Minor Suggestions

A place to record your ideas for the game.
callanrockslol
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High quality cigars should give the smoke spell.

Post by callanrockslol » #83195

Bottom post of the previous page:

As topic name. This would improve high quality smokeables.
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Re: High quality cigars should give the smoke spell.

Post by John_Oxford » #83213

All for this, one cigar that spawns in maint somewhere, maybe a red Chohiba cigar.

With a name like "El Smoko" or something.
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Balut
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Re: Minor Suggestions

Post by Balut » #83218

TheNightingale wrote:You should be able to wear a bedsheet on your head slot to look spooky. Cult bedsheets (admin-only, I think) turn your sprite into a ghost whilst you wear it.
On a related note, if you hit someone with flour on harm intent it should smack them with the flour and turn their sprite entirely white except for their eyes. Make this some kind of spooky monster (wraith, whatever) for hilarity.
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DemonFiren
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Re: High quality cigars should give the smoke spell.

Post by DemonFiren » #83236

In addition to syndie cigarettes, we need syndie cigars that do exactly that.
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lumipharon
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Re: Minor Suggestions

Post by lumipharon » #83244

EndgamerAzari wrote:Capsule rounds for the revolver. IIRC there are fillable shells for the shotgun, so why not?
Not-Dorsidarf wrote:Because if you put pfleurodecalin into it, your revolver is now a silencer gun that does massive damage.
There are already mime bullets in the code which is exactly that.
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Re: Minor Suggestions

Post by TheNightingale » #83317

Note: the Reticence has a mounted RCD too.
Because it makes walls?
Get it?
qwert
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Re: Minor Suggestions

Post by qwert » #83582

May be spears should not spin, when they are thrown? Or botanist hatchet should embed.
Gun Hog
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Re: Minor Suggestions

Post by Gun Hog » #83617

Let players control Nar-Sie when he is summoned during Cult!

One of the nine players who summon Nar-Sie via the rune has a random chance of becoming Nar-Sie! If they have their BE_CULT flag disabled, they will be passed up for the chance. (Think people who are converted). A player Controlled Nar-Sie would have X-ray (it is a god, come on!), and would speak via cult telepathy in bigger font than other cultists. You could also have some sort of soul points for creating non-harvester constructs!
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Wyzack
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Re: Minor Suggestions

Post by Wyzack » #83748

^^^^+1 for those sweet ideas.

Make rice available from the seed vendor, doesnt make much sense as a mutation of wheat. Also make it so rice + universal enzyme makes sake
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Re: Minor Suggestions

Post by qwert » #83788

Give some limitations to gang grief license, because it is grief fest x 2. And damn, crew members are sort of willing to join as fast as possible.
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Re: Minor Suggestions

Post by MisterPerson » #83815

Gun Hog wrote:Let players control Nar-Sie when he is summoned during Cult!

One of the nine players who summon Nar-Sie via the rune has a random chance of becoming Nar-Sie! If they have their BE_CULT flag disabled, they will be passed up for the chance. (Think people who are converted). A player Controlled Nar-Sie would have X-ray (it is a god, come on!), and would speak via cult telepathy in bigger font than other cultists. You could also have some sort of soul points for creating non-harvester constructs!
Minor suggestions. MINOR.
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Re: Minor Suggestions

Post by TheNightingale » #83829

Suggestion time...

Raise the price of Security clothing crates from 30 to 35, and add the HoS's trenchcoat (the one they spawn with).
Add a bulletproof helmet crate, requiring Armory access to open, costing 15 points, and containing three bulletproof helmets.
Add ablative helmets! One in the Armory, two in Cargo crates at 20 points each. We have riot and bulletproof helmets already.
Port Bay's cat mechanics and in-hand/worn sprites - you can pick up a cat, and put it on your head or keep it in your hand. It still meows.
You should be able to zap yourself with a staff (like with a wand).
The Liberation Station shouldn't need a Security ID to purchase things, because right to bear arms.
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Fragnostic
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Re: Minor Suggestions

Post by Fragnostic » #83844

Traitor Item
Electron Bond Gloves:
Gloves appear and function like insulated gloves, but wearing them prevents the user from dropping the held item(s). The ability can be toggled via HUD/button.
Maybe 10 TC for balance, but have a decent tech level.
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Not-Dorsidarf
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Re: Minor Suggestions

Post by Not-Dorsidarf » #83883

So the NODROP implant but a pair of gloves? Sounds powerful. Maybe they should be cheaper, but a permanent stick. You can have your advanced egun - riot shield combo but you can't hold anything unless someone cuts the gloves off you with surgery.
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Player who complainted over being killed for looting cap office wrote: Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please. 🖕🖕🖕
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Re: Minor Suggestions

Post by TheNightingale » #83886

You have to take the gloves off to disable it... so if you activate it with both hands full, you're SOL.
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DemonFiren
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Re: Minor Suggestions

Post by DemonFiren » #84030

Unless someone strips you.
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TheNightingale
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Re: Minor Suggestions

Post by TheNightingale » #84051

"Hey, can you take these gloves off me? I kind of have them stuck to my ha-"
"TRAITOR LYNCH HE"
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DemonFiren
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Re: Minor Suggestions

Post by DemonFiren » #84076

Not if you're a) a lizard or b) keep contact with your fellow traitors.
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kevinz000
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Re: Minor Suggestions

Post by kevinz000 » #84103

SIDE NOTE: IF YOU DESTROY ANY TURRET CONTROLLED BY A PANEL LIKE THE UPLOAD ONES, YOU CAN NOT FIX THEM AND MAKE THEM WORK LIKE BEFORE
'We should have a better way to control portaturrets
buildable (and linkable) turret control panels like the ones that control AI upload and AI core
Make them shoot people without certain accesses (Security and command mode shoots the CE/RD/CMO last I checked)
Make them able to change mode if they have a gun in them that can change mode. Its annoying to have an egun in a turret which can never be toggled stun/kill when thats what you want.
And, maybe give them an upgrade that gives them better aim/control (Notice how the AI turrets stop stunning when you are down, and stop lasering when you are dead, and not just unconcious?) Better aim = Not shooting if someones in the way,

and maybe remote controlled ones too :^)
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DemonFiren
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Re: Minor Suggestions

Post by DemonFiren » #84145

Wearing cherries on your ears should be possible.
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MisterPerson
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Re: Minor Suggestions

Post by MisterPerson » #84157

Reconstruction of the turret control panels is actually a tougher problem than it looks. After destruction/disconnection of the panel, if the turrets stay on, reconnecting them to a panel is basically impossible. If they turn off, destroying the panel becomes an easy way to destroy all the turrets in complete safety.

A compromise might be to have the turrets stay on, but newly built ones shut off. Or possibly some sort of remote linking system, I'm not really sure.
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Remie Richards
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Re: Minor Suggestions

Post by Remie Richards » #84227

just use the multitool buffer like telepad linking does.
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Jacough
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Re: Minor Suggestions

Post by Jacough » #84240

Fresh gibs should slip you if you run on them. Why? Let's face it. Someone's recently expelled innards would be pretty slimy and easy to slip on. The idea of the chef accidentally slipping and sliding around his blood and gore caked meat locker seems like it could pretty entertaining as well.
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Reimoo
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Re: Minor Suggestions

Post by Reimoo » #84243

Why don't we have dead man's triggers for traitors yet?
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DemonFiren
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Re: Minor Suggestions

Post by DemonFiren » #84268

It's similar to what I suggested, Bay-style signaller buttons where you can 'threaten to push the button' with a verb, meaning if/when you got shot you'd flinch and push it.
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Not-Dorsidarf
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Re: Minor Suggestions

Post by Not-Dorsidarf » #84287

Or just a signaller that threatens to push the button when you activate it? I don't think dead man's triggers are deactivatable easily.
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kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please. 🖕🖕🖕
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Re: Minor Suggestions

Post by qwert » #84322

Change race spell for wizard. Choose spell transform effect. Run around yelling bootadoo and turning everyone in lizards/ skeletons/ zombies/ slimepeople / flypersons. Earn 9000 style points for turning HOS into lizard, so AI can protect you from human harm.
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Re: Minor Suggestions

Post by PKPenguin321 » #84406

qwert wrote:Change race spell for wizard. Choose spell transform effect. Run around yelling bootadoo and turning everyone in lizards/ skeletons/ zombies/ slimepeople / flypersons. Earn 9000 style points for turning HOS into lizard, so AI can protect you from human harm.
This is a really great idea, but probably not the most "minor" of ideas. Consider making this it's own thread if it gets no attention here.
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Skorvold
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Re: Minor Suggestions

Post by Skorvold » #84433

put feral wolves in maint.
make maint dangerous.
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Re: Minor Suggestions

Post by Gun Hog » #84441

Skorvold wrote:put feral wolves in maint.
make maint dangerous.
Shadowlings, Changelings, Cultists, certain traitors, rogue borgs...Maint is a pretty risky place to be!
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Loonikus
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Re: Minor Suggestions

Post by Loonikus » #84447

When bullets hit a wall they should make a PLANG noise.
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DemonFiren
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Re: Minor Suggestions

Post by DemonFiren » #84469

Skorvold wrote:put feral wolves in maint.
make maint dangerous.
So, one furry tells another that feral monkeys would make more sense...
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Re: Minor Suggestions

Post by Malkevin » #84485

Monkeys used to be feral, the amount of geneticists that were bitten to death by monkeys was hilarious
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Wyzack
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Re: Minor Suggestions

Post by Wyzack » #84511

Maint is not dangerous in lowpop or extended rounds (every other round on badger) unless spiders or xenos have shown up
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Re: Minor Suggestions

Post by Gun Hog » #84585

Loonikus wrote:When bullets hit a wall they should make a PLANG noise.
That would not be very difficult to code...
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Re: Minor Suggestions

Post by Remie Richards » #84586

on_hit() playsound('/sounds/effects/PLANG.ogg',50,1)
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Drynwyn
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Re: Minor Suggestions

Post by Drynwyn » #84631

Remie Richards wrote:on_hit() playsound('/sounds/effects/PLANG.ogg',50,1)
PLANG.ogg: http://soundbible.com/2042-Rapid-Ricochet.html
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Re: Minor Suggestions

Post by Vekter » #84635

Wizardjenkins66 wrote:Bring military jackets from NTcode over.
Should be able to do this. Lemme look into it.

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Balut
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Re: Minor Suggestions

Post by Balut » #84916

>Wolves

Why not R.O.U.S.es?

Also feral monkies sound great.
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sirnat
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A few ideas

Post by sirnat » #85342

For chemistry-
Chem dispenser is alphabetical in the menu (Makes it easier to quickly make emergency chemicals.)

Large grenade- Make it hold 3-4 beakers atleast, I mean it is a "large" grenade maybe someone would like multiple things to happen when it goes boom! :D

Patch bag- Much like the botanist bag or mineral bag that can pick up large amounts of patches in a pile and place them on a table.

A negative effect to happen when you slap on 3 or more patches in a small interval maybe 3 seconds, will stop shit heads coming in and wasting all the patches chemists make that would probably knock them out and allow for detainment by security.
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Re: A few ideas

Post by Cheimon » #85365

This seems like a perfect list for the minor suggestions thread.

I like most of them, though the large grenade does sound like it could be ridiculously powerful. Especially with explosive chemicals, I worry that it might end up being a decent alternative to a medium tank transfer bomb, which doesn't seem right.
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Re: Minor Suggestions

Post by Gun Hog » #85399

Allow Hand Tele teleportation to show the destination instead of a random number corresponding to a teleporter, when choosing which target to select.

EDIT: I am a coder...I COULD do this myself....
Last edited by Gun Hog on Sun May 03, 2015 12:57 am, edited 1 time in total.
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Re: Minor Suggestions

Post by PKPenguin321 » #85403

Gun Hog wrote:Allow Hand Tele teleportation to show the destination instead of a random number corresponding to a teleporter, when choosing which target to select.
please
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i have three other top secret characters as well.
tell the best admin how good he is
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sirnat
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Re: A few ideas

Post by sirnat » #85410

Oh, can a mod move this to the minor suggestions then? Sorry, I just quickly posted these.
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MisterPerson
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Re: A few ideas

Post by MisterPerson » #85427

For anyone confused, this post was originally its own topic:
sirnat wrote:For chemistry-
Chem dispenser is alphabetical in the menu (Makes it easier to quickly make emergency chemicals.)

Large grenade- Make it hold 3-4 beakers atleast, I mean it is a "large" grenade maybe someone would like multiple things to happen when it goes boom! :D

Patch bag- Much like the botanist bag or mineral bag that can pick up large amounts of patches in a pile and place them on a table.

A negative effect to happen when you slap on 3 or more patches in a small interval maybe 3 seconds, will stop shit heads coming in and wasting all the patches chemists make that would probably knock them out and allow for detainment by security.
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Re: Minor Suggestions

Post by qwert » #85465

Mulerider traitor kit - special saddle for mulebot, which gives manual control( aka moving with arrows), increases speed and disables safety and any way to turn it off except blowing up. Cowboy hat and suit included.
An opportunity to climb nuke ops nuke or to buckle someone on top of it.
Syndicate radiation emitter and remote control button for it. Hide it under tables or in lockers, lockboxes, first aid kits, turn it on. Works like ripley nuclear reactor radiation effect. Fucking rad.
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Tokiko2
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Re: Minor Suggestions

Post by Tokiko2 » #85483

I think doors should show the APC they're draining power from. This is really hard to figure out otherwise unlike most machines and consoles. Sometimes a door is powered by a hallway APC, sometimes it's the room APC instead.
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Jeb
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Re: Minor Suggestions

Post by Jeb » #85502

When you hit someone with a guitar I would assume that you get a nice WHAAONG sound.

You don't.

I was sad.
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Re: Minor Suggestions

Post by sirnat » #85516

A chemical chemists can make to clean up the air? Like a air purifier but must be made in a grenade, and smoke.
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Xhuis
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Joined: Mon May 26, 2014 1:04 pm
Byond Username: Xhuis
Github Username: Xhuis
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Re: Minor Suggestions

Post by Xhuis » #85533

Allow the janibelt to hold more things, such as the janicart key and boxes of lights. Also, a trash bag that holds bigger items would be nice, like an enhanced elasticity version from R&D, maybe?
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
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Re: Minor Suggestions

Post by DemonFiren » #85541

Trashbags of Holding, is what I imagine.

Maybe in two variants, light can fit on a janibelt, heavy can swallow even the largest items.
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non-lizard things:
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