This should work the same way as arm chainsaws for application.
They should also mean that you damage floor tiles you cross, any mobs who you walk across on the floor and fall over when colliding with a wall or perhaps standing mob.
Give all antags a unique hijack. Lings take the shuttle to fucked up fleshworld, wizard back to wiz ship/wizard land, xenobio to a free xeno land, devil to hellworld, monkey to jungle.
If you can't do this already, make it so you can give floorbots the kind of tile that you want them to place. I wanna make the maint tunnels into a grassy stroll
Floiven wrote:If you can't do this already, make it so you can give floorbots the kind of tile that you want them to place. I wanna make the maint tunnels into a grassy stroll
One thing I'd like to see is making it that running into someone else should slightly slow down your running speed.
All the time I'll be standing around and suddenly I'm halfway across the station since someone else pushed me along for the ride. Or vice versa I'd be taking someone along with me by accident.
I think that if you were slowed down when you are pushing someone, it'd make this less annoying and likely to occur.
Simpsons is a good show, and throwing in some references from there definitely beats some of the ones we got. But I also think this would make bartender a more appealing job, not to mention be pretty cool. There were multiple drinks across the shows life, but I'd specifically like two added (sadly my inability to code stops me).
The Flaming Homer
Description: "I don't know the scientific explanation, but fire made it good."
Basically I'd think it'd be sprited as a black russian but the brown and black would be replaced by varying shades of purple, with maybe a fire on top (similar to toxins special)? In the episode, the ingredients were random bits of alcohol, cough syrup, and fire. With this in mind...
Ingredients: [In equal amounts] EVERYTHING available roundstart in the booze dispenser, spacecillan (basically the closest thing we have to Krusty Brand Cough Medicine), and the drink heated to 500K.
Upon drinking it should give a massive mood buff, but it should be a very addictive substance, and OD should cause massive liver damage.
Forget-me-Shot
Description: idk some sort of pun about forgetting something halfway through your sentence
Ingredient list in the episode is long and I'm lazy so here's my /tg/ modified recipe.
Ingredients: [In equal amounts] Triple sec, Quadruple Sec, Water, Lime Juice, Space Cleaner, Venom.
The recipe is really hard, (especially considering the rarity of venom), which justifies what I propose for it. Basically, a shot (JUST A SHOT!!) will metabolize immediately, knocking someone over for a second (and making their screen momentarily white, like a flash), and make them completely forget everything. Meaning, they get some sort of large text, and their notes tab is completely wiped. Bank account, name, time of death, objectives, all gone. Trying to force them to RP accordingly is dumb, I just think the idea is cool. If more than 5 units are in their system at a given time, massive brain damage occurs.
just watch simpsons if you need more info, googling either drink will give you a youtube clip.
Cheese Golems
Made out of 2 or 3 cheese wheels
Can be eaten like a cak, regenerates health over time like a cak
Tastes like cheese and magic
Turns into several cheese wedges when killed by brute damage
Turns into burnt food when killed by burn damage
Farquaar wrote: ↑Sun Nov 21, 2021 11:43 pm
Imagine my grandparents surviving nazi concentration camps only for their grandson to be accused of nazism for criticizing a citrus fruit on the internet.
Farquaar wrote:Cheese Golems
Made out of 2 or 3 cheese wheels
Can be eaten like a cak, regenerates health over time like a cak
Tastes like cheese and magic
Turns into several cheese wedges when killed by brute damage
Turns into burnt food when killed by burn damage
>burnt food
>not melting and splashing cream renamed as molten cheese everywhere
Farquaar wrote:Cheese Golems
Made out of 2 or 3 cheese wheels
Can be eaten like a cak, regenerates health over time like a cak
Tastes like cheese and magic
Turns into several cheese wedges when killed by brute damage
Turns into burnt food when killed by burn damage
>burnt food
>not melting and splashing cream renamed as molten cheese everywhere
Maybe cheese golems “bleed” melty cheese when hit with burn damage? Maybe it could even be picked up in containers as a reagent for use in potions bartender recipes?
I can see it now.
Drink Name: “Camembert”
Desc: Is this a drink or just smelly cheese?
Tastes like cheese and a cheap gag
1 part cheese golem blood/melted cheese
1 part wine
Also, grinding cheese wheels and cheese wedges should yield melted cheese/cheese powder as a reagent.
Farquaar wrote: ↑Sun Nov 21, 2021 11:43 pm
Imagine my grandparents surviving nazi concentration camps only for their grandson to be accused of nazism for criticizing a citrus fruit on the internet.
add bread golems as well, call them breadnaughts
and cake-o-demons
fuck it, add an entire chef-cult based around bad food puns but that's probably out of scope for "minor suggestions"
Make all-in-one grinders constructable, or add a ghetto version of them (ie. a kitchen blender). It seems like it'd be a fairly simple construction, since all it does is grind up whatever you put in it into a liquid paste.
And yes, I know the holodecks medbay program comes with an all-in-one grinder, but you can't take it out, which makes maintenance tunnel drug labs very difficult.
A new downloadable module for pAIs - a holoprojector recording module, allowing them to record and play back hologram messages the same way holoprojector disks currently can.
It'd finally provide a reason to send your pAI out on a mission, say if comms are down but you can't afford to leave the area yourself. Help me, Obi-Wan Kenobi, you're my only hope!
Normal spacemen are quite adept with their feet. They can run over exposed piping, trash scattered on the floor, and even other people without falling or slowing down! Not the klutz. Players that take the "klutz" quirk will slip on any small+ sized item on the floor, stunned mobs or exposed infrastructure such as pipes and cabling. Some people are just clumsy is all!
I imagine this should give 1-2 quirk points. Sometimes, it is as annoying as having a clown around you, other times your clumsiness can make you lose a fight! The bigger the item is, the stronger the slip. Tripping over a person lying on the ground is actually quite painful!
Give NTNet monitoring a way to blacklist devices from accessing it. It'd be nice if you could shutdown someone with a door wand by blacklisting the wand from being able to interface wirelessly.
Sentient Virus manual coughing/sneezing needs to have a (fairly high) chance of forcibly overriding any current viruses in a given victim, regardless of resistance/transmission. It can be the very definition of unfun to roll sentient virus, be unable to infect virtually anyone, get randomly assigned to one of the three schmucks braindead in maintenance, and then be unable to infect anyone else who happens to run by them because everybody is already infected with a virology virus that has a higher resistance than you can overcome. No other ghost role or midround antag has this kind of complete potential waste.
Note this would ONLY apply to the manually activated coughing/sneezing, the automatic symptom ones would still have to factor in resistance and transmission.
emagging a fake nuke toy and using it in your hand will create a explosion (1x1 explosion, deleting the nuke toy and blow off the hand you were using it in the process, make it pierce bomb suits too so we don't have delta spam) and trigger the fake nuke event
duckay wrote:emagging a fake nuke toy and using it in your hand will create a explosion (1x1 explosion, deleting the nuke toy and blow off the hand you were using it in the process, make it pierce bomb suits too so we don't have delta spam) and trigger the fake nuke event
If it deletes the toy then you won't need to worry about a bombsuit spamming it unless the suit protects it somehow
Well, yeah but you can get more than one nuke toy provided you have the time to win enough arcades, and it should delimb your arm when they fake-detonate, in that time they can't be dropped until it fake-detonates. i probably overthought this a bit.
Rework AI Uploads so that you can queue up Laws with modules and have them all apply, in the order they were queued, in one go. Like, queuing up a Purge board, then an Asimov board and a OneHuman board in the Upload's memory and then hitting the GO button to make it purge, Asimov and OneHuman the AI in a single motion.
Anonmare wrote:Rework AI Uploads so that you can queue up Laws with modules and have them all apply, in the order they were queued, in one go. Like, queuing up a Purge board, then an Asimov board and a OneHuman board in the Upload's memory and then hitting the GO button to make it purge, Asimov and OneHuman the AI in a single motion.
Farquaar wrote: ↑Sun Nov 21, 2021 11:43 pm
Imagine my grandparents surviving nazi concentration camps only for their grandson to be accused of nazism for criticizing a citrus fruit on the internet.
New trait: Soft-hearted. You get a bad moodlet every time you see a creature take damage. It stacks with the proposed "seen someone die" moodlet, which you also get when you witness the death of any simple mob, not just pets (in addition to human mobs, obviously)
What about removing the megafauna gibbing mechanic?
As it is right now, the megafauna is too hard not to fight but to learn to fight: new players don't want to try fighting bubblegum if it means sitting out the rest of the round and if nobody every try to fight them or learn how to fight them then it's pointless to even have them.
Miners already have a hard chance at getting cloned, if not removing the gibbing at least make cloning possible: I don't understand why if I die at lavaland I cannot be cloned back.
Oh and make the miner suit fireproof: it's silly that if you step in lava literally everything BUT your jumpsuit can endure the flames.
And make jumpboots capable of jumping over lava, nobody is ever going to need or even find convenient to jump over chasms.
Devily wrote:What about removing the megafauna gibbing mechanic?
As it is right now, the megafauna is too hard not to fight but to learn to fight: new players don't want to try fighting bubblegum if it means sitting out the rest of the round and if nobody every try to fight them or learn how to fight them then it's pointless to even have them.
Miners already have a hard chance at getting cloned, if not removing the gibbing at least make cloning possible: I don't understand why if I die at lavaland I cannot be cloned back.
Oh and make the miner suit fireproof: it's silly that if you step in lava literally everything BUT your jumpsuit can endure the flames.
And make jumpboots capable of jumping over lava, nobody is ever going to need or even find convenient to jump over chasms.
Currently working on a megafauna training simulator in virtual reality to solve the issue of players literally just going localhost to train, no real need to remove the punishment for trying to fight megafauna early for powergaming players as well.
Making the miner suit fireproof removes the entire point of ash storms.
Jumpboots really should have this feature to be honest, I completely agree.
No, not the suit, the jumpsuit.
As in, if you get on fire the jumpsuit doesn't burn, rather than it protecting you from fire.
From what I have experienced if you get on lava or catch on fire everything BUT your jumpsuit will survive the experience, which in my opinion seems a bit silly.
Dropping everything in your pockets, belt and ID slot is annoying, I just want for the jumpsuit to avoid turning into ashes.
If the "vitals" are a balance issue, frankly, I feel miners wouldn't give two fucks about not having vitals on their suits.
Unrelated to that, I also feel that the "happiness" and "sadness" moods should have a different hunger variation.
Personally I find more rewarding being able to eat a lot and enjoying more RP in eating than getting fat after biting a couple of slices of pizza.
My idea is to reverse the effect of happiness and sadness on hunger, so sad people end up eating less and happy people end up eating more.
I mean, if you're happy and like life you automatically want to enjoy life more, right? So you eat, drink, generally experience life.
Sad people meanwhile don't eat as much, they are less active, get fat quickly because of stress and so on so forth.
Generally, I also wish crew members could eat more or at least get hungry faster: if people got hungry twice as fast the food mechanics would actually matter more, rather than them being "eat until you're stuffed then never eat again".
Slightly related... why not make the bartender have a small "kitchen" of his own?
Mostly serving minor things like prawns, olives... that sort of jazz.
Alcohol isn't that enticing to the crew when it is only a flavor item that gives you maluses... or hell, maybe make the bartender's drinks have special effects?
Like I don't know, Syndicate Bomb making you immune to gibbing by bomb?
The whole food mechanics I think could use less mechanical downsides and more RP improvements.
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