Minor Suggestions

A place to record your ideas for the game.
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Reimoo
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Re: Minor Suggestions

Post by Reimoo » #23347

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.
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Re: Minor Suggestions

Post by Metafive » #23773

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.
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Re: Minor Suggestions

Post by Miauw » #23860

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)
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
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Kelenius
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Re: Minor Suggestions

Post by Kelenius » #23870

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?
Scott
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Re: Minor Suggestions

Post by Scott » #23894

Yeah, can't they work like cigarettes? Imbued cigs dose the smoker with whatever they were imbued with.
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Re: Minor Suggestions

Post by Miauw » #23906

meh, you'd have to light your lollipop.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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Re: Minor Suggestions

Post by Scott » #23938

Unwrap?
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Re: Minor Suggestions

Post by Miauw » #23977

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
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
kosmos
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Re: Minor Suggestions

Post by kosmos » #24073

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.
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bandit
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Re: Minor Suggestions

Post by bandit » #24147

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.
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Re: Minor Suggestions

Post by Antimattercarp » #24217

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.
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Re: Minor Suggestions

Post by TheWiznard » #24237

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.
Rose-chan
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Re: Minor Suggestions

Post by Rose-chan » #24240

What would keep people from just rolling the dice until they got a natural 20?
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MisterPerson
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Re: Minor Suggestions

Post by MisterPerson » #24257

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
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Re: Minor Suggestions

Post by Miauw » #24274

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.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
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Re: Minor Suggestions

Post by Remie Richards » #24339

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
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Rolan7
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Re: Minor Suggestions

Post by Rolan7 » #24340

The impossible part is finding and replacing all the appropriate calls to rand() :P
Not literally impossible, but it won't happen.
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Re: Minor Suggestions

Post by Miauw » #24422

its about as literal as hitler but yeah nobody will ever do that and it wont ever be accepted either :V
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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Re: Minor Suggestions

Post by TheWiznard » #24527

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
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Reimoo
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Re: Minor Suggestions

Post by Reimoo » #24547

Why can't we hide things under floor tiles yet? Like come on, guys.
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Re: Minor Suggestions

Post by Lo6a4evskiy » #24551

Because that would be really hard to find?

It's hard enough to track things as is.
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Re: Minor Suggestions

Post by Cipher3 » #24552

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.
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Re: Minor Suggestions

Post by Lo6a4evskiy » #24553

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.
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Re: Minor Suggestions

Post by Miauw » #24602

Hiding stuff under floor tiles is actually a pretty good idea but it's weird to do and maybe a little op.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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bandit
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Re: Minor Suggestions

Post by bandit » #24627

I know it's been brought up, but hiding things in vents instead? Let crewmen be tacticool spies
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Fragnostic
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Re: Minor Suggestions

Post by Fragnostic » #24764

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.
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Re: Minor Suggestions

Post by Miauw » #24808

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.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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Re: Minor Suggestions

Post by Fragnostic » #24848

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.
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Re: Minor Suggestions

Post by kosmos » #24873

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.
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Re: Minor Suggestions

Post by Miauw » #24975

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.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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Jacquerel
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Re: Minor Suggestions

Post by Jacquerel » #24993

what if Space Lube left semitransparent puddles instead of being mostly invisible
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BAKAWHHH!!!!

Post by Atticat » #25054

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!!!!
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Re: BAKAWHHH!!!!

Post by Mastigos » #25304

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!!!
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Re: Minor Suggestions

Post by kosmos » #25385

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.
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Re: Minor Suggestions

Post by Lo6a4evskiy » #25390

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.
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Re: Minor Suggestions

Post by kosmos » #25398

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.
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Re: Minor Suggestions

Post by Miauw » #25402

i think spooky glowing red eyes would be better.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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Jacquerel
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Re: Minor Suggestions

Post by Jacquerel » #25456

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.
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Re: Minor Suggestions

Post by Miauw » #25465

doesn't matter
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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Skorvold
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Re: Minor Suggestions

Post by Skorvold » #25688

BOOMERANGS
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Talk to me on steam anytime.
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Re: Minor Suggestions

Post by Miauw » #25718

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.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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Re: Minor Suggestions

Post by Jalleo » #25741

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!
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Fragnostic
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Re: Minor Suggestions

Post by Fragnostic » #25849

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.
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Re: Minor Suggestions

Post by Wesdo » #26145

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.
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Re: Minor Suggestions

Post by Fragnostic » #26180

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.
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Re: Minor Suggestions

Post by kosmos » #26496

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.
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Re: Minor Suggestions

Post by peoplearestrange » #26502

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"
Whatever
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confused rock wrote:...its like if we made fire extinguishers spawn in emergency boxes and have them heal you when you put out fires rather than them being in wall storages...
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Ezel
Joined: Wed Jul 23, 2014 12:48 pm
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Re: Minor Suggestions

Post by Ezel » #26534

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
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Miauw
Joined: Sat Apr 19, 2014 11:23 am
Byond Username: Miauw62

Re: Minor Suggestions

Post by Miauw » #26542

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?
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rexagon
Joined: Sat May 10, 2014 5:21 pm
Byond Username: Rexagon

Re: Minor Suggestions

Post by rexagon » #26558

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.
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MMMiracles
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Re: Minor Suggestions

Post by MMMiracles » #26566

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)
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