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High quality cigars should give the smoke spell.

Posted: Tue Apr 21, 2015 11:43 pm
by callanrockslol

Bottom post of the previous page:

As topic name. This would improve high quality smokeables.

Re: High quality cigars should give the smoke spell.

Posted: Wed Apr 22, 2015 2:13 am
by John_Oxford
All for this, one cigar that spawns in maint somewhere, maybe a red Chohiba cigar.

With a name like "El Smoko" or something.

Re: Minor Suggestions

Posted: Wed Apr 22, 2015 3:45 am
by Balut
TheNightingale wrote:You should be able to wear a bedsheet on your head slot to look spooky. Cult bedsheets (admin-only, I think) turn your sprite into a ghost whilst you wear it.
On a related note, if you hit someone with flour on harm intent it should smack them with the flour and turn their sprite entirely white except for their eyes. Make this some kind of spooky monster (wraith, whatever) for hilarity.

Re: High quality cigars should give the smoke spell.

Posted: Wed Apr 22, 2015 4:44 am
by DemonFiren
In addition to syndie cigarettes, we need syndie cigars that do exactly that.

Re: Minor Suggestions

Posted: Wed Apr 22, 2015 5:22 am
by lumipharon
EndgamerAzari wrote:Capsule rounds for the revolver. IIRC there are fillable shells for the shotgun, so why not?
Not-Dorsidarf wrote:Because if you put pfleurodecalin into it, your revolver is now a silencer gun that does massive damage.
There are already mime bullets in the code which is exactly that.
If you somehow get a badmin to spawn you a reticence, giggle as you roam around with your (almost) invisible mech, silently murdering people.

Re: Minor Suggestions

Posted: Wed Apr 22, 2015 1:03 pm
by TheNightingale
Note: the Reticence has a mounted RCD too.
Because it makes walls?
Get it?

Re: Minor Suggestions

Posted: Thu Apr 23, 2015 3:19 pm
by qwert
May be spears should not spin, when they are thrown? Or botanist hatchet should embed.

Re: Minor Suggestions

Posted: Thu Apr 23, 2015 5:28 pm
by Gun Hog
Let players control Nar-Sie when he is summoned during Cult!

One of the nine players who summon Nar-Sie via the rune has a random chance of becoming Nar-Sie! If they have their BE_CULT flag disabled, they will be passed up for the chance. (Think people who are converted). A player Controlled Nar-Sie would have X-ray (it is a god, come on!), and would speak via cult telepathy in bigger font than other cultists. You could also have some sort of soul points for creating non-harvester constructs!

Re: Minor Suggestions

Posted: Fri Apr 24, 2015 5:12 am
by Wyzack
^^^^+1 for those sweet ideas.

Make rice available from the seed vendor, doesnt make much sense as a mutation of wheat. Also make it so rice + universal enzyme makes sake

Re: Minor Suggestions

Posted: Fri Apr 24, 2015 10:33 am
by qwert
Give some limitations to gang grief license, because it is grief fest x 2. And damn, crew members are sort of willing to join as fast as possible.

Re: Minor Suggestions

Posted: Fri Apr 24, 2015 3:55 pm
by MisterPerson
Gun Hog wrote:Let players control Nar-Sie when he is summoned during Cult!

One of the nine players who summon Nar-Sie via the rune has a random chance of becoming Nar-Sie! If they have their BE_CULT flag disabled, they will be passed up for the chance. (Think people who are converted). A player Controlled Nar-Sie would have X-ray (it is a god, come on!), and would speak via cult telepathy in bigger font than other cultists. You could also have some sort of soul points for creating non-harvester constructs!
Minor suggestions. MINOR.

Re: Minor Suggestions

Posted: Fri Apr 24, 2015 4:21 pm
by TheNightingale
Suggestion time...

Raise the price of Security clothing crates from 30 to 35, and add the HoS's trenchcoat (the one they spawn with).
Add a bulletproof helmet crate, requiring Armory access to open, costing 15 points, and containing three bulletproof helmets.
Add ablative helmets! One in the Armory, two in Cargo crates at 20 points each. We have riot and bulletproof helmets already.
Port Bay's cat mechanics and in-hand/worn sprites - you can pick up a cat, and put it on your head or keep it in your hand. It still meows.
You should be able to zap yourself with a staff (like with a wand).
The Liberation Station shouldn't need a Security ID to purchase things, because right to bear arms.

Re: Minor Suggestions

Posted: Fri Apr 24, 2015 6:46 pm
by Fragnostic
Traitor Item
Electron Bond Gloves:
Gloves appear and function like insulated gloves, but wearing them prevents the user from dropping the held item(s). The ability can be toggled via HUD/button.
Maybe 10 TC for balance, but have a decent tech level.

Re: Minor Suggestions

Posted: Fri Apr 24, 2015 10:57 pm
by Not-Dorsidarf
So the NODROP implant but a pair of gloves? Sounds powerful. Maybe they should be cheaper, but a permanent stick. You can have your advanced egun - riot shield combo but you can't hold anything unless someone cuts the gloves off you with surgery.

Re: Minor Suggestions

Posted: Fri Apr 24, 2015 11:04 pm
by TheNightingale
You have to take the gloves off to disable it... so if you activate it with both hands full, you're SOL.

Re: Minor Suggestions

Posted: Sat Apr 25, 2015 6:08 pm
by DemonFiren
Unless someone strips you.

Re: Minor Suggestions

Posted: Sat Apr 25, 2015 8:12 pm
by TheNightingale
"Hey, can you take these gloves off me? I kind of have them stuck to my ha-"
"TRAITOR LYNCH HE"

Re: Minor Suggestions

Posted: Sat Apr 25, 2015 11:26 pm
by DemonFiren
Not if you're a) a lizard or b) keep contact with your fellow traitors.

Re: Minor Suggestions

Posted: Sun Apr 26, 2015 2:52 am
by kevinz000
SIDE NOTE: IF YOU DESTROY ANY TURRET CONTROLLED BY A PANEL LIKE THE UPLOAD ONES, YOU CAN NOT FIX THEM AND MAKE THEM WORK LIKE BEFORE
'We should have a better way to control portaturrets
buildable (and linkable) turret control panels like the ones that control AI upload and AI core
Make them shoot people without certain accesses (Security and command mode shoots the CE/RD/CMO last I checked)
Make them able to change mode if they have a gun in them that can change mode. Its annoying to have an egun in a turret which can never be toggled stun/kill when thats what you want.
And, maybe give them an upgrade that gives them better aim/control (Notice how the AI turrets stop stunning when you are down, and stop lasering when you are dead, and not just unconcious?) Better aim = Not shooting if someones in the way,

and maybe remote controlled ones too :^)

Re: Minor Suggestions

Posted: Sun Apr 26, 2015 1:06 pm
by DemonFiren
Wearing cherries on your ears should be possible.

Re: Minor Suggestions

Posted: Sun Apr 26, 2015 3:38 pm
by MisterPerson
Reconstruction of the turret control panels is actually a tougher problem than it looks. After destruction/disconnection of the panel, if the turrets stay on, reconnecting them to a panel is basically impossible. If they turn off, destroying the panel becomes an easy way to destroy all the turrets in complete safety.

A compromise might be to have the turrets stay on, but newly built ones shut off. Or possibly some sort of remote linking system, I'm not really sure.

Re: Minor Suggestions

Posted: Sun Apr 26, 2015 11:09 pm
by Remie Richards
just use the multitool buffer like telepad linking does.

Re: Minor Suggestions

Posted: Mon Apr 27, 2015 2:11 am
by Jacough
Fresh gibs should slip you if you run on them. Why? Let's face it. Someone's recently expelled innards would be pretty slimy and easy to slip on. The idea of the chef accidentally slipping and sliding around his blood and gore caked meat locker seems like it could pretty entertaining as well.

Re: Minor Suggestions

Posted: Mon Apr 27, 2015 2:22 am
by Reimoo
Why don't we have dead man's triggers for traitors yet?

Re: Minor Suggestions

Posted: Mon Apr 27, 2015 5:53 am
by DemonFiren
It's similar to what I suggested, Bay-style signaller buttons where you can 'threaten to push the button' with a verb, meaning if/when you got shot you'd flinch and push it.

Re: Minor Suggestions

Posted: Mon Apr 27, 2015 9:41 am
by Not-Dorsidarf
Or just a signaller that threatens to push the button when you activate it? I don't think dead man's triggers are deactivatable easily.

Re: Minor Suggestions

Posted: Mon Apr 27, 2015 2:09 pm
by qwert
Change race spell for wizard. Choose spell transform effect. Run around yelling bootadoo and turning everyone in lizards/ skeletons/ zombies/ slimepeople / flypersons. Earn 9000 style points for turning HOS into lizard, so AI can protect you from human harm.

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 12:15 am
by PKPenguin321
qwert wrote:Change race spell for wizard. Choose spell transform effect. Run around yelling bootadoo and turning everyone in lizards/ skeletons/ zombies/ slimepeople / flypersons. Earn 9000 style points for turning HOS into lizard, so AI can protect you from human harm.
This is a really great idea, but probably not the most "minor" of ideas. Consider making this it's own thread if it gets no attention here.

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 4:33 am
by Skorvold
put feral wolves in maint.
make maint dangerous.

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 5:10 am
by Gun Hog
Skorvold wrote:put feral wolves in maint.
make maint dangerous.
Shadowlings, Changelings, Cultists, certain traitors, rogue borgs...Maint is a pretty risky place to be!

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 5:22 am
by Loonikus
When bullets hit a wall they should make a PLANG noise.

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 8:26 am
by DemonFiren
Skorvold wrote:put feral wolves in maint.
make maint dangerous.
So, one furry tells another that feral monkeys would make more sense...

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 10:35 am
by Malkevin
Monkeys used to be feral, the amount of geneticists that were bitten to death by monkeys was hilarious

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 4:22 pm
by Wyzack
Maint is not dangerous in lowpop or extended rounds (every other round on badger) unless spiders or xenos have shown up

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 10:51 pm
by Gun Hog
Loonikus wrote:When bullets hit a wall they should make a PLANG noise.
That would not be very difficult to code...

Re: Minor Suggestions

Posted: Tue Apr 28, 2015 10:52 pm
by Remie Richards
on_hit() playsound('/sounds/effects/PLANG.ogg',50,1)

Re: Minor Suggestions

Posted: Wed Apr 29, 2015 2:48 am
by Drynwyn
Remie Richards wrote:on_hit() playsound('/sounds/effects/PLANG.ogg',50,1)
PLANG.ogg: http://soundbible.com/2042-Rapid-Ricochet.html

Re: Minor Suggestions

Posted: Wed Apr 29, 2015 3:21 am
by Vekter
Wizardjenkins66 wrote:Bring military jackets from NTcode over.
Should be able to do this. Lemme look into it.

E3: Nevermind, I know the jacket you mean. I'll work on it this weekend.

Re: Minor Suggestions

Posted: Thu Apr 30, 2015 5:14 pm
by Balut
>Wolves

Why not R.O.U.S.es?

Also feral monkies sound great.

A few ideas

Posted: Sat May 02, 2015 6:50 pm
by sirnat
For chemistry-
Chem dispenser is alphabetical in the menu (Makes it easier to quickly make emergency chemicals.)

Large grenade- Make it hold 3-4 beakers atleast, I mean it is a "large" grenade maybe someone would like multiple things to happen when it goes boom! :D

Patch bag- Much like the botanist bag or mineral bag that can pick up large amounts of patches in a pile and place them on a table.

A negative effect to happen when you slap on 3 or more patches in a small interval maybe 3 seconds, will stop shit heads coming in and wasting all the patches chemists make that would probably knock them out and allow for detainment by security.

Re: A few ideas

Posted: Sat May 02, 2015 8:46 pm
by Cheimon
This seems like a perfect list for the minor suggestions thread.

I like most of them, though the large grenade does sound like it could be ridiculously powerful. Especially with explosive chemicals, I worry that it might end up being a decent alternative to a medium tank transfer bomb, which doesn't seem right.

Re: Minor Suggestions

Posted: Sat May 02, 2015 11:28 pm
by Gun Hog
Allow Hand Tele teleportation to show the destination instead of a random number corresponding to a teleporter, when choosing which target to select.

EDIT: I am a coder...I COULD do this myself....

Re: Minor Suggestions

Posted: Sat May 02, 2015 11:39 pm
by PKPenguin321
Gun Hog wrote:Allow Hand Tele teleportation to show the destination instead of a random number corresponding to a teleporter, when choosing which target to select.
please

Re: A few ideas

Posted: Sun May 03, 2015 12:09 am
by sirnat
Oh, can a mod move this to the minor suggestions then? Sorry, I just quickly posted these.

Re: A few ideas

Posted: Sun May 03, 2015 2:09 am
by MisterPerson
For anyone confused, this post was originally its own topic:
sirnat wrote:For chemistry-
Chem dispenser is alphabetical in the menu (Makes it easier to quickly make emergency chemicals.)

Large grenade- Make it hold 3-4 beakers atleast, I mean it is a "large" grenade maybe someone would like multiple things to happen when it goes boom! :D

Patch bag- Much like the botanist bag or mineral bag that can pick up large amounts of patches in a pile and place them on a table.

A negative effect to happen when you slap on 3 or more patches in a small interval maybe 3 seconds, will stop shit heads coming in and wasting all the patches chemists make that would probably knock them out and allow for detainment by security.

Re: Minor Suggestions

Posted: Sun May 03, 2015 8:22 am
by qwert
Mulerider traitor kit - special saddle for mulebot, which gives manual control( aka moving with arrows), increases speed and disables safety and any way to turn it off except blowing up. Cowboy hat and suit included.
An opportunity to climb nuke ops nuke or to buckle someone on top of it.
Syndicate radiation emitter and remote control button for it. Hide it under tables or in lockers, lockboxes, first aid kits, turn it on. Works like ripley nuclear reactor radiation effect. Fucking rad.

Re: Minor Suggestions

Posted: Sun May 03, 2015 10:44 am
by Tokiko2
I think doors should show the APC they're draining power from. This is really hard to figure out otherwise unlike most machines and consoles. Sometimes a door is powered by a hallway APC, sometimes it's the room APC instead.

Re: Minor Suggestions

Posted: Sun May 03, 2015 1:06 pm
by Jeb
When you hit someone with a guitar I would assume that you get a nice WHAAONG sound.

You don't.

I was sad.

Re: Minor Suggestions

Posted: Sun May 03, 2015 3:45 pm
by sirnat
A chemical chemists can make to clean up the air? Like a air purifier but must be made in a grenade, and smoke.

Re: Minor Suggestions

Posted: Sun May 03, 2015 5:31 pm
by Xhuis
Allow the janibelt to hold more things, such as the janicart key and boxes of lights. Also, a trash bag that holds bigger items would be nice, like an enhanced elasticity version from R&D, maybe?

Re: Minor Suggestions

Posted: Sun May 03, 2015 5:55 pm
by DemonFiren
Trashbags of Holding, is what I imagine.

Maybe in two variants, light can fit on a janibelt, heavy can swallow even the largest items.