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Re: Minor Suggestions

Posted: Sat Jan 19, 2019 11:00 am
by Zybwivcz

Bottom post of the previous page:

Randomly generated likes and dislikes at round start for food and drinks and maybe other things like clothing types. Gives an incentive to not to grab a donut every time you start to get hungry. Gives chefs and bartenders a reason to actually make stuff for actual non-RP gameplay reasons. Should be part of a general tweak to the mood system where it starts out moderately high(and gives real benefits) with negative events and depressing places slowly draining it.


Make disarm stamina-based a la goon. Straight up disarms will likely fail while also costing stamina. You need to punch them a few times to get their stamina low enough that disarm has a reasonable chance of working

Re: Minor Suggestions

Posted: Mon Jan 21, 2019 7:27 pm
by Gamarr
Combine the Sleeper and VR-game pod things, sorta.

Sleepers are functionally nerfed so as not to replace medbay so consistently/easily. You'd get something like Cryo but with no maintenance or attention needed a pod that keeps the person from dying with massive applications of DRUGS. Said experience is not good for the person with 'lasting effects.'

The Sleepers are all hooked up to their own VR or a part of the game network, maybe as a setting in RND somewhere or hackable on the machine to alter these. Crit-people get their minds put into the VR to dick around as they wait while the physical, damaged body is jacked up on healing chems to sustain them.
The chems are bad for the waking mind and side-effects include constant hallucinations and gradual cell/'clone' damage which sucks but is relatively easy to fix with treatment afteward, thus why occupants are put into coma and subjected to separate VR.
Doctors/staff can set timers for eventual-ejection/permanent containment status among other variables to-be-thought-of.
This new type of Sleeper can be included for Perma now to deal with wounded prisoners or just for the worst kind of detainment.

Re: Minor Suggestions

Posted: Wed Jan 23, 2019 4:16 pm
by Mickyan
We have that sweet jukebox code sitting unused because it makes everyone that gets in range lag out but you know how it would work great? Functional headphones

Re: Minor Suggestions

Posted: Fri Jan 25, 2019 11:48 am
by Grazyn
If you have only one arm and you're on a wheelchair, you should only be able to rotate on yourself

Re: Minor Suggestions

Posted: Fri Jan 25, 2019 11:53 am
by IkeTG
make it so the mine shuttle takes you to the asteroid mining station if you try to operate the shuttle with any form of brain damage

Re: Minor Suggestions

Posted: Fri Jan 25, 2019 2:17 pm
by confused rock
make it so the mine shuttle takes you to the asteroid mining station

Re: Minor Suggestions

Posted: Sun Jan 27, 2019 11:34 am
by datorangebottle
I made this suggestion to 4dplanner a lil while back but no pr was made for it and there wasn't any real community feedback on it so here goes
Gold slimes are a big source of issues for xenobio, the immense number of aliens they get is staggering. I suggest:

inject water = 1 random peaceful
inject blood = 1 chosen peaceful from a list
inject plasma = 3 random peaceful
lumi minor = make a random peaceful mob
lumi major = turn into a random peaceful mob( can turn back )
aka fuck gold slimes making changelings and shit, it's stupid. Xenobiology already has a ton of power, they really don't need to be able to make an army of golems AND an army of slimes AND an army of random creatures.They can make themselves into superheroes and become unstoppable changelings while leading their massive army. It may take a lot of time, but some of their power needs to be scaled back, and in my opinion, gold slimes are the most round-ending shit.

Re: Minor Suggestions

Posted: Sun Jan 27, 2019 12:30 pm
by 4dplanner
Yeah, I have basically used up my nerf budget. Going to have to lie low for a bit ;). I do still think this would be a bit of an over-nerf, though.

Re: Minor Suggestions

Posted: Sun Jan 27, 2019 11:55 pm
by somerandomguy
datorangebottle wrote:I made this suggestion to 4dplanner a lil while back but no pr was made for it and there wasn't any real community feedback on it so here goes
Gold slimes are a big source of issues for xenobio, the immense number of aliens they get is staggering. I suggest:

inject water = 1 random peaceful
inject blood = 1 chosen peaceful from a list
inject plasma = 3 random peaceful
lumi minor = make a random peaceful mob
lumi major = turn into a random peaceful mob( can turn back )
aka fuck gold slimes making changelings and shit, it's stupid. Xenobiology already has a ton of power, they really don't need to be able to make an army of golems AND an army of slimes AND an army of random creatures.They can make themselves into superheroes and become unstoppable changelings while leading their massive army. It may take a lot of time, but some of their power needs to be scaled back, and in my opinion, gold slimes are the most round-ending shit.
Why bother getting golds at all then, apart from adamantine
Also t. never played xenobio, usually the round's over before you can get anything cool and you need either rainbows or light pink to actually USE the mobs

Re: Minor Suggestions

Posted: Tue Jan 29, 2019 4:00 pm
by Gamarr
datorangebottle wrote:I made this suggestion to 4dplanner a lil while back but no pr was made for it and there wasn't any real community feedback on it so here goes
Gold slimes are a big source of issues for xenobio, the immense number of aliens they get is staggering. I suggest:

inject water = 1 random peaceful
inject blood = 1 chosen peaceful from a list
inject plasma = 3 random peaceful
lumi minor = make a random peaceful mob
lumi major = turn into a random peaceful mob( can turn back )
aka fuck gold slimes making changelings and shit, it's stupid. Xenobiology already has a ton of power, they really don't need to be able to make an army of golems AND an army of slimes AND an army of random creatures.They can make themselves into superheroes and become unstoppable changelings while leading their massive army. It may take a lot of time, but some of their power needs to be scaled back, and in my opinion, gold slimes are the most round-ending shit.
This or moving Xenobio+Toxins to Lavaland where it belongs: IN QUARANTINE.

Re: Minor Suggestions

Posted: Tue Feb 05, 2019 11:34 am
by datorangebottle
somerandomguy wrote: Why bother getting golds at all then, apart from adamantine
Also t. never played xenobio, usually the round's over before you can get anything cool and you need either rainbows or light pink to actually USE the mobs
I dunno, why bother getting silver or pyrite slimes? Or pink slimes apart from light pink?

Gamarr wrote:This or moving Xenobio+Toxins to Lavaland where it belongs: IN QUARANTINE.
That's hilarious. Maybe with a dedicated xenobiology job so that nobody plays scientist anymore to stop the bickering and jockeying that happens all the time.

Re: Minor Suggestions

Posted: Tue Feb 05, 2019 12:22 pm
by somerandomguy
Gold would be useless if it could only make peaceful mobs. Literally no peaceful mob has a use outside of as a pet. Silver, on the other hand, can make certain food that is useful. Pyrite and pink aren't used because they don't do anything useful.

More security and/or a dedicated xenobio job would be fine though

Re: Minor Suggestions

Posted: Thu Feb 07, 2019 1:01 pm
by datorangebottle
somerandomguy wrote:Gold would be useless if it could only make peaceful mobs. Literally no peaceful mob has a use outside of as a pet. Silver, on the other hand, can make certain food that is useful. Pyrite and pink aren't used because they don't do anything useful.

More security and/or a dedicated xenobio job would be fine though
Dedicated xenobio would be great, but gold slimes just making pets would also be great. The only thing it does is spawn mobs, and it making dangerous mobs has proven to be a huge problem round after round. Removing dangerous mobs from it and only allowing it to spawn pets is one of the only changes that makes sense aside from moderating and curating the list, which is patching a gaping chest wound with a band-aid.

Re: Minor Suggestions

Posted: Thu Feb 07, 2019 3:15 pm
by somerandomguy
It isn't a huge problem round after round because the round's already over when they get it lul

Realtalk the big issue is spiders just remove those and you're fine

Re: Minor Suggestions

Posted: Thu Feb 07, 2019 4:46 pm
by datorangebottle
somerandomguy wrote:It isn't a huge problem round after round because the round's already over when they get it lul

Realtalk the big issue is spiders just remove those and you're fine
how about headslugs
and benos
and magicarps and chaos carps

Re: Minor Suggestions

Posted: Thu Feb 07, 2019 8:01 pm
by somerandomguy
Headslugs: takes long enough to get that most antags won't commit to getting it, especially with current round length
Xenos: you can't get drones so no infestation
Carp: powerful but low health

Edit: I was talking about mind transference headslugs, sentience ones are powerful but need a body, can be dealt with like a normal ling, are still somewhat rare, and require the other person to be skilled to use well.

Re: Minor Suggestions

Posted: Fri Feb 08, 2019 1:05 am
by datorangebottle
rainbow slimes aren't hard, red slime speed potions are high demand items anyway.

Doesn't matter, you don't need facehuggers for yoru beno infestation. Make a dozen sentient hunters and watch them tear the station apart.

magicarps are really worth the low health. They're ridiculous.

Re: Minor Suggestions

Posted: Fri Feb 08, 2019 2:47 am
by somerandomguy
- yeah but they take a LOT of time and >round length
- it's fairly hard to get that many hunters due to rng, and a dozen ghosts willing to take sentience roles is surprisingly uncommon, but maybe xenos are different
- as I said, magicarps are powerful but easy to counter via lasers and/or bolted doors

Re: Minor Suggestions

Posted: Sat Feb 09, 2019 6:57 am
by Dr_bee
Probably more than minor, but group overdoses by drug effect and not just type.

A person IRL will get killed just as dead by taking too much meth and ephedrine together as they would by taking the same amount of just meth. It would make drug-stacking and drug mixing a bit more risky.

Re: Minor Suggestions

Posted: Fri Feb 15, 2019 11:33 am
by Jzoid
make "monsters" game mode

3-6 people selected, all RNG'd (or similar to changelings where they evolve into specific monsters) out of a list of monsters, and they gotta act like monsters

you'd have stuff like
the jockey from l4d
frankenstein
wendigo
spider

and other stuff i guess

Re: Minor Suggestions

Posted: Fri Feb 15, 2019 9:43 pm
by ThisIsGay
What about adding a single blumkin seed pack to the premium selection in the Seedvends?. Botanist could grow their own mutagen by hacking the vend (glowshrooms) and then using a coin on it (blumkins). Bear in mind that botanists have limited maint access and :unknownman: greytiders :unknownman: often look for coins to buy insulated gloves from the YouTools, botanist could work together to get all their need for mutagen production without having to go near chemistry.

This should be pretty easy to add, just few lines of code and done.

Re: Minor Suggestions

Posted: Mon Feb 25, 2019 8:27 am
by datorangebottle
As someone who spends a lot of time observing, I'd like the orbit verb changed to be similar to the track verb for the AI.


What I mean is, when I'm playing AI, I can type 'track Michael' and it'll autocomplete to the first Michael on the list, then track them if I hit enter. Orbit doesn't function the same way, you HAVE to enter the menu. It's a little convenience thing that could go a long way towards making ghosting more tolerable. PLUS: it'd help some admins out a little.

Re: Minor Suggestions

Posted: Thu Feb 28, 2019 1:00 am
by RG4ORDR
I enjoy playing Chaplin and I think he's still fairly weak against a cult. Like hell he can barely stand up to a single cultist who has a taser or stunbaton because fuck magic. So here are some ideas to make the Chaplin more beefy or a threat.

1. Let the chaplin bless weapons and other items. Rending them useless to the cult less they use tomes/unholy water to defile them
2. Buff the Chaplin Armaments.
3. Give the Chaplin the ability to create Paladins - Opposite of Cultists basically. Lets the Chaplin designate someone by I dunno, baptizing them and now they gain a set of crusader armor and a holy blade.
Blade can't harm non-cultists less it's defiled by a cult tome/unholy water.
4. Chaplin can purify cult items like swords,robes,shields and turn them into relics
5. Blessed areas deal damage to cultists and/or deconvert them.
6. Gods(Admins) give the Chaplin a pre-built kit that's designed for fighting the cult when it's confirmed cult. IE Chaplin sees the cultists,decovert one or doesn't die to the cult mob.

Cult isn't a perfect gamemode by any measure, but their biggest counter is one the easiest to dispatch. He shouldn't be able to go down easily if he's aware and ready.

Re: Minor Suggestions

Posted: Thu Feb 28, 2019 4:39 am
by confused rock
Chaplain isn't supposed to stand up to a cult on his own, there's an entire fucking security team for that. Chaplains used to get along just fine with no armor or shard or smoke and the only holy weapon being a 15 brute null rod.

Re: Minor Suggestions

Posted: Fri Mar 01, 2019 10:41 pm
by Nalzul
Using your department's console to call for sec should relay it to all sec bowmans.

Re: Minor Suggestions

Posted: Sun Mar 03, 2019 11:28 pm
by datorangebottle
Remove the Xenos 100% disarm chance or nerf their racecar speeds. If you're caught alone, you fucking lose instantly with no counterplay, gg get facehugged.

Re: Minor Suggestions

Posted: Mon Mar 04, 2019 8:01 am
by Screemonster
datorangebottle wrote:Remove the Xenos 100% disarm chance or nerf their racecar speeds. If you're caught alone, you fucking lose instantly with no counterplay, gg get facehugged.
pretty sure a big fucking part of them from the movies is that if you're caught alone by them it's g fucking g
turns out that not letting any other players on the same screen as you in case one of them is a traitor or a hivemind or a changeling or whatever has its downsides

Re: Minor Suggestions

Posted: Mon Mar 04, 2019 2:12 pm
by 4dplanner
Screemonster wrote: turns out that not letting any other players on the same screen as you in case one of them is a traitor or a hivemind or a changeling or whatever has its downsides

Re: Minor Suggestions

Posted: Mon Mar 04, 2019 3:29 pm
by Jzoid
Upon ingesting x amount of holy water, gain immunity to the Cultists one click stun for x amount of time for x amount of attacks.

Re: Minor Suggestions

Posted: Mon Mar 04, 2019 3:42 pm
by somerandomguy
Jzoid wrote:Upon ingesting x amount of holy water, gain immunity to the Cultists one click stun for x amount of time for x amount of attacks.

Re: Minor Suggestions

Posted: Mon Mar 04, 2019 5:56 pm
by Dr_bee
Jzoid wrote:Upon ingesting x amount of holy water, gain immunity to the Cultists one click stun for x amount of time for x amount of attacks.
How about remove the 1 click stun and make cultists actually use the regular game to convert people, like with a stun baton for example.

Re: Minor Suggestions

Posted: Tue Mar 05, 2019 4:40 pm
by confused rock
Thinking of an ultra power mode for the magboots to ‘anchor’ the user to the ground, like being buckled to a chair. Could even help paraplegics stand!

Re: Minor Suggestions

Posted: Thu Mar 07, 2019 11:30 am
by Jzoid
Dr_bee wrote:
Jzoid wrote:Upon ingesting x amount of holy water, gain immunity to the Cultists one click stun for x amount of time for x amount of attacks.
How about remove the 1 click stun and make cultists actually use the regular game to convert people, like with a stun baton for example.
Problem is, for early game that's their only mean for conversion.

Re: Minor Suggestions

Posted: Thu Mar 07, 2019 4:11 pm
by Dr_bee
Jzoid wrote:
Dr_bee wrote:
Jzoid wrote:Upon ingesting x amount of holy water, gain immunity to the Cultists one click stun for x amount of time for x amount of attacks.
How about remove the 1 click stun and make cultists actually use the regular game to convert people, like with a stun baton for example.
Problem is, for early game that's their only mean for conversion.
Do flashes, stunrods and every other god-damn way of subduing a person in this game not exist in your world? Just because something is hard doesnt mean cultists should be babied by getting a free stun, free cuffs, and a free silence all that can be used in the absolute fucking nude so you cant remove them. If a cultist is stupid enough not to remove a targets headset they should get found out like every other antag.

The strongest ability of a cult is conversion, the second strongest ability is the basically free combat ending stun they get. Cult is basically babby mode for antags.

Re: Minor Suggestions

Posted: Sat Mar 09, 2019 9:40 am
by terranaut
Add a small chance for folded rollerbeds to spawn in emergency lockers, or add a static spawn to those in well-travelled hallways (or add fancy wallmounts for them to put them there).

Re: Minor Suggestions

Posted: Wed Mar 27, 2019 12:38 am
by ThanatosRa
Someone should sprite Toejam and Earl so the crew can valid hunt them.

Re: Minor Suggestions

Posted: Wed Mar 27, 2019 1:33 am
by Farquaar
ThanatosRa wrote:Someone should sprite Toejam and Earl so the crew can valid hunt them.
Shouldn’t be hard to find a spritesheet online. But why would you want to valid poor Toejam and Earl?

Re: Minor Suggestions

Posted: Wed Mar 27, 2019 8:23 am
by ThanatosRa
Farquaar wrote:
ThanatosRa wrote:Someone should sprite Toejam and Earl so the crew can valid hunt them.
Shouldn’t be hard to find a spritesheet online. But why would you want to valid poor Toejam and Earl?
I mean isn't that what most Earthlings try to do?

Re: Minor Suggestions

Posted: Wed Apr 17, 2019 6:12 am
by Kel-the-Oblivious
More uses for the modular receiver besides making a ghetto shotgun. Shitty pistol, shitty disabler, shitty whatever. Give it more uses.

Re: Minor Suggestions

Posted: Thu Apr 18, 2019 6:40 pm
by PKPenguin321
Diagonally Impaired trait that makes you unable to move diagonally

Re: Minor Suggestions

Posted: Fri Apr 19, 2019 5:02 pm
by knacker48
A new genetics power: Spatial Transferal
Allows you to swap place with any target living mob that you can see. While doing this, blue particles will surround you and the target before the switch happens. Takes 3 seconds to complete and has a very long cooldown.
Combine void magnet and spatial instability to obtain

Re: Minor Suggestions

Posted: Sat Apr 20, 2019 7:34 am
by darkpaladin109
Simple mobs should have brains, so you could transplant them into humanoid bodies if you make them sentient.

Re: Minor Suggestions

Posted: Sat Apr 20, 2019 10:21 pm
by adamkad1
Make staff of change remove alliegances (because loopholes are not cool)

Re: Minor Suggestions

Posted: Fri May 10, 2019 1:51 pm
by W65
How about a "don't pick stuff up" toggle or modifier key? I might be the only one with this problem, but at least once I've tried to intent-grab a guy (maybe it was disarm) and ended up accidentally picking up a piece of paper on the ground because he moved. Then you have to waste time getting rid of it and whatever. I mean the little dudes in this game are pretty defective but I doubt they'd miss that badly. I guess maybe the answer is to get better at clicking, but it still feels like a ridiculous problem to have.

Separately, one everything-goes-to-shit sci-fi movie thing this game doesn't have is that old cliche with a guy's radio report getting cut off in a scream or static. It'd be difficult to implement with the way people in this game talk, though. I guess the little dudes all SMS one another with their radios, because if you're typing a message when you go into crit you don't really have a chance to "transmit" it unless you happen to pound the enter key before you actually eat it. I guess in-world the radios buffer an entire message and require a separate keypress to actually transmit. Now, that doesn't really make sense in-world, just because of how radios tend to work in reality, but we can't do a whole lot about it directly. But let's think about an average guy who spots a syndicate hardsuit running at him: he is either going to be fighting, running for his life, or shouting for help into his radio. Probably he does the last two of those at the same time, which the dudes in this game can't do because it takes both of their hands and legs to send a radio message. There's no really fair way I can think of to let a person run away and send coherent radio messages at the same time--message macros or hotkeys wouldn't be very fair for the antagonist. So the player who doesn't have much chance in a given fight kinda has to decide if they're going to try to run or try to communicate.

For the person who elects to try to send a last radio message, we can kinda simulate them actually talking into the radio. Let a radio message that gets sent within the first 200ms or so of going into crit still be sent. I imagine there's already a timer for this for defibrillation or some other purpose, so perhaps the coding side wouldn't be hard. The idea is that it's not long enough to actually type and send a coherent message, but instead that you have a slightly better chance to get a message out if you are already typing (that is, trying to radio out a warning) when you go critical or die. You could even process the message to add a death-based gibberish at the end, or even snip some percentage of it off and replace it with gibberish if whole messages are too unbalanced. Gameplay side effects include that it would make it more feasible to keep track of who's been killed and when in real-time, and harder for antagonists to silently murder people, both of which might be undesirable. From a roleplaying perspective it'd add that "oh crap" factor that the old cliche was invented to invoke. In a small and deadly environment where everyone has a two-way radio stuck in their ear all the time, I figure the guys in the game would be hearing this kind of thing pretty regularly.

Re: Minor Suggestions

Posted: Fri May 10, 2019 5:47 pm
by knacker48
W65 wrote:How about a "don't pick stuff up" toggle or modifier key? I might be the only one with this problem, but at least once I've tried to intent-grab a guy (maybe it was disarm) and ended up accidentally picking up a piece of paper on the ground because he moved.
I have that problem when I get hulk and try to smash people with my fists, only to pick up a box or something and harmlessly tap it against their heads

Re: Minor Suggestions

Posted: Sat May 11, 2019 1:46 am
by MisterPerson
That's just a general problem with the control scheme overall. One thing we could do is make intent matter even more so you don't pick things up in harm (you kick them instead?) or disarm or grab. But tbh that seems like it would just cause annoyance rather than actually improve things. And a toggle for something so niche would probably go unused by almost everyone.

Re: Minor Suggestions

Posted: Wed May 15, 2019 12:49 pm
by BokehSynapsid
would love to see more dishes that use organs now that gibbing monkeys and humans gives stuff like stomachs, ears etc. i wouldn't recommend burgers though, more like haggis recipes for stomachs+hearts, fried eyeballs (fried eggs+eyes), heart-y stew, zhu er duo (chinese pig's ear dish) for ears, stuff like that. people irl eat some weird shit.

Re: Minor Suggestions

Posted: Wed May 15, 2019 11:46 pm
by ATHATH
We should replace the bottle of whiskey that spawns in the chaplain's bible with a bottle of ale so that it's easier for chaplains to make trappist beer (which needs holy water, ale, and sugar to be made). It'd give some use to that bottle and tie in a bit to the lore of trappist beer.

Re: Minor Suggestions

Posted: Tue May 28, 2019 9:41 am
by Farquaar
Plantable trees and bushes!

Re: Minor Suggestions

Posted: Wed May 29, 2019 2:54 am
by Farquaar
Allow players to flush small items down the toilet. If too many items are flushed in quick succession, there's a chance of a clog that makes the surrounding floor wet and dirty.

Re: Minor Suggestions

Posted: Tue Jun 04, 2019 5:33 pm
by Scrumbledinks
Add more useful wires for APC's.

Currently only 3/10 wires have a use and that is really awful:
  • Short Wire
  • ID Scan
  • AI control
I'd like to see wires added that control the on/off states for the following on an individual basis:
  • Equipment
  • Lighting
  • Environment
  • Night shift lighting
This would allow us to craft light & dimmer buttons in game which would be a small QoL for nerds like me that enjoy building.