Page 2 of 5

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Wed May 28, 2014 4:51 pm
by TheWiznard

Bottom post of the previous page:

Make engi/mining borgs be able to activate meson vision without using up a slot, like how you toggle a welding mask. But while it's on make it drain the battery faster (or maybe this could work as an upgrade?). Or possibly add a cyborg upgrade that let's borgs have four tools to choose from; maybe I don't remember correctly or I'm thinking of goon but I thought you couldn't put more than three upgrades in a borg at one time, and if that's the case if you feel these upgrades would be "over powered" then make them take up two slots in the upgrade terms of things. I know a lot of people think "fuck the borgs they are slaves anyway why should they have a good time", but it is a huge hassle as a mining borg to only have two operational slots when you're mining to switch between the drill/satchel and drill/scanner because normally you aren't going to have your own mining bot to pull behind you.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Wed May 28, 2014 11:47 pm
by Psyentific
Give ghosts and observers read-only access to machines. Check the PA, watch the geneticist futz with the blocks, see what someone sabotaged cryo with, what access the HoP is giving a guy, et cetera.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Thu May 29, 2014 2:36 am
by Tokiko2
Upgradeable "Spread Infestation" ability. First you can only create the normal spiders, after 5 genomes your spiderlings can grow into one of the other spiders. With 10 genomes they can grow into those that lay eggs. Maybe even one extra spider at 15.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Thu May 29, 2014 4:52 am
by paprika
They already can grow into all the types of spiders, including the type that can lay eggs, can't they? I thought spiderling evolution was completely random from hunter/sentinel/etc

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Thu May 29, 2014 7:02 am
by Tokiko2
I'm pretty sure that the changeling spiders and the botany mutation ones only spawn the hunter ones. Nurses and guards only seem to spawn from the xenobio slimecores, admin events and the random spider infestation event.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Thu May 29, 2014 4:38 pm
by Remie Richards
There is code on the changeling spiders to only produce hunters.
it's to stop the round suddenly becoming a spider round just because one changeling decided it was time.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 3:16 am
by Psyentific
Buff toolboxes to 15(16?) brute to bring them in line with other high-tier nonantag melee weapons.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 5:11 am
by Wesdo
Psyentific wrote:Buff toolboxes to 15(16?) brute to bring them in line with other high-tier nonantag melee weapons.
So you wish to die faster to greytiders?

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 5:11 am
by Braindude
Nerf switchblades n bat

They are easy af to make and unforgivably OP

And fit in your pocket

If you have one and a ranged stun weapon youre set to dominate the station...

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 5:12 am
by Braindude
Wesdo wrote:
Psyentific wrote:Buff toolboxes to 15(16?) brute to bring them in line with other high-tier nonantag melee weapons.
So you wish to die faster to greytiders?
Greytiders never use toolboxes.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 5:15 am
by Cipher3
Bats desperately need a nerf, switchblades are tough enough to get that they don't. Toolboxes should definitely not be 15 brute, they're literally everywhere.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 5:18 am
by Braindude
Cipher3 wrote:Bats desperately need a nerf, switchblades are tough enough to get that they don't. Toolboxes should definitely not be 15 brute, they're literally everywhere.
Are you kidding me? Plasteel is so easy to get. The only reason you wont find it is cause some chucklefuck stole it first. Can people who steal plasteel for the specific reason of snowflake weapons be valid?

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 6:14 am
by iamgoofball
Braindude wrote:for the specific reason of snowflake weapons be valid?
Braindude wrote:reason of snowflake weapons
Braindude wrote:snowflake
stop using snowflake as a buzz word when you don't know what it means

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 6:22 am
by Tokiko2
Two very easy and small suggestions:

First: Please move the medical hardsuit into a SSU and move it to the med storage. No CMO uses them anyway and always asks MDs to recover corpses from space.

Second: Please add more medical wintercoats to the medical locker. They are incredibly useful for doctors who have to deal with patients near breaches, but there's only two(three if you count the CMO's one)for the entire medbay, including chemists, geneticists and the virologist. Or give chemists/geneticists/virologists their own ones, though I doubt there are sprites for this.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 8:18 am
by paprika
Psyentific wrote:Buff toolboxes to 15(16?) brute to bring them in line with other high-tier nonantag melee weapons.
Looking up weapon damages in the code is so fucking easy and if you can't do that I will never consider your opinion on weapon damages and balance. Toolboxes are already 15 brute.
Braindude wrote:
Cipher3 wrote:Bats desperately need a nerf, switchblades are tough enough to get that they don't. Toolboxes should definitely not be 15 brute, they're literally everywhere.
Are you kidding me? Plasteel is so easy to get. The only reason you wont find it is cause some chucklefuck stole it first. Can people who steal plasteel for the specific reason of snowflake weapons be valid?
Having a switchblade is like having a spear or stunprod, it's on security to crack down and search people more. This is the official server policy for security as well and it extends to the new weapons on NT. Usually you don't brig people for it, but you take it away and put it in the contraband/evidence room, which is what they're fucking there for.

As far as stealing plasteel goes? Well, that's like stealing any other rare thing on the station.

Toolboxes are heavy metal boxes with rough corners. They don't fit in backpacks or in any other slot and you have to carry them around with you if you're going to use them as a weapon. Frankly, don't go near people with toolboxes if you don't want your brains smashed out.

https://github.com/NTStation/NTstation13/pull/641

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 8:22 am
by Psyentific
paprika wrote:
Psyentific wrote:Buff toolboxes to 15(16?) brute to bring them in line with other high-tier nonantag melee weapons.
Looking up weapon damages in the code is so fucking easy and if you can't do that I will never consider your opinion on weapon damages and balance. Toolboxes are already 15 brute.
I didn't actually know that - I thought they were 10 alongside fire extinguishers. Oops.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 10:06 am
by Skorvold
Increase large beaker cap to 150.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 10:32 am
by paprika
Skorvold wrote:Increase large beaker cap to 150.
Image

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 10:45 am
by Psyentific
Isn't that what R&D is for?

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sat May 31, 2014 5:42 pm
by iamgoofball
Skorvold wrote:Increase large beaker cap to 150.
sounds good

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun Jun 01, 2014 1:12 am
by miggles
No, it sounds fucking horrible.
If you want bigger beakers, use R&D. The only people that 150u standard beakers will benefit are people making death grenades.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun Jun 01, 2014 6:38 am
by Psyentific
Add traitor secondary objectives - Instead of Escape Alive or Escape Alone, add in "Die a glorious death!" and "Set off the station's nuclear device."

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun Jun 01, 2014 8:50 pm
by Cipher3
Psyentific wrote:Add traitor secondary objectives - Instead of Escape Alive or Escape Alone, add in "Die a glorious death!" and "Set off the station's nuclear device."
I have no words.

There isn't even currently a way to set off the station nuke outside nuke op rounds - the captain's nuke disk doesn't work on it.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun Jun 01, 2014 11:00 pm
by Gun Hog
Cipher3 wrote:
Psyentific wrote:Add traitor secondary objectives - Instead of Escape Alive or Escape Alone, add in "Die a glorious death!" and "Set off the station's nuclear device."
I have no words.

There isn't even currently a way to set off the station nuke outside nuke op rounds - the captain's nuke disk doesn't work on it.
The disk *does* work. You need the nuke code. The Nuke Ops nuke and the station's own nuke have different codes.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun Jun 01, 2014 11:21 pm
by paprika
No they don't, you can use the station's nuke with the code you're provided, and unless it was var edited by an admin at the time or changed recently that's still the case, I've done it before

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Sun Jun 01, 2014 11:53 pm
by Neerti
nuke code is generated randomly for each nuke.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon Jun 02, 2014 1:20 am
by ExplosiveCrate
Pretty sure the on-station nuke code has always defaulted to LOLNO, which is impossible to type on a numpad.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon Jun 02, 2014 1:44 am
by Lovecraft
Facundo wrote:Being able to burn papers. they are great for secure comunication in a radion infested station, but you can't eliminate them without going to the crematory. you should be able to turn them to ash with a fire source....
As someone who does shady things from round to round, I want this.
I'd love more radio silence rounds. Or, a station with no common headsets. Each department gets it's channel and that's it, if you want general chat you go to a wall radio or find a radio.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon Jun 02, 2014 1:48 am
by Orris
Clown bomb.

Put a tank of pressurized 02 onto a tank transfer valve, and the clown's horn in the other slot. When triggered by whatever means used, it honks with the power of a honkerblaster. Can't decide if the bomb sprite should look like an ordinary tank bomb or something different, though.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon Jun 02, 2014 2:24 am
by Psyentific
Lovecraft wrote:
Facundo wrote:Being able to burn papers. they are great for secure comunication in a radion infested station, but you can't eliminate them without going to the crematory. you should be able to turn them to ash with a fire source....
As someone who does shady things from round to round, I want this.
I'd love more radio silence rounds. Or, a station with no common headsets. Each department gets it's channel and that's it, if you want general chat you go to a wall radio or find a radio.
I believe you can burn paper with lighters, though it bears testing.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon Jun 02, 2014 2:46 am
by Cipher3
Psyentific wrote:
Lovecraft wrote:
Facundo wrote:Being able to burn papers. they are great for secure comunication in a radion infested station, but you can't eliminate them without going to the crematory. you should be able to turn them to ash with a fire source....
As someone who does shady things from round to round, I want this.
I'd love more radio silence rounds. Or, a station with no common headsets. Each department gets it's channel and that's it, if you want general chat you go to a wall radio or find a radio.
I believe you can burn paper with lighters, though it bears testing.
Tested on Artyom. Nope.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Mon Jun 02, 2014 6:06 am
by WeeYakk
Orlocke and other space bats help intent flavor text should be "brushes" instead of "brushes aside"

Image

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 7:59 am
by Tokiko2
Remove the floor mopping delay and add a delay for the soap instead.

There's no reason to use mops and mop buckets or even the spray bottle/backpack right now because soap is superior to everything.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 8:41 am
by paprika
Soap having limited charges would be far, far better.

>remove floor mopping delay
>rapid-slipping shit

no

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 9:26 am
by WeeYakk
Give glocks an RNG chance to explode for realism.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 9:42 am
by Psyentific
WeeYakk wrote:Give glocks an RNG chance to explode for realism.
/k/ pls

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 10:33 am
by paprika
If glockcargo gets out of hand, which I'm sure it won't after about a week or so, it might be added as a contingency for mass producing space-austrian peashooters.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 11:17 am
by WeeYakk
Psyentific wrote:
WeeYakk wrote:Give glocks an RNG chance to explode for realism.
/k/ pls
Also 9mm should do like 3 damage and .45 needs to be buffed to at least 90 per shot.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 3:49 pm
by Wesdo
WeeYakk wrote:
Psyentific wrote:
WeeYakk wrote:Give glocks an RNG chance to explode for realism.
/k/ pls
Also 9mm should do like 3 damage and .45 needs to be buffed to at least 90 per shot.
9mm isn't a pea, the fuck are you thinking

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 3:58 pm
by AseaHeru
Perhaps if it was made to be rubber 9mm, but normal 9mm can do alot.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 5:00 pm
by Munchlax
WeeYakk wrote:
Psyentific wrote:
WeeYakk wrote:Give glocks an RNG chance to explode for realism.
/k/ pls
Also 9mm should do like 3 damage and .45 needs to be buffed to at least 90 per shot.
What.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 5:25 pm
by Facundo
is a common Issue in /k/ about 9mm being left out and .45 being glorified, think in katanas and armor discussion.

coming back to topic, I wish enginering had a way to weaponize itself, All departments have at least one weapon that they can make and is unique to each department, security has the armory, medbay has chemistry, science has the weapons and mechs, cargonia has weapon crates and glocks, janitor has beartraps, bartender has shotgun, chefs have knives and the mint, botanists have the nettle, hell, assistants have stun battons and spears.

but aside from shocking all the doors, Enginering has no self defense weaponry...

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 5:28 pm
by paprika
Singulo is a pretty decent self defense weapon if I do say so myself

They can mass produce stun prods and spears and have a fire axe and hardsuits soooo

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 5:36 pm
by AseaHeru
Engieland can also make flamethrowers to keep them out.
True, that seems offensive, but a contained section of hallway is a deterrent.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 6:47 pm
by paprika
I have yet to see engineers use flamethrowers competently even though they're p good for robusting.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 7:58 pm
by Tokiko2
paprika wrote:Soap having limited charges would be far, far better.

>remove floor mopping delay
>rapid-slipping shit

no
You can still do this with water sprayers. Except for the mop you need to carry a mop which is larger AND a mop bucket.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 8:03 pm
by paprika
Water sprayers slow you down.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 8:12 pm
by Tokiko2
paprika wrote:Water sprayers slow you down.
Not the spray bottles though. And each of them is still 25 tiles of instantslip water tiles.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 8:16 pm
by WeeYakk
Make riot helmets from the armory block facehuggers.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 8:32 pm
by paprika
That's like the whole point of spray bottles. The mop has more wet tiles, but has a delay, and you have to drag a bucket or cart around.

Re: Minor Suggestions Mk. III; Artyom Edition

Posted: Tue Jun 03, 2014 8:44 pm
by paprika
WeeYakk wrote:Make riot helmets from the armory block facehuggers.
https://github.com/NTStation/NTstation13/pull/681