Page 17 of 76
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 12:08 pm
by MisterPerson
Bottom post of the previous page:
Gun Hog wrote:Toxins needs a set of blast doors to help contain fires. The grill/glass breaks and it spills out into the halls. Given that most toxins fires are an accident, it would not hinder antagonists, who would not want to destroy the place that helps them get more bombs.
A fire in 6 rooms that involves 4 people is more interesting than a fire in 1 room that involves 1 person.
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 12:15 pm
by callanrockslol
MisterPerson wrote:Gun Hog wrote:Toxins needs a set of blast doors to help contain fires. The grill/glass breaks and it spills out into the halls. Given that most toxins fires are an accident, it would not hinder antagonists, who would not want to destroy the place that helps them get more bombs.
A fire in 6 rooms that involves 4 people is more interesting than a fire in 1 room that involves 1 person.
You can also lock down the entire department if you have to.
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 3:23 pm
by Phalanx300
Could we get a console at Atmos so we can interact with all air alarms stationwide. Same at engineering with a console to interact with APC.
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 6:36 pm
by MisterPerson
Phalanx300 wrote:Could we get a console at Atmos so we can interact with all air alarms stationwide. Same at engineering with a console to interact with APC.
A year ago when I suggested the APC one, people said it would be "too strong" or something along those lines. Basically I don't consider this to be a minor idea at all; it would be a gigantic buff to atmospherics/engineering.
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 7:04 pm
by Phalanx300
Indeed, but currently the only way to fool around with them is being a AI. Good luck getting to Air Alarms as a Atmos Tech.
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 7:18 pm
by MisterPerson
Phalanx300 wrote:Indeed, but currently the only way to fool around with them is being a AI. Good luck getting to Air Alarms as a Atmos Tech.
I think it's a good idea, I'm just saying it's a complete change of how the entire job would play.
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 7:33 pm
by fartman
give each alarm a unique id that you have to read off it
that way you can't immediately suck air out of the captain's office, but if R&D flood toxins you can ask a scientist to tell you the ID and then suction it remotely
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 7:58 pm
by Malkevin
"Hello you are through to Atmosia Technical Support, please may I have your Atmos Controller ID please... no sir, that is the pressure readout"
Re: Minor Suggestions
Posted: Tue Mar 31, 2015 8:51 pm
by Phalanx300
fartman wrote:give each alarm a unique id that you have to read off it
that way you can't immediately suck air out of the captain's office, but if R&D flood toxins you can ask a scientist to tell you the ID and then suction it remotely
Not sure why that would be needed, would ruin the point of it as you still can't see the numbers as a Atmos Tech. Wouldn't be usefull for both helpfull or antag purposes.
Not really, you can give it a special ID but if you still have to ask for them then it isn't fixing any problems.
Re: Minor Suggestions
Posted: Wed Apr 01, 2015 9:13 am
by Tokiko2
Give the cargo mulebot PDA menu the option to call a mulebot to the PDA's current location. Would make the mulebots a lot more useful: You'd be able to call a mulebot to pick up crates not in the usual return zones, you could call them to custom locations to drop off their crates or make them more practical as a traitor weapon for running people over.
I think the AI already has such a feature, it's a shame that the actual cargo team does not.
Re: Minor Suggestions
Posted: Fri Apr 03, 2015 5:04 am
by Topham
Raven776 wrote:A crew transfer shuttle that takes 15 minutes to arrive, can be recalled up until 3 minutes, and has a first class seating lounge.
I like this. I feel like we really need some method of ending the round aside from admin magic and an emergency. It's weird to call an "emergency shuttle" for when people just kinda wanna go home and don't really care much about waiting an extra few minutes.
Re: Minor Suggestions
Posted: Fri Apr 03, 2015 6:16 pm
by AnonymousNow
Topham wrote:Raven776 wrote:A crew transfer shuttle that takes 15 minutes to arrive, can be recalled up until 3 minutes, and has a first class seating lounge.
I like this. I feel like we really need some method of ending the round aside from admin magic and an emergency. It's weird to call an "emergency shuttle" for when people just kinda wanna go home and don't really care much about waiting an extra few minutes.
Random crew objectives might be fun, as leaving on the crew transfer shuttle with a handful of objectives - such as X research levels and Y plants of Z potency - can net EVERYONE greentext.
Re: Minor Suggestions
Posted: Sat Apr 04, 2015 2:12 pm
by 420weedscopes
fun fact: if you ahelp and ask for an objective, some admins will give one to you
Re: Minor Suggestions
Posted: Sun Apr 05, 2015 1:36 pm
by qwert
syndicate antipersonnel mine : just black plate with red s on it, when activated and dropped it gets triggered, when stepped on/ touched
syndicate frag grenade : spews embedding little black balls all around
syndicate minibalistic-turret kit : box with dat tripod little turret from first half-life and implant to make you not targeted by said turret.
Re: Minor Suggestions
Posted: Sun Apr 05, 2015 5:10 pm
by kosmos
The detective should have his own special sunglasses which would show all items and turfs which have fibers or fingerprints colored.
Re: Minor Suggestions
Posted: Sun Apr 05, 2015 5:46 pm
by Allohsnackbar
kosmos wrote:The detective should have his own special sunglasses which would show all items and turfs which have fibers or fingerprints colored.
LSD: The game
Re: Minor Suggestions
Posted: Mon Apr 06, 2015 2:40 pm
by 420weedscopes
qwert wrote:syndicate antipersonnel mine : just black plate with red s on it, when activated and dropped it gets triggered, when stepped on/ touched
mite b cool, but black is very easy to see against grey/white/red floors. better usage would be in maint, i guess, but still.
qwert wrote:syndicate frag grenade : spews embedding little black balls all around
so like TFC's caltrops grenade? (fucking medics and their sickness spread)
qwert wrote:syndicate minibalistic-turret kit : box with dat tripod little turret from first half-life and implant to make you not targeted by said turret.

Re: Minor Suggestions
Posted: Mon Apr 06, 2015 8:09 pm
by ThanatosRa
qwert wrote:
syndicate minibalistic-turret kit : box with dat tripod little turret from first half-life and implant to make you not targeted by said turret.
It must have the loud beep too.
Re: Minor Suggestions
Posted: Tue Apr 07, 2015 9:14 pm
by DemonFiren
Let us burn credit bills.
Oh, and make rollies with them.
Re: Minor Suggestions
Posted: Fri Apr 10, 2015 3:18 am
by Fragnostic
Bear traps could act like mousetraps, and could hold a grenade/minibomb/C4. Once the bear trap is armed, triggering the bear trap could trigger the payload you attached. I wish they could act exactly like mousetraps in the sense that you can put them in your bags and reaching in it triggers it.
Re: Minor Suggestions
Posted: Fri Apr 10, 2015 9:46 am
by MMMiracles
Fragnostic wrote:Bear traps could act like mousetraps, and could hold a grenade/minibomb/C4. Once the bear trap is armed, triggering the bear trap could trigger the payload you attached. I wish they could act exactly like mousetraps in the sense that you can put them in your bags and reaching in it triggers it.
Reaching into a graytider's backpack during arrest and coming out with a bear trap attached to your arm sounds pretty funny, and painful.
Make sure the grenade is attached to the bear trap fully so those who step on it have no way to escape the grenade for maximum fun.
Re: Minor Suggestions
Posted: Fri Apr 10, 2015 4:58 pm
by Wyzack
Do we have beartraps clamping on arms? I think it would be neat, it could act like a handcuff for one arm only, preventing you from picking things up. For maximum shitcurity attach a beartrap to each arm rather than cuffing
Re: Minor Suggestions
Posted: Fri Apr 10, 2015 7:57 pm
by ThanatosRa
If spears don't already embedd in people like shurikens, they should.
Re: Minor Suggestions
Posted: Fri Apr 10, 2015 8:02 pm
by Not-Dorsidarf
they do!
Re: Minor Suggestions
Posted: Fri Apr 10, 2015 8:04 pm
by ThanatosRa
I can now be properly hunted by Grey Tribesmen.
Re: Minor Suggestions
Posted: Sat Apr 11, 2015 9:29 am
by Not-Dorsidarf
Better - spears can embed multiple parts, and then fall out of each embedded part for MAD DAMAGE, so you can use monkeymen as spear farms.
Re: Minor Suggestions
Posted: Mon Apr 13, 2015 1:44 am
by Wizardjenkins66
Bring military jackets from NTcode over.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 3:10 am
by Gun Hog
Allow Malf AI rounds to mulligan (continue) if the AI takes over and does not blow up the station. As a reward the AI gains 100 more CPU points, a slow passive core repair, and is no longer restricted by camera vision when interacting with things. (The Topic() check that requires a camera to see something for the AI click things in a window it has open) Borgs under control of a victorious Malf AI gain the same passive repair abilities along with being immune to the Robotics console.
The shuttle will be able to leave, but only if the AI wants you gone, as it can recall at any time (this is already implemented!). As before, the AI will be able to blow the station at the press of a button. Should the Malf die after winning but not exploding the station, the crew can claim victory after round-end.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 3:28 am
by Wyzack
That actually sounds really fucking cool
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 10:54 am
by DemonFiren
Dictator round every other malf? Hell yeah.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 4:22 pm
by Atlanta-Ned
Traitors need a single use item that lets them order any(or almost any?) crate that cargo can order.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 10:15 pm
by Saegrimr
Atlanta-Ned wrote:Traitors need a single use item that lets them order any(or almost any?) crate that cargo can order.
Maybe can have it "fired" at the nearest external airlock to the player ordering it? Would be interesting having to go to specific drop zones just to get your goods, and theres enough airlocks for it to not be too meta-able.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 10:15 pm
by TheNightingale
You are a Traitor! Your objective is to steal a set of ablative armour.
(One ablative crate later...)
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 10:22 pm
by Saegrimr
Yeah some of them would have to be filtered out. Corgi crate for muh meat, laser crates because having like 50 guns stashed in a hideaway is kinda dumb.
This is starting to sound like a bad idea now, thanks Nightingale.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 10:24 pm
by Not-Dorsidarf
The surplus crate should get another 10tc of random fun put into it and made to work like that.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 10:38 pm
by DemonFiren
Imagine a surplus crate being beamed to a random spot in maintenance once you order one, you get a pinpointer-disguised-as-analyser to find it.
Or, alternatively, imagine a surplus crate being delivered the hands-on way: at speed and on an impact trajectory with the nearest window.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 10:46 pm
by EndgamerAzari
DemonFiren wrote:Imagine a surplus crate being beamed to a random spot in maintenance once you order one, you get a pinpointer-disguised-as-analyser to find it.
The idea of spending TC for a "dead drop" sort of deal would be cool--you get a little more bang for your buck, but you have to find it and it's possible someone else could stumble upon it first.
Or, alternatively, imagine a surplus crate being delivered the hands-on way: at speed and on an impact trajectory with the nearest window.
This is just hilarious.
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 11:03 pm
by TheNightingale
Remember that when something travels at speed in space and hits something else, it bounces off. (Shoot yourself out a mass driver and test it.)
How would you code it so that the crate can still hit people when it's flying through space at Mach 3, but not bounce off the window?
Re: Minor Suggestions
Posted: Tue Apr 14, 2015 11:12 pm
by Saegrimr
TheNightingale wrote:Remember that when something travels at speed in space and hits something else, it bounces off. (Shoot yourself out a mass driver and test it.)
How would you code it so that the crate can still hit people when it's flying through space at Mach 3, but not bounce off the window?
Small meteor subtype that blows up the local portion it hits but drops the crate instead of an ore?
Re: Minor Suggestions
Posted: Wed Apr 15, 2015 7:52 am
by Tokiko2
An option that you can enable that increases the chance that your character will be target for murder/marooning/debraining/identity theft. Doesn't give you any extra advantages.
Re: Minor Suggestions
Posted: Wed Apr 15, 2015 4:39 pm
by sirnat
Tokiko2 wrote:An option that you can enable that increases the chance that your character will be target for murder/marooning/debraining/identity theft. Doesn't give you any extra advantages.
Please enable this, this is a wicked fun and cool idea.
And is it true that admins will actually sometimes give you an objective if you ask in ahelp or is that someone trolling? lol
Re: Minor Suggestions
Posted: Wed Apr 15, 2015 9:40 pm
by Atlanta-Ned
Tokiko2 wrote:An option that you can enable that increases the chance that your character will be target for murder/marooning/debraining/identity theft. Doesn't give you any extra advantages.
I can't see a scenario in which this wouldn't be used as a tool to metagame. "Oh I toggled the 'Be a target' option. Better get my stunprod+cuffs and attack anyone I find suspicious". Maybe I'm misreading your idea?
Courtroom needs blast shutters between the audience chamber and the actual courtroom for when things get too rowdy. Button to activate it should be on the wall behind the judge's table.
Re: Minor Suggestions
Posted: Wed Apr 15, 2015 10:48 pm
by TheNightingale
And the shutters should cover the door as well, because then a good AI can DOORCRUSH X2 COMBO! anyone who stands in the right place.
Re: Minor Suggestions
Posted: Wed Apr 15, 2015 10:51 pm
by EndgamerAzari
Capsule rounds for the revolver. IIRC there are fillable shells for the shotgun, so why not?
Re: Minor Suggestions
Posted: Thu Apr 16, 2015 10:48 am
by Not-Dorsidarf
Because if you put pfleurodecalin into it, your revolver is now a silencer gun that does massive damage.
Re: Minor Suggestions
Posted: Thu Apr 16, 2015 10:52 am
by DemonFiren
Well, the revolver itself is noisy as fuck, anyway - and clicking someone twice hardly leaves them enough time to yell.
Re: Minor Suggestions
Posted: Thu Apr 16, 2015 11:06 am
by Not-Dorsidarf
I remember the glory days when I actually had a macro which radio'd "STEINER'S ROGUE HELP!!" because sticky just cut comms and murdered everyone over and over.
Re: Minor Suggestions
Posted: Thu Apr 16, 2015 12:47 pm
by 420weedscopes
banned for metagaming
Re: Minor Suggestions
Posted: Thu Apr 16, 2015 4:50 pm
by TheNightingale
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.
Re: Minor Suggestions
Posted: Thu Apr 16, 2015 4:54 pm
by Scones
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.
There's a sheet ghost sprite already in suit.dmi, funnily enough
As for the cult bedsheet, it just has a glowing animation and can be found in certain mining treasure rooms.
High quality cigars should give the smoke spell.
Posted: Tue Apr 21, 2015 11:43 pm
by callanrockslol
As topic name. This would improve high quality smokeables.