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Re: Minor Suggestions

Posted: Wed Aug 20, 2014 4:03 am
by Fragnostic

Bottom post of the previous page:

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.

Re: Minor Suggestions

Posted: Wed Aug 20, 2014 1:02 pm
by Miauw
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.

Re: Minor Suggestions

Posted: Wed Aug 20, 2014 6:21 pm
by Fragnostic
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.

Re: Minor Suggestions

Posted: Wed Aug 20, 2014 8:18 pm
by kosmos
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.

Re: Minor Suggestions

Posted: Thu Aug 21, 2014 8:48 am
by Miauw
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.

Re: Minor Suggestions

Posted: Thu Aug 21, 2014 1:16 pm
by Jacquerel
what if Space Lube left semitransparent puddles instead of being mostly invisible

BAKAWHHH!!!!

Posted: Thu Aug 21, 2014 11:41 pm
by Atticat
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!!!!

Re: BAKAWHHH!!!!

Posted: Sun Aug 24, 2014 12:27 am
by Mastigos
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!!!

Re: Minor Suggestions

Posted: Sun Aug 24, 2014 4:44 pm
by kosmos
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.

Re: Minor Suggestions

Posted: Sun Aug 24, 2014 5:19 pm
by Lo6a4evskiy
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.

Re: Minor Suggestions

Posted: Sun Aug 24, 2014 7:10 pm
by kosmos
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.

Re: Minor Suggestions

Posted: Sun Aug 24, 2014 8:08 pm
by Miauw
i think spooky glowing red eyes would be better.

Re: Minor Suggestions

Posted: Mon Aug 25, 2014 8:32 am
by Jacquerel
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.

Re: Minor Suggestions

Posted: Mon Aug 25, 2014 9:37 am
by Miauw
doesn't matter

Re: Minor Suggestions

Posted: Wed Aug 27, 2014 2:39 am
by Skorvold
BOOMERANGS

Re: Minor Suggestions

Posted: Wed Aug 27, 2014 9:55 am
by Miauw
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.

Re: Minor Suggestions

Posted: Wed Aug 27, 2014 2:23 pm
by Jalleo
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!

Re: Minor Suggestions

Posted: Wed Aug 27, 2014 10:00 pm
by Fragnostic
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.

Re: Minor Suggestions

Posted: Fri Aug 29, 2014 8:43 pm
by Wesdo
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.

Re: Minor Suggestions

Posted: Sat Aug 30, 2014 1:04 am
by Fragnostic
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.

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 12:19 pm
by kosmos
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.

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 2:05 pm
by peoplearestrange
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"

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 5:22 pm
by Ezel
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

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 6:40 pm
by Miauw
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?

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 9:18 pm
by rexagon
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.

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 11:32 pm
by MMMiracles
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)

Re: Minor Suggestions

Posted: Mon Sep 01, 2014 11:53 pm
by Nienhaus
rexagon wrote: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.
Snapwalk made some sprites and I ended up finishing them off for him.

Re: Minor Suggestions

Posted: Tue Sep 02, 2014 1:10 pm
by Wesdo
A new trigger item for the grenade where you can use it to prime it automatically if you get stunned or drop it, could work by putting a button thing on a timer? It starts the timer basically when the button isn't held down.

Re: Minor Suggestions

Posted: Tue Sep 02, 2014 3:27 pm
by kosmos
I heard that now that saycode was updated, it would be possible to add robotic speech bubbles to the medibots, securitrons and such whenever they speak. Oh and more things for the medibots to say, too, right now they have like 3 different lines.

Re: Minor Suggestions

Posted: Tue Sep 02, 2014 6:53 pm
by Miauw
Gunhog is going to do some stuff with robots talking when he ports botcall over. Currently bots still use whatever system they used before saycode happened, and speech bubbles for robots are still as copypasta-y as they would have been before (you could make them not copypasta-y i guess, but currently only mobs get speech bubbles. easily changed if somebody wants to change it)

Re: Minor Suggestions

Posted: Tue Sep 02, 2014 6:53 pm
by Reimoo
Drunken speech should be slurred, not stuttered. Like, honestly.

Re: Minor Suggestions

Posted: Tue Sep 02, 2014 9:04 pm
by ThanatosRa

Re: Minor Suggestions

Posted: Wed Sep 03, 2014 4:01 am
by kosmos
Reimoo wrote:Drunken speech should be slurred, not stuttered. Like, honestly.
I almost thought half a year ago that the drunkenness overhaul would come...

Re: Minor Suggestions

Posted: Wed Sep 03, 2014 3:52 pm
by Fragnostic
Reimoo wrote:Drunken speech should be slurred, not stuttered. Like, honestly.
Mild drunkeness:
Slurred speech

Moderate drunkeness:
Slurred speech, stuttering, movement restricted to walk, vomiting

Severe drunkeness:
Inability to resist (when grabbed/on fire), welder vision, passing out, strobing in and out of consciousness, vomiting, movement as if in red zone health, inability to use complicated equipment

COMMIT NAU

Re: Minor Suggestions

Posted: Wed Sep 03, 2014 4:12 pm
by peoplearestrange
Fragnostic wrote:
Reimoo wrote:Drunken speech should be slurred, not stuttered. Like, honestly.
Severe drunkeness:
Inability to resist (when grabbed/on fire), welder vision, passing out, strobing in and out of consciousness, vomiting, movement as if in red zone health, inability to use complicated equipmentU
I'd like to see severe drunkeness cause you to black out but still move around occasionally ("I don't remember doing that"). Though that maybe taking it a little two far...

How would you suggest you apply a slur to speech though? Can you give an example? Might not be that easy to code.

Re: Minor Suggestions

Posted: Wed Sep 03, 2014 5:04 pm
by Scott
That's actually a great idea.

Re: Minor Suggestions

Posted: Thu Sep 04, 2014 4:47 am
by kosmos
peoplearestrange wrote:How would you suggest you apply a slur to speech though? Can you give an example? Might not be that easy to code.
Is it possible to scramble the letters in the middle of a word? Like in the Cambridge Effect. That could make awesome pseudo-drunk-typing. A simpler solution (but a much more fun to look at than the current one) would be just make every "s" --> "sh" when mildly slurring and add stammering to that when severely slurring.

Re: Minor Suggestions

Posted: Fri Sep 05, 2014 4:01 pm
by Fragnostic
I know you can rig a crate by using wires and an electropack on it, but what about other rigging methods/assemblies.

My suggestions for general assemblies start with the basic You rig the crate. message, after you add the wire.
After wiring the crate:
+bike horn: upon attempting to open the crate, a deafening HONK! sound puts you on your ass
+generic spray bottle: upon attempting to open the crate, sprays whatever reagent in the container at you
+signaller: upon attempting to open the crate, the assembly signals at the frequency the signaller was set to
+chemgrenade: upon attempting to open the crate, the chemgrenade is activated, and the appropriate reaction occurs
+improvised firebomb(soda IED): upon attempting to open the crate, pop!
+syndicate minibomb: upon attempting to open the crate, bye
+gas tank(plasma/oxygen): upon attempting to open the crate, the tank releases all gas inside
+generic grenades(flashbang/viscerator/teargas/etc): upon attempting to open the crate, activates grenade
+syringe: upon attempting to open the crate, you are injected all reagents in the syringe

Any more suggestions? Clown related would be great.
I think it would be cool if you could use wirecutters and then a screwdriver to disarm whatever assembly, except for the electro pack one(should require insulated gloves.

Re: Minor Suggestions

Posted: Sat Sep 06, 2014 2:05 am
by bandit
Fragnostic wrote:I know you can rig a crate by using wires and an electropack on it, but what about other rigging methods/assemblies.

My suggestions for general assemblies start with the basic You rig the crate. message, after you add the wire.
After wiring the crate:
+bike horn: upon attempting to open the crate, a deafening HONK! sound puts you on your ass
+generic spray bottle: upon attempting to open the crate, sprays whatever reagent in the container at you
+signaller: upon attempting to open the crate, the assembly signals at the frequency the signaller was set to
+chemgrenade: upon attempting to open the crate, the chemgrenade is activated, and the appropriate reaction occurs
+improvised firebomb(soda IED): upon attempting to open the crate, pop!
+syndicate minibomb: upon attempting to open the crate, bye
+gas tank(plasma/oxygen): upon attempting to open the crate, the tank releases all gas inside
+generic grenades(flashbang/viscerator/teargas/etc): upon attempting to open the crate, activates grenade
+syringe: upon attempting to open the crate, you are injected all reagents in the syringe

Any more suggestions? Clown related would be great.
I think it would be cool if you could use wirecutters and then a screwdriver to disarm whatever assembly, except for the electro pack one(should require insulated gloves.
Fund it. (Except replace minibomb with C4/TTV if the minibomb ends up being removed)

Re: Minor Suggestions

Posted: Sat Sep 06, 2014 2:59 am
by Reimoo
kosmos wrote:
peoplearestrange wrote:How would you suggest you apply a slur to speech though? Can you give an example? Might not be that easy to code.
Is it possible to scramble the letters in the middle of a word? Like in the Cambridge Effect. That could make awesome pseudo-drunk-typing. A simpler solution (but a much more fun to look at than the current one) would be just make every "s" --> "sh" when mildly slurring and add stammering to that when severely slurring.
Also, add extra letters to the beginning and end of the words, in case there are no S's.

e.g. "I aam fuck as drunkkk"

Re: Minor Suggestions

Posted: Tue Sep 23, 2014 1:55 pm
by Steelpoint
Make firealarms, when reset, take several seconds before they reactivate when a fire is detected. Most people tend to reset the fire alarm in a vain attempt to quickly bypass a set of door, yet the fire doors will close almost instantly.

Re: Minor Suggestions

Posted: Tue Sep 23, 2014 2:43 pm
by Lo6a4evskiy
That defeats the point of having firelocks not let fire through?

Re: Minor Suggestions

Posted: Wed Sep 24, 2014 4:07 pm
by Skorvold
Are we porting the rest of NT's clothes? Because we need them.

Re: Minor Suggestions

Posted: Wed Sep 24, 2014 4:25 pm
by Gun Hog
Steelpoint wrote:Make firealarms, when reset, take several seconds before they reactivate when a fire is detected. Most people tend to reset the fire alarm in a vain attempt to quickly bypass a set of door, yet the fire doors will close almost instantly.
Do it the way Bay does it with hazard doors. You can click it to have it let you through (after a warning prompt), the door will close shortly after being opened. Applying a crowbar to pry it open prevents the door closing again.

Re: Minor Suggestions

Posted: Thu Sep 25, 2014 12:01 am
by Killerz104
Serious suggestion can we have a new kitchen recipe to make "Ice Cube Sandwich"

5 units Water + 5 units Flour

Image

Re: Minor Suggestions

Posted: Thu Sep 25, 2014 9:52 am
by bandit
still waiting on the pumpkin space latte to be added m8, my character needs to be more of a white girl

Re: Minor Suggestions

Posted: Thu Sep 25, 2014 11:03 am
by Lo6a4evskiy
Donut cake when

Re: Minor Suggestions

Posted: Fri Sep 26, 2014 3:55 am
by Mastigos
Port NT kitchen stuff. I want my grilled grilled deep fried grilled deep fried deep fried grilled grilled grilled deep fried jelly salad bread.

Re: Minor Suggestions

Posted: Fri Sep 26, 2014 7:35 am
by Psyentific
Mastigos wrote:Port NT kitchen stuff. I want my grilled grilled deep fried grilled deep fried deep fried grilled grilled grilled deep fried jelly salad bread.
^^^
Grilled deep fried deep fried nuclear authentication disk
Deep fried tank transfer valves

Re: Minor Suggestions

Posted: Fri Sep 26, 2014 1:10 pm
by Gun Hog
For the round-end report for AI Malfunction, list the powers that the AI used! Wizards, Traitors/DA, and Nuke Ops have their powers reported - Malf should as well!

Re: Minor Suggestions

Posted: Fri Sep 26, 2014 2:43 pm
by Miauw
Killerz104 wrote:Serious suggestion can we have a new kitchen recipe to make "Ice Cube Sandwich"

5 units Water + 5 units Flour

Image
>put water into microwave
>receive ice cubes
muh immulsions ;_;