Official Suggestions Thread

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Rohesie
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Official Suggestions Thread

Post by Rohesie » #465723

This is the place for all your ideas, we'll be checking in here quite often so there's a good chance it might get approved and added onto the list.
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #468808

Stacked items.
Double stacked magazines. Stacked machete/knife + grenade. 2+ stacked grenades for bigger booms.
Only external magazines like SMG, minigun, M41E2, UPP/CLF, NOT revolvers, pistols, shotguns, lasguns.
Example:
Use a wire or something on AP magazine.
Use a wire or something on Extended magazine.
Click AP magazine of Extended magazine (2 free hands needed)
Constructing double stacked magazine (AP/Extended)...
Result: 40 AP magazine + 80 Extended magazine (1 item)
Use item (1 hand needed) for swap ammo type.
Flaw: increase object size.
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Rohesie
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Re: Official Suggestions Thread

Post by Rohesie » #468930

That'd require sprites, wouldn't it?
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #468934

yes
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #470411

Add cast time to defiler "Defile" ability (~10 seconds)
Remove "renest" option. (add ~1-3 minute cooldown)
https://github.com/tgstation/TerraGov-M ... issues/338
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #470505

NOT JOKE suggestions.

1. New inventions from a CMwiki:

-Add a new rifle to every marine. "Rare" weapon. Can be ordered from vendor or via cargo crate.
M46C
From https://cm-ss13.com/wiki/Marine_Equipme ... ulse_Rifle

-Based on this rifle My suggestion: add ADDITIONAL BIRST FIRE MODES to every acceptable weapons (yes includes for some pistols and shotguns) For example are capable of firing 20-rounds in one burst,15-rounds in one burst,12-rounds in one burst,10-rounds in one burst, 7-rounds in one burst, 6-rounds in one burst, 5-rounds in one burst which can be set after 3-round burstfire mode or 2-rounds in one burst mode.

-Add new M41A Incendiary Magazine.
From https://cm-ss13.com/wiki/Marine_Equipme ... y_Magazine

-Add more ammo types for existed arms. Example: "BOOM" grenades
high-power 5x5 blast radius
From https://cm-ss13.com/wiki/Marine_Equipme ... FA_Grenade

2. Increase high-caliber powerful projectiles speed. RAILGUN-INSTANT SPEED IS ACCEPTABLE. Bullets can be dodged by anyone.
Example: to a M42A Scoped Rifle. https://cm-ss13.com/wiki/Marine_Equipme ... oped_Rifle
Bullet speeds are too slow and cant hit HUGE moving targets at even medium distance.
2 example: ultra-high caliber and power turret projectiles can be dodged simply by moving.

3. Every High-skill professional like medic, engeneer, specialist, smartgunner, military police, any officer must have a vendor with UNIQUE job-items. ONLY (but sometimes can be traded or used by other jobs) from the HR (High Responsibility) vendor:
Important and High responsibility job Preparations CIC vendor:
-A High Responsibility staff: Commander, Executive Officer, Requisitions Officer, Chief Engineer, Staff Officers, Pilot Officers, Tank Crewmen able to take their "UNIQUE job-item" from a SINGLE AND ONLY ONE vendor inside a CIC near commander middle seat that REQUIRED Commander, Executive Officer, Chief Military Police, Chief Engineer or Requisitions Officer (5 people only) ID TO APPROVE. So nobody can use it without The Commander access. This a way to force Commander, Executive Officer, Chief Engineer , Chief Military Police and Requisitions Officer to stay shipside and inside a CIC.

I have checked a https://tgstation13.org/wiki/Engineering_items ALREADY EXISTING items. Examples of UNIQUE job-items:
a) Engeneers ONLY
Any tool item from tgstation item list:
https://tgstation13.org/wiki/Engineering_items
Example:
https://tgstation13.org/wiki/Engineerin ... ws_of_Life
Jaws of Life. Prying open doors, cutting wires, popping out floor tiles. While in cutting mode, you can cut wires and hack machines. While in prying mode, you can pop out floor tiles, and instantly open unpowered/fire doors. Similarly to the Fire Axe, you can pry open powered doors with a bit of effort.
b) Medics ONLY
Compact Defibrillator https://tgstation13.org/wiki/Medical_it ... ibrillator
c) Military police ONLY
Tactical shield with increased melee/projectile block value (in case of riots and special operations)
d) Squad leaders ONLY
Extended Underslung Grenade Launchers with Increased capacity (4, 6, 8, 10 etc).
e) Smartgunners ONLY
night vision binoculars that can be attached to face mask slot (very vunerable to facehuggers and gives zero protection) https://tgstation13.org/wiki/Syndicate_ ... ng_Glasses or any of https://tgstation13.org/wiki/Meson_Goggles#Eyewear
zooms like a Mini scope https://cm-ss13.com/wiki/Marine_Equipme ... Rail_Scope
f) Pilot Officers ONLY
ultra-zoom binoculars that can be attached to face mask slot https://tgstation13.org/wiki/Syndicate_ ... ng_Glasses or any of https://tgstation13.org/wiki/Meson_Goggles#Eyewear
zooms like a Huge Rail scope https://cm-ss13.com/wiki/Marine_Equipment#Rail_Scope
g) Maint Tech ONLY
Maint satchel of Holding holding http://www.ss13.eu/wiki/index.php/Resea ... of_Holding
h) Cargo Tech ONLY
increased capacity storage items
i) Commander, Staff Officers and Executive Officer, Military Police, Chief MP, Doctors, Researchers, Maint Techs, Cargo techs, got uniquie Pinpointer https://tgstation13.org/wiki/Pinpointer that shows location of any person from a crew manifest. Pinpointers are lowest HR point price.
Bag of Holding http://www.ss13.eu/wiki/index.php/Resea ... of_Holding
j) Chief Engeneer or Synth ONLY
Inducer https://tgstation13.org/wiki/Engineering_items#Inducer Use inducers to recharge essential machines (cloning, RnD, ORM) when the power goes out.

k) Commander, Chief Engeneer, Staff Officers, Executive Officer, and Requisitions Officer are in charge of HR (High Responsibility) vendor. They can purchase anything but with they own responsibility.
MOST OF UNIQUE ITEMS (especially weapons) COSTS HR VENDOR POINTS THAT NEVER REGENERATES. POINTS ARE ADDED ONLY VIA ADMINS "BALANCE ASSIST"

ONLY Commander, Executive Officer, Chief Military Police, Chief Engineer or Requisitions Officer got a vendor access. 5 Responsible persons only.
This is a way of forcing people to pick rare jobs:
Chief Engeneer, Staff Officer, Squad Medic, Squad Engeneer, Chief Medical Officer, Doctor, Researcher, Maintenance Technician, Cargo Technician.
To add UNIQUE ITEMS for rare-picked jobs.

13/2/2019
https://cm-ss13.com/wiki/Marine_Equipme ... egun_Stock
Collapsible (Paratrooper) Submachinegun Stock
Last edited by Monikawales on Wed Feb 13, 2019 7:50 pm, edited 1 time in total.
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #471057

Crew pinpointer
Bed deathclaw server
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crew pinpointer.png
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #471940

1. Third "commander" slot tank seat. Reserved for the acting ground platoon leader officer. Integrated optics or ability to laser targeting / tactical binoculars functions. Armament Integrated Cupola / M56D with IFF capability. Limited ammo. 360 degrees arc.

2. Make tank cannon and minigun sounds louder.
Same with all heavy weaponry. Including sentry.
Last edited by Monikawales on Fri Feb 01, 2019 4:35 am, edited 1 time in total.
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #473583

Add Queen-"breathing" style sound to APS ERT's (when APS's wear radio ear slots case only).

Reason:
People should notice APS ERT by strange sounds from long range.

Sounds examples:


Also may add same style sounds for every human role that have produced sound via ear slot radio.
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #473686

1. Make moths HUGE (same size as large castes)

2a. Add light-weight mobs and marines an ability to climb on a back of large mobs like moths.
or
2b. Add ability to climb and ride on back to almost every mob.

Rider removal using"resist" word

Example:
To "Ride" on cyborgs.
Climb on HUGE MOTH marines:
Attachments
ride
ride
Shadow_Quill
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Re: Official Suggestions Thread

Post by Shadow_Quill » #474335

1. Middle-clicking something points at it, instead of having to do "RClick > Point At"

2. Alt+Clicking to see the list of items should auto-switch to the tile contents tab.
Monikawales
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Re: Official Suggestions Thread

Post by Monikawales » #476730

Suggestions for 24/7 server:

0. Auto streaming / recording channel. Will start at 24/7 launch day. Delay to prevent icky-ocky streamsniping. Example: twitch plays ss13.

1. Press R to reload. Default (not macro) button.

2. Make sentry damage "not stack" when more than 1 sentryburst hits one cell. Example: To prevent one-shot xenos that entered 3-sentry stacked Self-destruct room entrance in one single birst.

3. Make a suicide option only fwith admin / mentor approve via ticket system.
To prevent metasuiciding.

4. Mechcommanders:
Attachments
megalodon.png
Isy232
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Re: Official Suggestions Thread

Post by Isy232 » #488664

After playing a bit, I want to recommend a few changes to make support roles more important and rewarding to play.

1: Double the strength of all resin structures.
Resin structures are incredibly weak, walls and doors do essentially nothing unless they were made by a hivelord, the caste with nearly no combat ability.
I think that doubling the strength of all resin structures, even the thick ones would be fine balance wise, engineers can get plasma cutters/welders and normal marines can just use their boot knives.
To counter xenos from just walling forever, maybe increase the plasma cost of making xeno structures from 100 to 150.
https://github.com/tgstation/TerraGov-M ... uctures.dm [Best I could find for xeno structures]

2: A few chemistry changes:
2.1: Make some way to get more bluespace beakers then the 2 that spawn in the chem labs.
Bluespace beakers are very useful in making complex chems and 1 isn't always enough.
This doesn't count the ones on the ground, I bet no marine will bother to bring you back a beaker and even if they do its likely only possible because the marines are winning and powerful chem stuff isn't needed.
2.2: Tweak the glycerol recipe.
The current glycerol recipe turns 3u corn oil + 1u sulfuric acid into 1u glycerol, 1 ear of corn gives 3u corn oil so 1 ear of corn makes 1u glycerol.
I think tweaking the recipe to make 2u or 3u of glycerol is a good buff to chemistry, you no longer need 50 ears of corn for 1 decent explosive grenade.
https://github.com/tgstation/TerraGov-M ... s/other.dm [Line 127]

I'd like to suggest all of these separately if some are deemed unneeded or too much work.

Edit: Corrections.
I did big goof and thank Dinkle for his mercy in only giving me a 1 day ban for this incident.
Image of all of the deaths thanks to Imsxz

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Googles_Hands
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Re: Official Suggestions Thread

Post by Googles_Hands » #565567

Remove the ability of xenos to drag dead marine bodies.

Xenos have the ability to drag dead human corpses which makes no sense balance wise considering the 3 minute respawn timer for xenos and their incredibly quick healing out of crit on weeds while marines have to do the usual defib and save that, an 30 minute respawn timer. It makes gameplay quite unbalanced especially on lowpop/Crash which is essentially an xenos wet dream.
Adding to that xenos often hide masses revivable bodies in nigh-impossible to reach locations.
xeno salt.png
xeno salt.png (24.35 KiB) Viewed 38617 times
Here for example you see an xeno stacking bodies in an hidden corner, it was 4 in total at the time of making the pic but it went on to be more

From my perspective it doesn't add anything but downsides to the game, if you disagree fell free to comment.
Manny pardo
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Re: Official Suggestions Thread

Post by Manny pardo » #574080

Larva and Resin Silos
If you're a larva, you should be able to click on resin silos, with a windup, which will turn you into a burrowed. Kinda good for people who have to leave suddenly. IDK.
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Addust
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Re: Official Suggestions Thread

Post by Addust » #613338

Slightly larger Tadpole with an extra interior mount. This will allow it to fulfill both the "ungatad" and "meditad" roles at once while also making it even more terrifying to benos.
However as compensation xenomorph hivelords get the ability to create "Acidic Smokers" that release smoke up into the air, keeping the tadpole away from that area. However, each Hivelord can only have 2 at a time.
may be poorly balanced, may not, but i want more unga
I play as Addust Johnson, the whiteship-addicted explorer, and the Anonymous Syndicate Rep, indirect cause of several raids.

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ju45he
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Re: Official Suggestions Thread

Post by ju45he » #689484

I think it's very odd that the Roomba effortlessly picks up guns and grenades, and never accidentally pills the pin on one. The marines know their stuff will get picked up so they never clean up after themselves, and where there's no Roomba it really shows. I propose that with a very very low percent that the Roomba will accidentaly discharge a gun in a random direction, and maybe makes a light explosion by containing half the explosion, and so long as the explosion is light enough vendors wont be damaged and people will be fine. Also would be good if it increases based on how many things are in a single square. Imagine a world where, the marines, picked up after themselves. Beautiful.
landadmiralquercus
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Re: Official Suggestions Thread

Post by landadmiralquercus » #692576

Make engies able to mount guns on loadermechs.
Altrez
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Re: Official Suggestions Thread

Post by Altrez » #698923

Illusory/fake walls for xenomorphs: these look like regular resin walls to marines, but xenos can see that they have a special mark.
Xenos can use them as resin doors, they slide down out of the way.

Or maybe they are simply walk throughable for everyone, even marines, but only Xenos know which is which at a glance.

This would just spice up mazing so it can be a little more interesting.
Altrez
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Re: Official Suggestions Thread

Post by Altrez » #720060

The game should not be allowed to start if teams aren't balanced, or there should be autobalance. Just played an 8 burrowed round with something like 65 marines.
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