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Re: Minor Suggestions

Posted: Sun Mar 15, 2015 2:09 am
by DemonFiren

Bottom post of the previous page:

Give it a short range and ensure it's not spammable, kthx.

Re: Minor Suggestions

Posted: Sun Mar 15, 2015 3:57 am
by MMMiracles
the visual of security literally dogpiling onto criminal scum is hilarious.

Re: Minor Suggestions

Posted: Sun Mar 15, 2015 4:57 am
by Allohsnackbar
MMMiracles wrote:the visual of security literally dogpiling onto criminal scum is hilarious.
Dogpiling needs to be more effective when more the one person is dogpiling.
Also, dogpiling/tackling should be more effective for (Roundstart) Security officers. The reason could be training.

Re: Minor Suggestions

Posted: Sun Mar 15, 2015 1:54 pm
by Cheimon
Hardcurity when

Re: Minor Suggestions

Posted: Sun Mar 15, 2015 8:56 pm
by Loonikus
Allohsnackbar wrote:
MMMiracles wrote:the visual of security literally dogpiling onto criminal scum is hilarious.
Dogpiling needs to be more effective when more the one person is dogpiling.
Also, dogpiling/tackling should be more effective for (Roundstart) Security officers. The reason could be training.
When I was thinking of HARDCURITY, my idea for the mechanic was

-Target had to already be on the ground
-Clicking on someone on the ground with the disarm intent would make you dogpile on top of them
-If someone has dogpiled on top of you, you could not get up until you resisted out of it
-You have a 50% chance of escaping with every attempt at resisting, with a 1.5 second cooldown on attempts
-After the initial 50% chance upon the first person dogpiling on you, each additional person who dogpiles on you decreases your chance to escape by another 15% and increases the cooldown between attempts by another second.
-The victim is completely stunned while they are dogpiled, the can only try to resist out of it. The dogpilers are free to use whatever they want (cuffs, batons, etc.) while dogpiled.

Re: Minor Suggestions

Posted: Wed Mar 18, 2015 1:02 pm
by DemonFiren
Add a /me command to NRC, for all your ERP in IC needs.

If this does exist, my apologies, I've missed it.

Re: Minor Suggestions

Posted: Wed Mar 18, 2015 2:42 pm
by Cheimon
IF dismemberment ever happens, add in some way to add augments from your corpse much faster.

OR just make augments different anyway, and make them faster to add to someone before that. They're fun enough and they're really underused.

Re: Minor Suggestions

Posted: Thu Mar 19, 2015 7:12 am
by rexagon
Give the detective a full-body forensic scanner, allows him to see how many times a body part was hit, and at what time in station time. The idea is that, with MATHEMATICS, the detective can figure out what kind of weapon was used, and if that damage is related to something else.

Re: Minor Suggestions

Posted: Thu Mar 19, 2015 2:10 pm
by Wyzack
Make it a stationary machine and that would be awesome, it would actually give the autopsy room in meta a use.

Do you think it would be unbalanced if the forensic scanner could pick up soap/cleaner residue in things that have been cleaned of prints/fibers? Maybe just a 50% chance of it being left behind?

Re: Minor Suggestions

Posted: Thu Mar 19, 2015 2:25 pm
by DemonFiren
A stationary scanner should probably pick that up.

Re: Minor Suggestions

Posted: Thu Mar 19, 2015 2:48 pm
by Wyzack
I was thinking more in terms of airlocks and floors, but even just being able to tell on weapons/tools/bottles would be nice. I wish we had autopsies like bay does, where you operate on the corpse and a scanner tells you what sort of item was used to harm each area. It would be useful without dicking over traitors, and allow me to banter with the HoS about autopsy reports and stuff.

Re: Minor Suggestions

Posted: Thu Mar 19, 2015 3:34 pm
by DemonFiren
Using an air-horn (research item, requires min. 500 bananium) on someone, targetting the head and with them not wearing ear protection should result in a brief knockdown and some deafitude.
Because they're not annoying enough yet.

Also, huffing from air horns to commit suicide, y/y? http://www.seacoastonline.com/article/2 ... /120619896

Re: Minor Suggestions

Posted: Fri Mar 20, 2015 9:07 pm
by AnonymousNow
How about a variety of interesting and/or silly statistics collected during and displayed at the end of every round?

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 12:06 am
by Not-Dorsidarf
'The clown honked 463 times thus shift'

'There were more clowns than traitors on the shuttle'

'Cargo accumulated a maximum of 1500 points thus round.

There were more corpses than crew on the shuttle.

The captain prevented anyone from breaking the case on his laser this rlund.

Security set no arrest records this round.

There were more corpses than traitors on the shuttle'

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 12:23 am
by Saegrimr
Something /vg/ has had for a while, although still broken in some aspects. Its a nice touch.

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 1:57 pm
by MMMiracles
Escape pods should have an option to manually eject if the situation calls for it(i.e code delta shits about to go boom).

Mostly for the last-second interaction with nuke op/malf survivors trying to shove each other out of the way so they can get a pod and get the fuck out before the nuke goes off.

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 3:05 pm
by Not-Dorsidarf
Yeah but how do you handle a traitor who steals the hand tele and launches a pod?

Does he greentext?

If so, what happens to him?

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 3:10 pm
by Steelpoint
I think he means that if a Code Delta is declared, a person can then chose to launch a Escape Pod.

Which makes sense somewhat, it won't interferer with normal traitor rounds as Code Delta only occurs in Malf or during Nuke Ops when the nuke is armed.

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 3:14 pm
by Not-Dorsidarf
Or when the badmins are getting funky, but I see your point.

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 11:44 pm
by DemonFiren
People GTFOing when everything is blowing up makes sense...

...provided they don't pull the Ops' nuke onto the escape pod.

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 11:50 pm
by Saegrimr
DemonFiren wrote:...provided they don't pull the Ops' nuke onto the escape pod.
The OPs should get a double win for nuking central command then.

Re: Minor Suggestions

Posted: Sat Mar 21, 2015 11:58 pm
by DemonFiren
Except pods go on a pickup shuttle.

Re: Minor Suggestions

Posted: Sun Mar 22, 2015 12:05 am
by Saegrimr
Oh right, they do. Well shit.

Re: Minor Suggestions

Posted: Sun Mar 22, 2015 12:15 am
by MMMiracles
I thought the nuke had an anchor option once active? more of the OP's fault if someone manages to grab the thing and shoot it off in an escape pod at that point.

Re: Minor Suggestions

Posted: Mon Mar 23, 2015 4:27 am
by katastic
Don't know if this has been posted before but, we have custom fonts now, and bold is used for yelling, so why not allow people to use italics in say for emphasis.

So you could write:

Say "I don't think you mean /that/ do you?"

Which would be:

Katastic says, "I don't think you mean that do you?"

Re: Minor Suggestions

Posted: Mon Mar 23, 2015 5:06 am
by Tokiko2
I feel like the bloodtrails could use some improvement now that there is finite blood in bodies. It's very weird seeing half the corridors painted red from a single person being dragged to medbay and then it turns out that they didn't even lose enough blood to require a blood transfusion.

Re: Minor Suggestions

Posted: Mon Mar 23, 2015 1:29 pm
by Cheimon
Tokiko2 wrote:I feel like the bloodtrails could use some improvement now that there is finite blood in bodies. It's very weird seeing half the corridors painted red from a single person being dragged to medbay and then it turns out that they didn't even lose enough blood to require a blood transfusion.
Bloodtrails didn't cause bloodloss when blood was implemented because Paprika didn't want people to be able to injure people massively by dragging them and running circles around a room.

Re: Minor Suggestions

Posted: Mon Mar 23, 2015 2:03 pm
by Wyzack
I think Tokiko's point is that there should be less blood dragged behind, rather than bloodloss increasing to reflect the current blood trails

Re: Minor Suggestions

Posted: Mon Mar 23, 2015 2:39 pm
by Malkevin
Bodies should only really leave behind trails if they're actively bleeding or dragged in/from a tile with a blood decal - which would decrease the blood level from that tile and add it to the other when it smears.

Re: Minor Suggestions

Posted: Tue Mar 24, 2015 5:11 pm
by Not-Dorsidarf
iamgoonball is currently giving effects the ability to hold reagents, so I assume blood splatters/trails will be reagant-based eventually.

Re: Minor Suggestions

Posted: Tue Mar 24, 2015 6:44 pm
by Malkevin
Uhhh... didn't we turn that off because viro blood was causing monumental lag?

Re: Minor Suggestions

Posted: Wed Mar 25, 2015 1:46 am
by callanrockslol
Malkevin wrote:Uhhh... didn't we turn that off because viro blood was causing monumental lag?
Yep, all the blood full of viruses would blow up the server.

Re: Minor Suggestions

Posted: Wed Mar 25, 2015 12:44 pm
by Remie Richards
Yes, and it was the viruses doing it, they tried to spread like, constantly, which for some stupid reason uses A* for what is either a 1 or 2(with symptoms) tile distance.
With him making them reagents based, I don't believe he's adding viruses back to them, so it's fine.

Re: Minor Suggestions

Posted: Wed Mar 25, 2015 8:32 pm
by qwert
pizza bomb traitor item, its trap bomb disguised as box of pizza, when it is opened it goes boom.

Re: Minor Suggestions

Posted: Wed Mar 25, 2015 9:28 pm
by Malkevin
Already possible I believe, if mouse traps work with pizza boxes?

Re: Minor Suggestions

Posted: Wed Mar 25, 2015 11:30 pm
by Wizardjenkins66
Add black sacks, which can be put on the headslot when empty, which hide your identity and make you blind. I just want to have 3 traitors on the shuttle and throw em out the shuttle.

Re: Minor Suggestions

Posted: Thu Mar 26, 2015 4:40 pm
by 420weedscopes
i'm a fan

Re: Minor Suggestions

Posted: Thu Mar 26, 2015 11:01 pm
by EndgamerAzari
Would it be possible for the robotics counter to have two sliding windows, so it's not as easy for random schlubs to barge in and yell "BORG MEEEEEEE"?

Re: Minor Suggestions

Posted: Fri Mar 27, 2015 10:14 am
by Miauw
katastic wrote:Don't know if this has been posted before but, we have custom fonts now, and bold is used for yelling, so why not allow people to use italics in say for emphasis.

So you could write:

Say "I don't think you mean /that/ do you?"

Which would be:

Katastic says, "I don't think you mean that do you?"
not possible, at least not for single words.
sorry.

Re: Minor Suggestions

Posted: Fri Mar 27, 2015 12:32 pm
by 420weedscopes
EndgamerAzari wrote:Would it be possible for the robotics counter to have two sliding windows, so it's not as easy for random schlubs to barge in and yell "BORG MEEEEEEE"?
player interaction or something

Re: Minor Suggestions

Posted: Fri Mar 27, 2015 2:11 pm
by EndgamerAzari
420weedscopes wrote:
EndgamerAzari wrote:Would it be possible for the robotics counter to have two sliding windows, so it's not as easy for random schlubs to barge in and yell "BORG MEEEEEEE"?
player interaction or something
The only kind of interaction this encourages is toolboxing. I swear to God, people just climb in and start harassing roboticists at round fucking start. Most of the time they don't even bother to ask, they just climb in and run over to the fabricator and start queuing shit.

Re: Minor Suggestions

Posted: Fri Mar 27, 2015 2:24 pm
by Gun Hog
If only Mech fabricators had ID locks...OH WAIT, they were REMOVED!

Re: Minor Suggestions

Posted: Fri Mar 27, 2015 2:38 pm
by Malkevin
Better: remove table climbing, the map was designed with them being obstacles in mind

Re: Minor Suggestions

Posted: Fri Mar 27, 2015 5:42 pm
by Jacough
Little gimmicky toy for traitors: ocular tracking implant
Comes in a box with a visor disguised as a medical hud or sunglasses, a video screen, and four implants. The hud lets you see who has visual implants as well as what type they are. The implants themselves work instantly and display no message (or perhaps a message that's subtle). Once implanted, you can use the video screen (which resembles an assistant's PDA) to select the implanted person of your choice and see through their eyes. Perfect for casing a department, tracking security, and taking advantage of people with x-ray or thermal vision.

Re: Minor Suggestions

Posted: Sat Mar 28, 2015 12:33 pm
by DemonFiren
Maaaybe add a gladius to the AutoDrobe's coin-restricted menu. 15 damage, maybe 20.
Because what point is there running around full legionnaire style, shield and all, without a sword?

Re: Minor Suggestions

Posted: Mon Mar 30, 2015 1:02 am
by Wyzack
Make it so you can see the tip of a burning cigarette in pitch darkness, it will help me look stylish while roughing up criminals in dark maintenance tunnels.

Re: Minor Suggestions

Posted: Mon Mar 30, 2015 3:50 pm
by 420weedscopes
Jacough wrote:Perfect for casing a department
good thing i made this

Image
http://turd.church/ss13/shit-i-made/misc/imgoku.dmi

Re: Minor Suggestions

Posted: Mon Mar 30, 2015 7:38 pm
by Wyzack
2Homu might literally have a stroke out of excitement if it gets merged

Re: Minor Suggestions

Posted: Tue Mar 31, 2015 6:33 am
by Gun Hog
Toxins needs a set of blast doors to help contain fires. The grill/glass breaks and it spills out into the halls. Given that most toxins fires are an accident, it would not hinder antagonists, who would not want to destroy the place that helps them get more bombs.

Re: Minor Suggestions

Posted: Tue Mar 31, 2015 11:21 am
by Cheimon
I agree, that's an excellent point. At the very least a set of shutters like robotics that can come down where windows are broken, and also potentially hide someone being sneaky in toxins.

Re: Minor Suggestions

Posted: Tue Mar 31, 2015 12:08 pm
by MisterPerson
Gun Hog wrote:Toxins needs a set of blast doors to help contain fires. The grill/glass breaks and it spills out into the halls. Given that most toxins fires are an accident, it would not hinder antagonists, who would not want to destroy the place that helps them get more bombs.
A fire in 6 rooms that involves 4 people is more interesting than a fire in 1 room that involves 1 person.