, how about somthing like a glass shard knife or somthing more complicated like a cobbled together crossbow?

Re: Minor Suggestions

Posted: Sat Dec 06, 2014 8:04 am
by dezzmont
A knife would be nice, but ranged weapons are a big deal. The current apex for easily obtainable ranged weapon are floor tiles if I recall.

Re: Minor Suggestions

Posted: Sat Dec 06, 2014 8:31 am
by Raven776
Floor tiles were nerfed to shit.

Re: Minor Suggestions

Posted: Sat Dec 06, 2014 10:38 am
by Ergovisavi
Raven776 wrote:Floor tiles were nerfed to shit.
Oh no, they're only throwforce 10! Exactly as much force as an extinguisher, a very commonly used weapon!

Re: Minor Suggestions

Posted: Sat Dec 06, 2014 12:22 pm
by Malkevin
Are thrown rods still throw force 15 or did you ruin those too?

Re: Minor Suggestions

Posted: Sat Dec 06, 2014 2:33 pm
by bandit
Humans should be able to hide in borg rechargers.

Re: Minor Suggestions

Posted: Sat Dec 06, 2014 4:08 pm
by deathhoof
One should be able to wire and powercell cyborg torsos, then implant those into humans to create a repair system. It should also be possible to put flashes into cyborg heads then implant those heads into humans to give them built in med-hud or sec-hud. Both of these things should require charge and the human would have to crawl into a cyborg recharger or insert a new battery in order to keep their perks functioning.

Re: Minor Suggestions

Posted: Sun Dec 07, 2014 4:21 pm
by kosmos
AI's should be able to join mid-round. And cyborgs too. And there should be more round-startable cyborgs.

Oh and there should be some other way to empty a janicart without mopping it all out.

Re: Minor Suggestions

Posted: Sun Dec 07, 2014 10:20 pm
by Wyzack
Why do we have roundstart borgs but no roundjoin borgs? I think two borgslots would be nice. I suppose it would be less work for robotics, though.

Re: Minor Suggestions

Posted: Mon Dec 08, 2014 5:37 am
by Timbrewolf
1) Unless it's extended, at any point when the game detects that all the antagonists are dead the round should end.

This currently only happens in Rev, Malf, Blob, and Wizard.
During a Nuclear Emergency it should check to see if there's an active nuke on the station before ending. If the Nuke is still hot the round must go on until it either detonates for a pyrrhic victory or someone defuses it.

2) Blob needs some kind of emote leading up to transforming.

Currently the only way to detect a blob is...
Well currently there's absolutely no way to detect a blob until it explodes into a blob in front of you.
That's stupid. There should be some emote that starts triggering as you near blob time ala "extends the proboscis" type forced giveaways.

Re: Minor Suggestions

Posted: Mon Dec 08, 2014 4:21 pm
by Scones
Move the smartfridge into the space between the two Chem desks

I was mass-producing pills last night and found that its a really goddamn useful device, especially if you move it to the front - That way, people can get exactly what they want without clicking on game-stopping stacks of 30 tricord pills with one rhet mixed in there somewhere. And, honestly, I rarely if ever see chemists use it as secure chemical storage, considering anybody who gets inside Medbay can get at it.

Also, there's no way to quick move those 30 pills I just made, other than through some very tedious clicking. I'd like to see a function where the chem-master machines have an option to feed into an adjacent smartfridge, or the addition of a chem bag in the same spirit of mining/plant bags. And yes, I'm aware that pill bottles fill up when you click a stack, but they only hold 7 and do not empty into the fridge - Instead, they go in as a bottle.

(On second thought, chem bag sounds like people will just break in, empty machines to make as many healing pills as possible, load a bag and make off with the goods. I still want it, though.)

Re: Minor Suggestions

Posted: Mon Dec 08, 2014 5:59 pm
by Timbrewolf
Cecily wrote:And yes, I'm aware that pill bottles fill up when you click a stack
Motherfucker what?

I've been manually picking up and putting pills in those things one at a time.

Re: Minor Suggestions

Posted: Mon Dec 08, 2014 11:57 pm
by Scones
Really though, I'd love feedback on moving the smartfridge.

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 12:19 am
by RG4
The Kinetic Accelerator on mining should have some upgrade trees that helping our miners.
-Increased Damage
-Increases range
-Increased magazine size
- Full damage in pressurized enviroment
-Faster reload
Each of them can only hold one upgrade slot as to reduce murder cannon.
-Increased damage makes it go from 30 to 60 in space and depressurized environments. Slower fire rate for increased damage
-6 title range up from 3; 50% chance to miss at any range other than 3 titles.
-Allows the KA to hold between 2-3 shots before needing to reload, each shot dealing less damage. 30-15 or 30-15-7.5
-Faster reload enables the KA to be pumped at a sooner time than it's current values. Trade off is it might jam.
-Full damage in a pressurized environment is only at 2 tile range.

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 12:24 am
by Saegrimr
RG4 wrote:The Kinetic Accelerator on mining should have some upgrade trees that helping our miners.
The downsides are kinda meh, maybe if those were the mid tier of upgrades, like using nano-manipulators instead of pico-manipulators.
Other than that, fucking yes please.

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 12:24 am
by TheWiznard
RG4 wrote:The Kinetic Accelerator on mining should have some upgrade trees that helping our miners.
-Increased Damage
-Increases range
-Increased magazine size
- Full damage in pressurized enviroment
-Faster reload
Each of them can only hold one upgrade slot as to reduce murder cannon.
-Increased damage makes it go from 30 to 60 in space and depressurized environments. Slower fire rate for increased damage
-6 title range up from 3; 50% chance to miss at any range other than 3 titles.
-Allows the KA to hold between 2-3 shots before needing to reload, each shot dealing less damage. 30-15 or 30-15-7.5
-Faster reload enables the KA to be pumped at a sooner time than it's current values. Trade off is it might jam.
-Full damage in a pressurized environment is only at 2 tile range.
Just port NT's Kinetic Accelerator, it was damn near perfect with the upgrades you could add already.

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 12:30 am
by RG4
TheWiznard wrote:
RG4 wrote:The Kinetic Accelerator on mining should have some upgrade trees that helping our miners.
-Increased Damage
-Increases range
-Increased magazine size
- Full damage in pressurized enviroment
-Faster reload
Each of them can only hold one upgrade slot as to reduce murder cannon.
-Increased damage makes it go from 30 to 60 in space and depressurized environments. Slower fire rate for increased damage
-6 title range up from 3; 50% chance to miss at any range other than 3 titles.
-Allows the KA to hold between 2-3 shots before needing to reload, each shot dealing less damage. 30-15 or 30-15-7.5
-Faster reload enables the KA to be pumped at a sooner time than it's current values. Trade off is it might jam.
-Full damage in a pressurized environment is only at 2 tile range.
Just port NT's Kinetic Accelerator, it was damn near perfect with the upgrades you could add already.
What were NT's KA upgrades?

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 12:41 am
by TheWiznard
you just screwdriver the thing and add raw diamonds for a small reload speed boost up to three or four times and then you could add plasma to increase the range but it had like a 75-80% chance of making the entire gun jam up and become unusable. The other thing that made the KA so much damn better on NT was that it mined like a shotgun-esque sort of pattern occasionally shooting 3 wide or 2 deep, but in combat it still only did damage to one target where that white circle effect appears.

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 8:42 am
by Steelpoint
There is a rare chance of finding a AK-47 spawned somewhere on the Asteroid/Whatever. Its broken down and rusted over. Apply space lube to it and it will work flawlessly. Ammo not included.

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 1:06 pm
by RG4
Steelpoint wrote:There is a rare chance of finding a AK-47 spawned somewhere on the Asteroid/Whatever. Its broken down and rusted over. Apply space lube to it and it will work flawlessly. Ammo not included.
Communist Artifact Room:
-Dead communist mobs
-Assorted ammo for steckin,revolver and AK-47
-Bear pelts,uni-cycle, lodes of vodka and turnips
-Give unicycle to clown for honking good times
-Chance to find steckin,revolver, or ak-47

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 1:13 pm
by Zsword
Better Adcanced Mop: Doesn't use water, doesn't make it slippery when used.

Over glorified Soap? Yes, but the point is status/silliness/RP, If science makes me a super mop as a Janitor, I want it to be a super mop, not the same crap mop. No water, no slips, clean walls, quick, make it make me not outclassed by the Janiborg in literally everyway.

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 5:44 pm
by Reimoo
When you are selected for antagonist you should be given a final accept/deny prompt before you receive your antag info in the chat. Probably impossible to do but whatever.

Re: Minor Suggestions

Posted: Tue Dec 09, 2014 5:45 pm
by Steelpoint
Reimoo wrote:When you are selected for antagonist you should be given a final accept/deny prompt before you receive your antag info in the chat. Probably impossible to do but whatever.
If that was done then it should not give any hint to the player of what kind of antagonist they are about to be selected for, for obvious reasons.

Re: Minor Suggestions

Posted: Thu Dec 11, 2014 8:08 pm
by danno
add an option to spawn in a certain jumpsuit color

Re: Minor Suggestions

Posted: Fri Dec 12, 2014 5:11 am
by PKPenguin321
syndicate item for the librarian, a textbook
looks like a normal book, acts like a normal book, can fit in the bookbag and be titled etc
does moderately high brute damage, especially when thrown

might belong in the shitty suggestions thread but i'd use it

Re: Minor Suggestions

Posted: Fri Dec 12, 2014 5:14 am
by Spacezenegger
Re-add syndicate uplinks to revs.