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Quality of Life Improvements

Posted: Sat Sep 24, 2016 6:14 am
by Charadin
Post and discuss any small changes that wouldn't effect game-play balance but would make the game easier/smoother to play here.

For example, the idea that inspired this: If you are holding a stack-able item in your hand and try to hotkey it into your backpack, it should auto-merge with another stack of the same type instead of taking up a new inventory slot. This would improve the experience of, at the very least, miners, when they pick up bones/sinew/etc, and engineers, when they're picking up metal/glass/etc. If the resulting stack is above it's normal maximum size for that kind, generate a message along the lines of "the stack of X in your bag now holds Y units" and leave the excess material in the player's hand. Then the player can make a choice as to whether or not to take up another inventory slot with the excess, or to just leave it behind.

Re: power creep Improvements

Posted: Sat Sep 24, 2016 6:54 am
by D&B
Being able to take out stacks of more than 50 minerals would be great.

Or a "dump all" button for minerals.

Re: power creep Improvements

Posted: Sat Sep 24, 2016 7:20 am
by Charadin
I always thought the 50 minerals per stack limit was a balance thing. If you can carry more, then a single engineer can fix any problem, as he's got basically unlimited supplies on him. A dump all function on the ore machine would be nice though.

Re: power creep Improvements

Posted: Sat Sep 24, 2016 7:31 am
by Cik
yes those engineers fixing hull breaches what a plague that is

engineers don't fix hull breaches because it's a pain in the ass, there's no point and space isn't really that dangerous anyway

not because they can't stack metal tbh

Re: power creep Improvements

Posted: Sat Sep 24, 2016 4:06 pm
by XDTM
But you just know that one guy is gonna grab all the stacks for himself then die to a space carp somewhere

Re: power creep Improvements

Posted: Sat Sep 24, 2016 4:40 pm
by Jembo
Xenobio spawning with an IV drip, Ash lizards spawning with basic botany and a few extra glow shroom spores. A smart surgery tool that RnD can make that does all the surgical steps in order based on the operation. The option for miners to attached their knives to their Protos over their flash light. The captain spawning with a whet stone in their locker. Round start engineers spawning with gloves on.

Re: power creep Improvements

Posted: Sat Sep 24, 2016 5:20 pm
by Davidchan
Slipping on wet floors, banana peels or other run-trip hazards auto sets your stance to walk to prevent further tripping.

Re: power creep Improvements

Posted: Sat Sep 24, 2016 6:10 pm
by Atlanta-Ned
The Power Creep, an exotic alien being that thrives on power harvested from APCs. Stop it before it gets too powerful. The best way to stop the Power Creep is to throw salt on it. The bartender and chef will be your best friends if there's a Power Creep on station.

Re: power creep Improvements

Posted: Sat Sep 24, 2016 11:16 pm
by Anonmare
I'd like it if you could stabilise mutation toxin with various chems so it would give a guaranteed species change. Like Plant Food will be a guranteed Podperson and Plasma to turn someone into a Plasmaman.

Re: power creep Improvements

Posted: Sun Sep 25, 2016 5:53 pm
by XDTM
I'm coding that last one

Re: power creep Improvements

Posted: Sun Sep 25, 2016 6:45 pm
by The Ultimate Chimera
Dismemberment of xenos.

Re: power creep Improvements

Posted: Mon Oct 03, 2016 12:33 pm
by phil235
The Ultimate Chimera wrote:Dismemberment of xenos.
It's already in, but only happens when a xeno is gibbed. We can't make xeno lose a limb while alive because of the multiple sprites used for different stances (resting, unconscious, ready to pounce, etc...).

Re: power creep Improvements

Posted: Wed Oct 05, 2016 10:28 pm
by The Ultimate Chimera
phil235 wrote:
The Ultimate Chimera wrote:Dismemberment of xenos.
It's already in, but only happens when a xeno is gibbed. We can't make xeno lose a limb while alive because of the multiple sprites used for different stances (resting, unconscious, ready to pounce, etc...).
Oh... I see.

Re: power creep Improvements

Posted: Sat Oct 08, 2016 12:52 pm
by Screemonster
well

you could

but holy fuck the amount of fiddly sprites you'd need for every direction for every stance for every alien type for every limb holy shit

Re: power creep Improvements

Posted: Tue Oct 25, 2016 4:37 am
by Kel-the-Oblivious
Walking into someone with Help Intent on, while you have Help Intent on, doesn't displace you, it lets you be on the same tile without someone laying on the floor. This way, you don't have groups of people trying to help each other bumbling about and shoving everyone around, instead you just pass through them without displacement.

Re: power creep Improvements

Posted: Tue Nov 08, 2016 5:21 pm
by Armhulen
Kel-the-Oblivious wrote:Walking into someone with Help Intent on, while you have Help Intent on, doesn't displace you, it lets you be on the same tile without someone laying on the floor. This way, you don't have groups of people trying to help each other bumbling about and shoving everyone around, instead you just pass through them without displacement.
hell no, clowns everywhere will cry and i can't be the dickhead who has a hard time getting on the shuttle while four people are behind him

Re: power creep Improvements

Posted: Tue Nov 08, 2016 5:54 pm
by letshavecake
Kel-the-Oblivious wrote:Walking into someone with Help Intent on, while you have Help Intent on, doesn't displace you, it lets you be on the same tile without someone laying on the floor. This way, you don't have groups of people trying to help each other bumbling about and shoving everyone around, instead you just pass through them without displacement.
Then HoP lines would be insane
And you would have team antags standing on top of each other MMO raid style so the top ones can tank hits for the lower ones

Re: power creep Improvements

Posted: Wed Nov 09, 2016 9:37 pm
by Jacough
Alternatively help intent while walking into someone else with help intent could let you slip by them, moving you past them as long there's nothing blocking your way like a wall or another person.

Re: power creep Improvements

Posted: Thu Nov 10, 2016 3:08 pm
by Screemonster
Jacough wrote:Alternatively help intent while walking into someone else with help intent could let you slip by them, moving you past them as long there's nothing blocking your way like a wall or another person.
do this, then add a giant (and really obvious) checker piece outfit that lets you remove people from the game by jumping them

Re: power creep Improvements

Posted: Thu Nov 10, 2016 3:10 pm
by Shaps-cloud
Screemonster wrote:
Jacough wrote:Alternatively help intent while walking into someone else with help intent could let you slip by them, moving you past them as long there's nothing blocking your way like a wall or another person.
do this, then add a giant (and really obvious) checker piece outfit that lets you remove people from the game by jumping them
You can't move diagonal though

Re: power creep Improvements

Posted: Thu Nov 10, 2016 3:23 pm
by DemonFiren
Add knight pieces that let you teleport, but only two squares in one direction and one to the side.
Add rook pieces that allow you to act like a charger stand, and bishop pieces that do the same but force you to move diagonally.
Adminspawn-only queen piece, and a pawn in the autodrobe.

Re: power creep Improvements

Posted: Thu Nov 10, 2016 3:45 pm
by Screemonster
Shap wrote:
Screemonster wrote:
Jacough wrote:Alternatively help intent while walking into someone else with help intent could let you slip by them, moving you past them as long there's nothing blocking your way like a wall or another person.
do this, then add a giant (and really obvious) checker piece outfit that lets you remove people from the game by jumping them
You can't move diagonal though
one of those marbles from that solitaire board game then

Re: power creep Improvements

Posted: Thu Jan 19, 2017 8:43 am
by Armhulen
DemonFiren wrote:Add knight pieces that let you teleport, but only two squares in one direction and one to the side.
Add rook pieces that allow you to act like a charger stand, and bishop pieces that do the same but force you to move diagonally.
Adminspawn-only queen piece, and a pawn in the autodrobe.
are you sure you want to give an instant kill tool (what does remove from the game mean to you) to the clown?

Re: Quality of Life Improvements

Posted: Thu Jan 19, 2017 9:49 am
by DemonFiren
Image

Re: Quality of Life Improvements

Posted: Sun Jan 22, 2017 3:36 am
by Weepo
Suit sensors on full by default.