Oh, that sounds nice. Force mimes to whisper whenever they do speak (range of said whisper could be increased to two tiles away instead of one, as to not be too crippling) and give them a forced French accent.
Re: Minor Suggestions
Posted: Sun Sep 11, 2016 3:02 am
by confused rock
give them that speech thing which makes you yell all the time and randomly moves or deletes words which you can get when cloned
Re: Minor Suggestions
Posted: Wed Sep 14, 2016 6:46 am
by DemonFiren
Add a whitebeet mutation containing plasma, called the rhumba beet.
For extra hilarity make it explode on a relatively short timer when lit and produce a bigger bang than cherry bombs.
Or maybe just have them replace cherry bombs.
Re: Minor Suggestions
Posted: Wed Sep 14, 2016 7:13 am
by Davidchan
FantasticFwoosh wrote:
Sligneris wrote:On one hand, mimes are merely entertainers, so they could speak outside a perfornance.
On the other, to hear them speak is extremely weird.
Only speak in whispering highly exaggerated 'dubbed french' hence the embarrassment and propensity to not speak in the first place.
Make the mime gene permenantly disable grab/harm intent and prevent other forms of attack. The mime becomes a true frnchman who can not fight and only run away. Give them a unique telebaton that doesn't stun but instead produces a white flag they wave.
Re: Minor Suggestions
Posted: Wed Sep 14, 2016 2:34 pm
by Wyzack
DemonFiren wrote:Add a whitebeet mutation containing plasma, called the rhumba beet.
For extra hilarity make it explode on a relatively short timer when lit and produce a bigger bang than cherry bombs.
Or maybe just have them replace cherry bombs.
This is some solid pun humor, i would like to see this in game
Re: Minor Suggestions
Posted: Thu Sep 15, 2016 1:44 am
by One Seven One
Embedded syringes should inject their contents.
Re: Minor Suggestions
Posted: Thu Sep 15, 2016 6:32 am
by Dagdammit
Wyzack wrote:
DemonFiren wrote:Add a whitebeet mutation containing plasma, called the rhumba beet.
For extra hilarity make it explode on a relatively short timer when lit and produce a bigger bang than cherry bombs.
Or maybe just have them replace cherry bombs.
This is some solid pun humor, i would like to see this in game
Agreed, too good to waste.
...what would happen if a plant contained water and potassium?
Re: Minor Suggestions
Posted: Thu Sep 15, 2016 11:53 am
by Dagdammit
5% or 10% chance during ash storms that the brig or mining shuttle crashes when traveling to lavaland. Shuttle console gets oblique warning to say when there's ash storms, like "Warning: High atmospheric turbulence at landing site" as text under the button.
Crash landing strands the shuttle somewhere in lavaland, breaches a couple hull tiles and smashes shuttle console screen; once repaired, said console will take you to either standard destination. Maybe add pickaxe and blue toolbox to both shuttles for good measure.
Re: Minor Suggestions
Posted: Thu Sep 15, 2016 2:17 pm
by Onule
Make it so that you can use titanium to finish golem shells.
Able to make walls and floor out of sandstone bricks, so that ash walkers can make little huts with one door, not huts made entirely out of doors.
Re: Minor Suggestions
Posted: Thu Sep 15, 2016 5:30 pm
by FantasticFwoosh
Onule wrote:Make it so that you can use titanium to finish golem shells.
Able to make walls and floor out of sandstone bricks, so that ash walkers can make little huts with one door, not huts made entirely out of doors.
You can make walls out of sandstone but that requires metal girders. Here's a WIP sprite for fungiwood log girder. I agree with making simple sandstone brick floors
Spoiler:
Loose girder unfixed for false walls and movement etc
And fixed in for static walls ready to be layered up with whatever using the usual tools (minus the welder)
EDIT - Second minor suggestion, ash storms over a duration refill the nutrients of a tray, allowing weeds to persistently grow (and perhaps helping future efforts for lavaland specific plants in soil plots outside)
How about using an ice block on yourself while targeting your mouth let's you perform the dentistry surgery to implant a pill?
And while we're talking about dentistry why doesn't eating sugar/junkfood make cavities that you need to get fixed from a doctor or it caps your stamina at about half? It's at least more exciting than rng appendicitis right?
Re: Minor Suggestions
Posted: Wed Sep 21, 2016 10:07 pm
by One Seven One
What if the traitor multitool could show you the exact square the AI is looking at?
What if you could use it to see through the AI's eye?
Re: Minor Suggestions
Posted: Thu Sep 22, 2016 6:40 pm
by HeatherK
Add in a kamikaze style headband in the toxins wardrobe.
Re: Minor Suggestions
Posted: Sun Sep 25, 2016 5:15 am
by Jacough
I'd like to see a combination of alloys and the mechanic job role stolen from Goon. Basically convert the mailroom into a workshop that cargo can use to integrate materials with different equipment to infuse equipment with a multitude of effects. Examples being stun batons that inflict extra brute damage, riot shields that deflect energy weaponry, or even luminescent body armor that shatters into pieces when struck embedding anyone nearby with shrapnel
Re: Minor Suggestions
Posted: Sun Sep 25, 2016 12:46 pm
by FantasticFwoosh
Jacough wrote:I'd like to see a combination of alloys and the mechanic job role stolen from Goon. Basically convert the mailroom into a workshop that cargo can use to integrate materials with different equipment to infuse equipment with a multitude of effects. Examples being stun batons that inflict extra brute damage, riot shields that deflect energy weaponry, or even luminescent body armor that shatters into pieces when struck embedding anyone nearby with shrapnel
My next minor suggestion is somewhat close to yours. Convert either somewhere on mining or the deliveries room into a room of a similar nature but works as a foundry for printing off items in bulk (coins, metal sheets etc) by taking in liquid metals via a special machine
For example, hydroponics grows 100 potency gold apples, they bring them to the foundry/deliveries room and feed the pure 100 unit gold content beaker extracted from those fruits into the machine, which then can print off either equivilent gold material sheets or items made out of gold, same goes for all ground up minerals, including plasma. Mythril and adamantine can be made by mixing in additional reagents to the forging mix and have their own wizard related items.
Industrial chemistry i guess.
Re: Minor Suggestions
Posted: Mon Sep 26, 2016 9:32 pm
by MisterPerson
This is a thread for MINOR suggestions
Re: Minor Suggestions
Posted: Mon Sep 26, 2016 11:06 pm
by FantasticFwoosh
MisterPerson wrote:This is a thread for MINOR suggestions
Like literally what, in its base form its simple, maybe i did talk it up too much (with the additional suggestions), i mean just a machine then that can convert liquid metals to mats without dumb chemistry reactions. Normally pointless since nobody grinds up rare mats like diamond/titanium etc.
Re: Minor Suggestions
Posted: Mon Sep 26, 2016 11:47 pm
by One Seven One
Give the chef a giant pot/cauldron that they can toss anything in to so they can serve soup.
Then when you begin cooking it the game will promt you to give your soup a name.
After a few minutes of cooking you can use bowls/ladles/whatever else to give the crew a minimum effort meal.
Re: Minor Suggestions
Posted: Tue Sep 27, 2016 10:58 am
by FantasticFwoosh
Dragon suits are contaminant proof and cannot be set on fire for any length of time unless forced by standing within fire, it will simply extinguish as soon as you leave fire. Summarily also makes them acid proof and protective against things like sprays or smoke (though ingestion still counts) as things thrown in their direction will just evaporate into nothing and not-cling.
Defuses strategies of people abusing the fire-proofness of dragon suits to smear themselves in flammable substance then igniting to run through people, as lavaland loot against Ashwalkers unarmed people with no readily available way to extinguish beside vunerable rolling or just generally as a antagonist on the station it is very strong, and very durable strong armour and unbalanced to also catch fire on contact if smeared in propellant and ignited.
> Summarily also with the theme - dragon shoes which are lightly armoured leg protection which when activated/(or passively more dangerously) evaporates contaminents you walk on (blood/lube/water) without slipping at the exchange of raising your internal body temprature (meaning you will need lot of ice cups/ice chillies to run through a REALLY bloody station or fighting bubblegum) by a few centigrade per tile, running through multiple blood splatters will spike your temperature, and you can internally set yourself on fire this way if you are not careful.
Re: Minor Suggestions
Posted: Tue Sep 27, 2016 3:45 pm
by D&B
FantasticFwoosh wrote:Dragon suits are contaminant proof and cannot be set on fire for any length of time unless forced by standing within fire, it will simply extinguish as soon as you leave fire. Summarily also makes them acid proof and protective against things like sprays or smoke (though ingestion still counts) as things thrown in their direction will just evaporate into nothing and not-cling.
Defuses strategies of people abusing the fire-proofness of dragon suits to smear themselves in flammable substance then igniting to run through people, as lavaland loot against Ashwalkers unarmed people with no readily available way to extinguish beside vunerable rolling or just generally as a antagonist on the station it is very strong, and very durable strong armour and unbalanced to also catch fire on contact if smeared in propellant and ignited.
> Summarily also with the theme - dragon shoes which are lightly armoured leg protection which when activated/(or passively more dangerously) evaporates contaminents you walk on (blood/lube/water) without slipping at the exchange of raising your internal body temprature (meaning you will need lot of ice cups/ice chillies to run through a REALLY bloody station or fighting bubblegum) by a few centigrade per tile, running through multiple blood splatters will spike your temperature, and you can internally set yourself on fire this way if you are not careful.
>Spell that uses ne'er ending fireproof fire as an igniter for killing the drake.
>Trying to remove what makes the spell viable and basically functional.
Get some mannitol my man
Re: Minor Suggestions
Posted: Tue Sep 27, 2016 6:40 pm
by FantasticFwoosh
Literally why was it a thing in the first place? Its bent over backwards pretty bad exploitation by coderbus of game mechanics for "robustness".
Re: Minor Suggestions
Posted: Tue Sep 27, 2016 10:25 pm
by D&B
Who gives a shit honestly.
You're just mad because it makes ash walkers more easily killable.
Re: Minor Suggestions
Posted: Tue Sep 27, 2016 10:49 pm
by FantasticFwoosh
D&B wrote:Who gives a shit honestly.
You're just mad because it makes ash walkers more easily killable.
It doesn't rely on skill at all to kill ashwalkers anymore, they are such as small annoyance people like 'vanquishing' why even competitively play? It alteast used to take aiming to shoot down a ashwalker at a time with a KA, now there's damage upgrades and AOE's and never extiguishing dragon fire super brute resistant suits. The powercreep is insane to combat when you're equipped with a leaf and a spear hence the spike in ashwalkers also trying to even the odds with tendril loot, but also depriving themselves of prey in a very "unashwalker necropolis tendril worshippers" manner.
Re: Minor Suggestions
Posted: Tue Sep 27, 2016 10:59 pm
by Wyzack
I mean that is kinda how ghost roles are supposed to go
Re: Minor Suggestions
Posted: Tue Sep 27, 2016 11:08 pm
by FantasticFwoosh
Spoiler:
Wyzack wrote:I mean that is kinda how ghost roles are supposed to go
No its literally some coder wants to go out duckhunting free forced antag lizards for pleasure and summarily encourages the huge amount of powercreep we have right now, all other ghost roles are cooped up and game mechanic focused, or high RP (barring drones which are summarily engineer ghosts with hands) one rule for some, and complete
Admins will not even investigate otherwise bwoinkable offences such as miner boss baiting into ashwalker zones. Pretty much as soon as you roll the 'valid from birth' species you retract all protections and rights and become a abused plaything for admins and players to fawn over.
I digress, getting back on topic now.
> minor suggestion - gatfruit has a muation that spawns starting sec flash grenades (because those things are only cargo orderable) with potency relating to how powerful the grenade will be (so powerful it can blind/deafen and go through protections or very tiny and weak but disorientating)
Re: Minor Suggestions
Posted: Wed Sep 28, 2016 4:43 am
by Dagdammit
Give the welding gas mask an auto-tint lens. Instantly darkens to welding-lens levels anytime you weld or see another bright flash, reverts after a couple seconds. They exist in real life, I use one with my welding job every day.
Re: Minor Suggestions
Posted: Wed Sep 28, 2016 10:34 am
by DemonFiren
They could inflict near-sighted vision when worn and automatically darken to ordinary welder vision when exposed to bright light. Would give them a tiny bit of a disadvantage, at least.
Now I want welding sunglasses.
Re: Minor Suggestions
Posted: Wed Sep 28, 2016 12:36 pm
by FantasticFwoosh
DemonFiren wrote:They could inflict near-sighted vision when worn and automatically darken to ordinary welder vision when exposed to bright light. Would give them a tiny bit of a disadvantage, at least.
Now I want welding sunglasses.
Those are welding goggles, semi rare and non reproducible for your eyes only, however welding RND gasmasks are clearly superior.
Re: Minor Suggestions
Posted: Wed Sep 28, 2016 1:22 pm
by XDTM
The real value of welding masks is that you can drink/eat without interrupting internals
Re: Minor Suggestions
Posted: Wed Sep 28, 2016 4:44 pm
by Alipheese
Please for the love of spess add some of the mining pod fan things to keep Atmos fine to the mining shuttle.
Re: Minor Suggestions
Posted: Wed Sep 28, 2016 11:15 pm
by FantasticFwoosh
> The limb grower can scan DNA codes and body parts to generate relevant bodyparts, also helps attach the right features to the species.
Also works across species, so steal ashwalker DNA and brain transplant into a fully grafted frankenstein monster for pressure immunity and nobreathe or swap out digitade legs etc with surgery/transfer someone into a grafted together piece by piece new body. (as a implication)
And relevant but seperate suggestion
> Ability to jumpstart soul-less and ckeyless bodies that are perfectly functional with defib or a particular chemical (saline gluecose in the bloodstream followed up with defib in peak physical health to spoof a abstract meme of the reboot film 'The Day the earth stood still' featuring Keanu Reeves as Klaatu as a strange liquid man who can revive people by putting saline gluecose under their tongues and delivering electric shocks making 2000 years of medical science look like bogus)
Just to make them alive and ready for brain transplant with relative haste.
Re: Minor Suggestions
Posted: Sat Oct 01, 2016 8:11 pm
by Zarniwoop
Add chips and dips for the kitchen and accompanying plants in botany. Potatoes and corn can already be made into chips but spinach, avacado and I dunno, chickpeas could be used for dips. Peppers and tomatoes are perfect for a salsa already. Make the dip a vector for disease and add a Popeye-variant mutation for spinach, or mess with the idea however you like. An emote similar to the zippo use one would also be neat for people that double-dip.
Re: Minor Suggestions
Posted: Sat Oct 01, 2016 10:29 pm
by Mirukihoshi
Pretty sure this is 'minor', so mind as well post it here. Basically, just add some more customization options, like fuck. Like the ability to start out with an amputated limb, or even a prosthetic- or maybe the option to start out with like obesity or some shit. Mainly for the laughs, but it'd also be kind of fun to start with some sort of disadvantage like that.
Re: Minor Suggestions
Posted: Tue Oct 04, 2016 2:50 am
by Dagdammit
Does emagging biogenerator do anything at the moment? Could let you make Smuggler's Satchels and Military Belts. Have them cost like 2k biomass each.
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 4:00 pm
by Onule
The box you always spawn with should get a single-use medical gauze and a pocket crowbar. Seriously, dragging people bleeding just kills them faster. Yes, I know improvized gauzes are a thing but not everyone is going to cut up bedsheets every round. Also oxygen deprivation treatment kits don't have gauzes at all, maybe get rid of a salbutamol pill for a gauze?
If you scan someone's vitals and they are bleeding, it should say if they're bandaged or not.
And another blood related suggestion, you should get a warning at the top right if you're bleeding, and another one if bandaged.
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 4:31 pm
by Lumbermancer
Add more words to AI announcement system. It's really lacking some basic stuff like "where" or "what".
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 8:32 pm
by Screemonster
Onule wrote:And another blood related suggestion, you should get a warning at the top right if you're bleeding, and another one if bandaged.
Make it a red blood drip thing superimposed over the corner of the health doll.
Yes, just like the ones in xcom: apocalypse that tell you that one of your troops is critically wounded
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 9:27 pm
by Alipheese
Onule wrote:Seriously, dragging people bleeding just kills them faster.
Uh. Pretty sure this is a CM only thing?
Last I played 2 days ago this was no such thing.
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 10:18 pm
by Lumbermancer
CM thing is that pulling does damage to wounded, dragging with grab does not.
It does not here.
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 10:30 pm
by Screemonster
dragging wounded people making the wounds worse is a baymed thing, yes
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 10:32 pm
by PKPenguin321
Screemonster wrote:dragging wounded people making the wounds worse is a baymed thing, yes
it would be pretty bad here, all i can see happening is murder-dragging people getting buffed and doctors being unable to get anybody to medbay without them dropping dead on the way
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 10:41 pm
by Screemonster
oh absolutely, if you thought pulling someone across broken glass without their shoes was funny before, doing it on a codebase where you don't even need the glass is hilarious
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 11:11 pm
by The Ultimate Chimera
Alipheese wrote:
Onule wrote:Seriously, dragging people bleeding just kills them faster.
Uh. Pretty sure this is a CM only thing?
Last I played 2 days ago this was no such thing.
Bay thing.
Re: Minor Suggestions
Posted: Wed Oct 05, 2016 11:57 pm
by Onule
Sorry, I forgot to mention the most important detail, dragging people who are bleeding AND in crit/lying down.
Re: Minor Suggestions
Posted: Thu Oct 06, 2016 7:22 am
by Not-Dorsidarf
Onule wrote:Sorry, I forgot to mention the most important detail, dragging people who are bleeding AND in crit/lying down.
Still a bay thing. You can supersonic speed across the station as a VTEC borg and you wont hurt the guy you're dragging.
Re: Minor Suggestions
Posted: Thu Oct 06, 2016 9:07 am
by Anonmare
I think he might be referring to blood level since corpses don't bleed 5ever when pulled now.
Re: Minor Suggestions
Posted: Thu Oct 06, 2016 9:40 am
by FantasticFwoosh
mix egg yolk and crayon dust reagent for making a tub of paint in that color upon chem reaction
Re: Minor Suggestions
Posted: Thu Oct 06, 2016 10:36 am
by XDTM
Make the cyborg reboot board usable on full-augged people with the same effect of strange reagent.
Re: Minor Suggestions
Posted: Thu Oct 06, 2016 10:56 am
by DemonFiren
Only if it can be multitooled to law-synch and slave them to an AI.
Re: Minor Suggestions
Posted: Thu Oct 06, 2016 12:29 pm
by FantasticFwoosh
XDTM wrote:Make the cyborg reboot board usable on full-augged people with the same effect of strange reagent.
As a Posibrain replacement option too (given that posibrains have basic asimov laws)
Go make robocop with a robocop law board and a esworded officer with all their limbs cut off, sown back together again and augged back into service.
Spoiler:
[youtube]t1_Pw563opc[/youtube]
Go 35 seconds in for 'prime directives' (certainly a part to be worth watching)
If you know how the film ends and the laws of silicon law structuring it'll be fun
Re: Minor Suggestions
Posted: Thu Oct 06, 2016 5:38 pm
by Gamarr
Depowered airlocks when crowbarred, do not fully open as they do now. Instead it only cracks open halfish, much like when zombies(?) pry them open. This would replace the long standing 'crowbar and it slides all the way open' with a two-step thing. Another crowbar action, hopefully with a minor timer effort so its not instant, and the airlock then actually all the way to the sides. Slight changes would be like as follows:
-The cracked-open airlock prevents running/walking to get through and instead a person has to click and drag much the same as a table (or perhaps having to 'walk' into it, which causes a slight stun given you are squeezing through a vertical slat).
-Cracked open airlocks let you see the tile directly on the opposite side (if possible) or should continue to block LOS barring a glass airlock.
-Cracked open airlocks will still shut after the depowered state like normal when power resets back, and is still similar other than the adjustment that safety-toggle or not, the half open airlock Will close, whether a person is in the gap still or not. The system was not designed for detecting crew in the doorway at such a state, and once the power kicks back in, it finishes closing to seal itself like it's meant to.
Additional ideas for airlocks, that might be shitty: Being crushed by an airlock should have a chance to delimb a person as it closes on their arm/leg/head/tongue.