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Venuska1117

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Everything posted by Venuska1117

  1. Hello everyone who are interesting in this topic (hello engineers main) This suggestion touch topic about Early round SM explosions, as we know, there are many people who don't know how SM work or how to set it up, there is guide but its not clear enough for new people to comprehend, on top of that there was discussion on discord about SM early game exploding... and someone send very interesting picture... So.. i tough.. hey! why we don't make it like this? (with some adjustements) General: - SM would be contained inside structure and filled with gasses like its now (you will just don't see it) - You will have panel/console with will show how much gass (and with type), radiation and how much power it generate, with addional stuff like emergency N2 injections (needs pipes connected to it with all stuff like fuel and coolant) - If you want to power it up, you need link up special rod with you need shoot with laser, it will power generator igniter and start up generator. Critical overload: - When SM get to critical mass it will enable alarms and special animation of moving cells will play (like in this chernobyl trailers). SM Explosion: - When SM explode it will always create small radius of explosion but in exchange it will emit very strong radiation (range same like normal SM explosion, just only for radiation). - When SM explode and spread radiation it will also create "radioactive dust" around SM, with will be stuck if you try walk/lay or do anything in this dust, it can be picked up by beakers (making beaker radioactive), dust itself its gray and don't glow. Counter Measures: - When talking on discord, someone sugested to use "Diphenhydramine" for cleaning radiation from objects, water is okay, but it only removes "radioactive dust" not "irradiated" issue (like people, not objects). - Diphenhydramine will be used in something similar to janitor water tank sprayer, but renamed and changed color to look like its used for decontamination, you spray it on radiated tiles and on dust to decontaminate them, and you leave "foam" tile (i believe there is texture of like white foamed like tile) - New ERT called... "Decontamination ERT" (someone can make better name for this), this ERT specializes in decontaminating effects of SM explosion, they would be in "Anti-Hazard HardSuit" with equipped "Decontamination" gear to deal with radiation. If you ask me why all of this for, i will say: it make it kinda fool-proof, and calling ERT to repair it... it take too long to repair it, lets be honest, when is fucked up, better just make thermal engine as ERT than repair SM chamber, and bring some "fun" to play as new ERT, just decontaminate stuff. P.S. if someone want, they can change chemical for decontamination, if they think Diphenhydramine is bad option.
  2. Hello There, i got interesting idea for new ghost role, with is connection of cargo and botany, let me explain: Whole idea is based around growing crops and using small cargo ship, to send and sell crops, then you use money/points you earned to order special items, it work similar to cargo, but it dont contribute to station goal, have custumized choices and its more for private use only. You wake up as Diona, tools/objects you have in surroundings are: shovel, lamp, chest with few seeds, small cargo pod with console what allow you to send and recall pod. (water tank and bucket too) Your main objective is to upgrade your equipement to get more and more tools / seeds / electronics etc. but you are not forced to, you can choose how you want to expand and buy from shippement. Its like playing golem, but instead of RnD "growth" you use Cargo custom shipements as your "growth".
  3. I played few times as Sentient Sword, and its kinda sad how pointless it existence kinda is... yes its RP role only, but it can't even make choices or even "suicide", one time my owner died by terror outbreak and i was forced to ahelp because you can't suicide. So i tough of making Sentient Sword more interesting, and i will show few concepts: 1. Outside Look: Concept A: Awaken Sentient Sword will have not fully choosed form, blade can choose its "look" (kinda how chaplain have ability to choose his holy weapon look) Concept B: Awaken Sentient Sword will have randomly choosed form when awaken. 2. Abilities: (this one is optional) Concept A: Awaken Sentient Sword can choose ability it have, for example: Poison, Fire, Electrocution, etc. Concept B: Awaken Sentient Sword abilities will be depending on blade look, for example: electric looking sword will electrocute people when hit (making them shaky) Concept C: Awaken Sentient Sword abilities will depend on owner who awaken it, for example: if vampire awakens blade, blade will become "crimson" type, with will allow to "suck and store" blood from victims with can be used to heal owner OR use its owner blood to make it deal stronger damage. 3. Bonding: Concept A: When blade is awaken, it give blade ability to aknowledge person holding it as master, so when blade is stollen, person who stole it can't weld it. Concept B: Sentient Sword can be bounded by person by using blood as "sealing pact" this will make blade forcefully bounded to person (kinda like pAI owner print) Concept C: Sentient Sword can be forcefully bonded or aknowledge its owner (option A and B) but get ability to break bond if it think owner its not worth it (blade can change its owner if it wish to) ---------------------------------------------------------------------------- QoL suggestions: - Give Sentient Sword ability to "Suicide", when command is used it will create message "You are falling back into deep sleep", and you will be sended to ghost, blade will still have name and form, blade what suicide can be re-awakened again but it will be rolled among ghost people. - Give Sentient Sword ability to "Choose" if it want hurt people or not, blade have "Help" or "Harm" intent (with do nothing btw), where blade can choose if it want harm person (choosing "harm" will deal full blade damage), but if you don't want to hurt someone, choosing "Help" will deal -80% damage to target what got hit, it will deal impact damage but not harm itself. ---------------------------------------------------------------------------- Visuals Suggestions: when Sentient Sword is first time found, it would look like crystal or "square" (somethign like katana is from crystal), when awaken it will change sprite to not fully shaped sword (deformed), but when it will have choosed form it will be looking like blade. (order depend of choosed concept, if blade is instantly choosed, then "deformed blade look" is not needed) Random toughts: I wish for Sentient Sword to be worthy loot and interest choices, it would be interesting to see people using Sentient Sword to fight megafauna and be more popular than its now... simple mob for only RP choice...
  4. Soo... i like to play pAI but its sad how it is partially useless it is, yes it have door jack, some huds and stuff, but i wish that there was more "types" of pAI and more softwares depending on interactions. pAI hackign and softwares: Give person ability to "hack" pAI software and enable blocked functions for pAI's with normal software don't support, like: [10] Elastic Chassis - Allow pAI to vent crawl [10] Size Change - Allow pAI to "hide" under objects or crawl under doors [20] Sensitive Lenses - Allow pAI see better in darkness (something like unathi/voulp darkness vision) [15] Stable Body - Give pAI ability to drag "small" objects or other pAI's [5] Body Bonded - pAI will suicide if its owner die (automatical) [10] Recording Memory - Give pAI ability to record 30seconds of tape before need to clear it, owner need click "print record" in pAI menu pAI have 8 cables, each of them is responsible for pAI functions, such as: Speaking - pAI will be unable to speak (OFF) only you can hear "..." or "...!" when pAI speak (like with genetics defect) Vision - pAI will be unable to see if vision cable is OFF Movement - pAI will be not able to move by itself, only if someone pull it (OFF) Radio - pAI will be unable to hear radio. (OFF) Softwares - If OFF it block ability to use softwares. Anti-Illegal Software - if OFF, allow pAI to download "illegal" softwares. Imprint - If OFF it will remove master imprint on pAI. Orders - If "Changed" it will clear Orders list. More types: I wanted to include Syndicate pAI, syndicates get ability to buy for X TC "syndicate pAI software" with allow normal pAI to buy and use illegal syndicate softwares and they will have syndicate override (its one time buy item) Syndicate pAI can have some usefull functions like: [20] Micro Laser - Help uncuff targeted person by cutting cufs, speed depends on cuffs types (it take -50% less time to uncuff than normally) [40] Mini Taser - Tase Target, with will apply "electrocuted" effect on person (1 second knock down and hard stun after, for 3seconds), can be only used once every 15 seconds. [35] Chemical Injector - Give pAI ability to store fluids with can be injected, because of pAI small size, it can only store 10-15u of any liquid and inject it instantly into anyone. (there will be alert like "you feel tiny prick!" without sound of injection) [or there can be list of fluids it dont support if its too strong option] Syndicate pAI get "hacked" pAI softwares too. QoL suggestions: - Give pAI option to suicide when it don't want to play by using /suicide. - Give pAI its own screen buttons, like "unfold", "collapse", "software". - Give pAI ability to see its own "screen" like how owner can see when inspecting pAI. - When ghosting and "Apply Personality", give ability to "Cancel Personal Apply", because you apply as pAI, lets say: on beginning of round you apply your pAI personality, and wait like 30minutes, no one choose you in this time range then you decide you don't want to be pAI anymore, because you can't cancel it, and get holopara roll for example, you wait for roll, then instantly got snapped to reality as pAI and you missed roll... P.S. All costs above can be choosed by someone who will ever try make this as PR You can say your own suggestions in comments, because i know pAI can be better but idk if its too much.
  5. Right now "cuffing" to chair require you to be handcuffed, and someone need to "seat" you in chair with made you automatically "cuffed" to it, and when you break from it, you still have handcuffs on hands but you are not sitting in chair anymore, with basically don't make logical sense in first place, so i have Two (2) suggestions: A: When you cuff person to chair, it use their cuffs to attach person to it, so when they "unbuckle" it break restains and unbuckle you from chair at same time. (time for unbuckling can be increased from 60s to 90s if 60 is too short time) B: You are cuffed and placed on chair, you need handcuff (again) person "legs" to make them cuffed to chair, so when they "unbuckle" they will be unbuckled from chair but still have handcuffs on hands. C: Both suggestions mentioned above. (A and B)
  6. can we get costumes too pleasseeee? I can't wait to see security beating someone randomly for wearing werewolf costume, because they tought its real :>
  7. For actual moment, barber is least fun job avaliable (we don't count assistant here, assistants don't do job) because its very rare to get someone willing to have hairjob, i tough of change in this job, Instead of "Barber" or "Hair Stylist" just change it to "Stylist" so its not *binded* to hairs exclusively. Stylist have access to more tools, machines and any sort of stuff, for example, stylist can make masks, clothes, costumes, hairs, makeups and even more, it would allow for person playing this job have more stuff to do, but it require making more than just hairs and even in future allow create new cover for lesser robots like cleaning, healing or even beepsky (for example making roomba cover from metal sheet or paper as stylist for cleaning bot, so it will look like roomba after robotics equip it on robot). In short this job would offer virety of choices and would be very interesting place to obtain items like clothes for specific jobs, or funny looking costume of werewolf or other creatures, potential there is kinda limitless.
  8. there can be just one animation of unfolded part like on image and it would be enough, it dont need be fancy.
  9. well you can use same drape during multiple surgeries on one person, just dont take it off operated person, or it will apply infection when apply dirty again on person who need surgery.
  10. As title say, in game you can find as miner (in crashed alien spaceships) Medical Drapes, but its useless item what is just item for look, but i got more interesting idea. If you do surgery without Medical Drapes you will make more bloody mess, when you do surgery what require using medical saw to cut bones, it will shoot blood around, and it have big chance to make patient cover in their own blood and you get too! (when you fail surgery it have guaranteed chance to make you covered in blood or patient will get covered in it or even both) To Fix this, now medbay start with Medical Drapes, and you need put them on person before surgery to remove most of blood spills, just put medical drape on person and choose body part for surgery (Medical Drape sprite will change sprite depend where you do surgery), after doing surgery, only thing what is bloody is Medical Drape and your Gloves, Room is clean and your patient is clean! no more mess! Just remember to wash Blooded Medical Drapes after surgery, we don't want infection there! Medical Drape can be used on: Surgery Table Roller Bed Holo Bed (the one from RnD work like roller bed but its compact, forgot name) Tables (if emergency need it) Questionable ones: Closed Body Bag Can be crafted from 6 cloths If you don't care about higene, you can go all way in and make whole room in blood Imagine this Medical Drapes, but functional in game :)
  11. Once i searched trough PR's i saw that, there was PR about using broom (https://github.com/ParadiseSS13/Paradise/pull/20629) to push trash inside cart with trashbag on it to "pick up" trashes... So i got idea of vaccum upgrade for Janitor Pumpkin Ride, when you ride trough item on ground what is compatible with trashbag, it would be picked up and stored in attached trashbag, of course it will not accept trashes bigger than trashbag can hold. After talking on discord there was link from other person of exactly similar idea from different server: https://github.com/tgstation/tgstation/pull/59925
  12. If you ask me why, its just because more people use discord this days, i can't give you sadisfactory example, because "website" forum and "discord" forum are similar in function, only difference is activity on these places, what i noticed forum is more rarely visited than discord, this website people come to only to make ban appeals or check out stuff.
  13. As title say, i want to suggest "Forum" chat, what is new feature on discord, to make #ideas / #suggestion Forum, what have same/similar function like this forum, if you ask why, its because i once asked codder if he saw some specific sugestion, but he resonded: "I don't check forum, i only check discord and github", so it would be nice, if people with coding have fast access to #ideas "forum" on discord, some people give very interesting ideas/suggestion but not everyone want to check this website, and everyone would be able to write them on discord and discuss them. And you can create "Tags" in discord forum if you want ideas be "specific" category and give emotes to it, its very customizable function, it don't take much time to set it up. We have #mapping, #coding etc. sp have #ideas/#suggestions (forum) would be organized and fun. There photo how "forum" look like, its from other ss13 discord server (i will not say name, i don't want to promote or something, just example how it will look like)
  14. I made this topic as suggestion, i kinda played terraria and i liked that, there was special boos-fight music, i wish you have same on lavaland, except it only start playing when you are targetted by megafauna (so you know you are screwed).
  15. i have nothing against making disease for xenos, but i would like it, if you need like xeno blood to create virus at virology what is specially for xenos, it would be good after xeno expand dramatically, because get mid-round xeno roll, where you are sick as larva on dizziness kinda dumb... and about organs implant penality, for example installing xeno note would make you undestand xenos, talk xenos and hivemind, but you "lose" understanding of common galactic, and when it talk galactic common, you understand it as very drunk person where you can't understand words he say, but still can use PDA to communicate or piece of paper. Implanting reproductive xenos organs (the ones what make weeds and xeno eggs) should make person with it is "biohazard" and need be killed without mercy.
  16. Yes i write this post, because i played round where xeno larva got sick, and queen with 3 other subordinates got "dizziness" disease, what just make hunt annoying, because run fast + dizziness make it impossible to catch someone, its so dumb that xenomorph "the ultimate hunter" just get sick on cold. (how ironic) And second thing is, there should be penality for implanting xeno organs in your body, its kinda dumb when you have xeno round and someone get xeno organs, they can easy spy or even get protection against xenos by implanting xeno organs (it break game in early stages when nest is small and you can't protect very well, on top of that your every move is explosed) Yes i am mad on this two factors, for example, terror spiders have better, they dont get spy on by some dumb organ implant and don't get sick.
  17. [DEAD] Name: Kamila [REDACTED] Age: 21 Gender: Female Race: Human Blood Type: AB+ General Occupational Role(s): - Botany - Janitor - Shaft Miner Biography: She was very active person and very liked botany, she spend a very long time discovering new ways how to grow rare plants, she tryied mutate a lot of exotic types of plants, and tested new plants what got freshly harvested from nearby solar systems, she tryied mutations without book guide depending on "luck", she spend a lot of time to understand and get use of plans, her best claimed "plant mutations" she described at notes as: - " Mutated Cotton, what was able to create durable threads what block attacks more effective way than normal" - " Golden apple tree, with helped cure her diseases when she was sick" - " Carpet Grass, yes, its mutated grass what grow carpet, now we have carpet bois!" - " Strange seeds,when they grow up they look like spiders" She wrote a lot of Notes and tryied make her contributions to higher stage, where she can help people with use of plans, her last note was about "strange blob shaped plant" with she tryied to cultivate, but no matter how hard she tryied, it never give fruit, it always produce only seeds, she spend 3 years studying this plant.... one day during her care with seed what seem never to give fruits, she got ambushed and shot in head, walls and trays got spreaded with blood and her head wen't missing, investigation showed it was Syndicate work. -------------------------------------------------------------------------------------------------------------------------------------------------------- [Outdated] Name: Kamila Rose Age: ?? Gender: Female Race: Diona Blood Type: 0+ General Occupational Role(s): - Genetics - Bartender - Robotics Biography: First record of this specific "person" got discovered few months after Kamila [REDACTED] got assasinated in botany room, with was closed util this person got discovered inside, the Diona who seem lost, keep claiming that her name was Kamila but was unable to recall her surname, when she was asked "how she died" she claimed that, he have no memory before death, and she only remember that she come on station to study plants, and when they asked them "if you kamila, how you are still alive?", she was silent for 10 seconds and spoke: "i don't know what happend, but when i was awake, i was in botanical room on floor, and when i look around, i saw that that i become plant and pod where i was cultivating "unknown seed" have giant blob of squashed fruit" after that, there was investigation in botany, and they claimed that seed have "cloning" properties, similar to clonning pod, after that there come book in circuit about "Growing human". -------------------------------------------------------------------------------------------------------------------------------------------------------- [New Data] Name: Kamila Bluerose Age: 71 Gender: Female Race: Diona Blood Type: 0- General Occupational Role(s): - Surgeon - Coroner - Xenobio - Spelunker Biography: After previous incidents, she locked herself inside genetical, and worked here for very long time, util one day, when she tested Genetic Sequences, her "Rose" what grow on head changed color to Blue and started to develop short sight, now she wear glasses. One time when she got surgery after lung collapsed as result of Spelunker life, she declared: "I dont feel pain, but every time there should be pain i get very strong headache what make me gone crazy", after longer time of work as spelunker, her mindset changed dramatically, some people say its result of going on cursed planed where life and death are slim line. After she retired from spelunker life, she stared to get interest in medicine, she learned quickly surgery and upgraded her status from Medical Doctor to Surgeon, she can do most of medical task alone, and long surgery to bring person to life without allowing to clone if its not necessery. She got very interesed in slimes after incident, she start to like unnatural subjects, like religions, monsters, vampires or even illegal stuff what is considered a threat to NT, but she believe, even if someone is evil, its evil for reason, once she asked security: "If you were a vampire what need blood to life, what would you do?" the security was unable to ask, security know that even if you be vampire what dont drink human blood, you still be catched and put in cage. Employment Records: Favorite jobs: Xenobio, Spelunker, Surgeon, Coroner Other jobs experience: Botany, Chaplain, Robotics, Genetics, Janitor, Bartender, Virology, Security Officer, Chemist Notes: There are unofficial claims from personel, that Kamila sometimes behave like she was struggling with mental illness where once she declare as "me" and sometimes as "us" and she don't see "Evil" and "Bad" as other people describe, she will cooperate if needed, and help if asked for anything, behaviour is somehow similar to cyborgs with loyality but when she get attacked by someone without asking her, or steal her stuff, she get agressive outburst's, and will try make person life miserable, there was story, where she was attacked by vampire and left alive, and she even helped vampire avoid security as "gratitude" for not been sucked-dry by vampire, later vampire got scared by her strange behaviour and lost appetite... what a strange turn of story. Important small notes: - "Kamila Bluerose" is mix of her human name and diona type, in this case its Rose. - She sometimes behave like mentally ill and out-of-character. - She like discovering new stuff as long as they are interesting. - She like to create "experimental" weapons, with have potential what others don't see. - She sometime create wierd drawings or say wierd stuff, if you want be friend be ready for it first. (Sorry if i wrote something wrong, english is not my main language)
  18. As some people noticed, changelings are kinda strong and very weak at same time, i got idea inspired one post about "changeling can live without head" on github, but make it little different way. In my understanding, changelings are just brain slugs who suck up on someone head and got objectives so... Lets make changeling critical point not be "head" but "parasite" itself. When you start as changeling, you have already unlocked "last resort" and new ability called "Relocate Parasite". "Relocate Parasite" is an ability to choose once (work for each body, so if you use last resort and get new body, you can change location of parasite), where you want for brain slug to be located, you can choose any body part for it, so if for example you choose arm, loosing head or legs still not make you dead and you can re-grow them. As payment for changing slug location and regrowing limbs... you can now check if someone is changeling by using "needle", yes just needle, poking someone with needle will deal very tiny damage (like 1 or 5 brutal), if part of body with parasite get stabbed by needle, it will deal more damage than usually (because brainslug will now take damage if limb with is located get damaged) so now you can tell if person is changeling or not. Summary notes: - Default location of slug is brain, but you can changing it using skill. - Changeling will take more damage, if limb where slug is located get damaged. - Changeling start with "last resort" and new "Relocate Parasite" skills. - Changelings can use "Relocate Parasite" when they get new body (last resort or forced body swapping). - New item "needle" to check people without hurting them badly (you feel tiny prick). - Changeling can use "Last resort" even if limb with parasite get cut off. - Regrowing one limb will cost chems. - Using "last resort" if slug is located in other limb than head (aka brain), will not explode body, but coroner scanning dead body will show it as damage "Eaten Flesh" or "Ripped Flesh" (or any other creative name for it). - You cannot choose "eyes", "ears" and "mouth" as your new parasite placement by using "Relocate Parasite" skill. Addiona Idea what not need be added but i will suggest it: Brain slug can be "removed" by surgery "Organ manipulation", it will force slug out (not kill just force out) of limb and tell you if its there. Note: I know it look like pain, but now you can tell if someone is changeling even if its hidding perfectly.
  19. The issue i spoke about, is lack of ability to change Name as Xenomorph on xenomicrobes, for example: even if you "somehow" dress yourself as wizard at wizard round or nuke at nuke round, you still have ID, so even if you get killed people be like "O fuck it was crew not enemy" and revive this person.... but when you are on xenomicrobes looking like xenomorph, named like xenomorph, there is no way to identificate it, it woul be nice if xenomorph CAN be named using pet collar or Labeler. And i understand be killed is your issue, but at least you can be revived, not like person on xenomicrobes, and i wrote stuff about blood and stuff for more easy identification.
  20. what if person took xenomicrobes before xenomorphs appeared? and i don't ask for much, i just ask to be able name xenomorphs who took xenomicrobes.
  21. Hello, i made this post because i got confused so i got this idea. When you are Explorer and get your hands on xenomicrobes, it would be nice if there was option to "Name" person who took xenomicrobes by using Pen, Labeler or Pet collar, so when there REAL xenos appear as main round event, it can be disguised from real ones, instead of getting shot, because they think you are real one. When you are on xenomicrobes and die, you can tell that person is on xenomicrobes via brain surgery (brain will be human one when took out), and blood of xenomicrobed person will be RED instead of GREEN so they can be disguised by more experienced people. On top of that, when corpse get chopped by chef, you just get gibbed, make it drop brain on floor so people can tell it was person on xenomicrobes.
  22. Hello Crew! This is my pack of stuff what i gathered trough playing on paradise, there are some Ideas, QoL (if i understand correctly that is "Quality of Life") and (probably) bugs, i know bugs have different tab...but! i don't know myself if they are actuall bugs or just "lack in code" and it need be suggested, please give feedback on my ideas if you like some of them, i know most of them will not pass trough other people think. Now i will split ideas to categories, roles and other stuff to make it little less messy: ---==Robotics==--- Robots: - Floor Bot: = When bot run out of tiles while it is in maintence, it will stop moving.... please make it go back to robotics or just "search" around for metal if it have "convert metal to tiles" ON. = When bot remove tiles it consume "tiles"... by itself it don't make sense why it consume tiles to remove tiles (and don't even place them back). = "Sectors", this option allow to select if it should function in maintence areas (out of public) or work in publica areas so we can be specified. - Medic Bot: = "Medbay Lock", this option allow to set up if medic borg can move out of medbay, when activated, medic borg will stay in medbay area and don't fly out. = When you make Medic Bot from "Machine repair kit" it would heal only silicons (like IPC, other robots and cyborgs) - Cleaning Bot: = "Sectors", this option allow to select if it should function in maintence areas (out of public) or work in publica areas so we can be specified. (good for antagonist's as hacked option) - Ability to change robots look by doing "syntetic surgery" to other types of look (i once saw medibot in shape of big bee) Exosuits: - Riply -> Ability to be changed to Fire Fighter. Process: = Go Maintence Mode = Use Wrench = Use Crowbar = Use Screwdriver = Remove Power Cell = Use Welder on "Harm" intent (remove plating, give 5 metal back) = Apply Firefighter Suit = Apply 10 plasteel = Wrench = Weld Armor in = Put battery back = Screwdriver = Crowbar = Wrench = Exit maintece mode DONE, now you have Fire Fighter - Exosuits Upgrades: = Thermal Generator, only usable on lavaland ash storms or high-heat enviornement (like plasma fire) ---==Implants==--- - New surgery option: Implant manipulation desc: allow you to remove and add new implant content. Process for Organic: = Choose Implant Manipulation (only avaliable if person have implant) = Scalpel = Hemostat = Retractor = Screwdriver (to loosen screws) = Wrench (to open mechanical system) = Crowbar (To Remove implants you want replace) = Wrench = Screwdriver = Cautery - Surgical Arm Implant Implant space: 9 (all occupied) Basic content: = Retractor [space: 1] = Hemostat [space: 1] = Cautery [space: 1] = Bone Settler [space: 1] = Scalpel [space: 1] = Circular Saw [space: 1] = Bone Gel [space: 1] = FixOVein [space: 1] = Surgical Drill [space: 1] Replacement options: = Basic laser scalpel [space: 2] = Improved laser scalpel [space: 2] = Advanced laser scalpel [space: 2] = Incision Management System [space: 4] = Alien Retractor [space: 3] = Alien Hemostat [space: 3] = Alien Cautery [space: 3] = Alien Bone Settler [space: 3] = Alien Scalpel [space: 3] = Alien Circular Saw [space: 3] = Alien Bone Gel [space: 3] = Alien FixOVein [space: 3] = Alien Surgical Drill [space: 3] Cannot implant 2 same implants, for example: hemostat and alien hemostat Avaliable Upgrades: Alien Tools Adaptation - Require Inserting Alien Alloy to implant, it will decrease all Alien tools space cost from 3 to 1 - Janitorial Arm Implant Implant space: 6 (all occupied) Basic content: = Advanced Mop [space: 1] = Soap [space: 1] = Light Replacer [space: 1] = flyswatter [space: 1] = space cleaner [space: 1] The Janitorial Arm, can install maximum 3 space cleaner in it as replacement for mop and soap. ---==Cyborgs, AI and Drones==--- I know there was post about "upgrades for cyborgs" but i want discuss specific upgrades of "my idea", all "downgrades" are moved to be "upgrades" what you can obain at Robotics, similar how you get for example VTEC or other upgrades. - Janitor Module: Downgrades: = Removed auto walking cleaning ability Upgrades: = Trashbag of Holding upgrade (allow to store more items) = Floor Buffer upgrade (allow to clean floor when walking, can be switched ON/OFF) = Better Light Replacer Recycling upgrade [BLRR] (instead of 4 broken lights like blubs/lamps it need 2 to create new one) Emmaged: = "High Pressure Vaccum" allow to shoot anything what bag of trash hold in it. - Medical Module: Downgrades: = Change Large Beaker to basic beaker (From 100units to 50units) Upgrades: = Holo stretcher upgrade (replace roller bed and you can have 3 of them) = Advanced Laser Scalpel (replace basic laser scalpel with better one) = Upgraded Cyborg Hypospray (expand chemicals with: manninol, salbutamol, mutadone) = Large Beaker (increase beaker size to 100units) = Expanded Kits (increase kits amount from 6 to 12) - Engineer Module: Downgrades: = Removing Floor Painter from it and make as upgrade, so people playing them dont make eye hurting floors. = Remove RCD, its very advanced tool what make other tools have less use, can be obained as upgrade. Upgrades: = Floor Painter (for better control) = Cyborg Analizer (so engineer robots can repair other machines, like IPC) = RCD (powerfull tool, better to be as upgrade) For Medical and Engineer: = Tray Upgrade (the one what have service bot) This upgrade will solve issue with cyborgs picking up stuff, now they can pick up stuff from floor but they still cannot use them. - AI: Ability to trigger fire alarms in selected area by pressing Alt+Left Mouse, it would be usefull to fast lockdown sector without need to "find" fire alarm button to press. - Maintence Drone: Ah yes, my belowed Lovely cuties, playing them is fun but restrictions on them make it less fun, they can't interact with crew, crew can interact with them (what is one sided and can make you be bwoink if you respond... oh the misery) so i have one nice idea when i played as Robotics, why don't give ability for maintence drones for "basic" interaction with robotics, where they can come and ask robotics for repair (well they still hear only "boop bop bop") and even make maintence drones need just basic upgrades like "battery upgrade" where they can come and ask robotics for better battery, it would make robotics have little more fun with machines. ---===Miners and Explorers===--- Miners: - More Knife types for PKA to attach, it would make it more interesting, PKA is good at range, but in close attack kinda fail. - Ability to attach "goliath cloack" to jumpsuit or exosuit (or add neck slot for this) - Ability to "struggle" free from goliath tentacles, when there are 2 goliaths or watcher with goliath, you get owned quickly, it would be nice if there was item to counter it and was avaliable at vendor - Make Mining Hardsuit don't restrict movement on lavaland (same speed like wear normal mining suit), it will restrict movement only when you are on station or in mining outpost. - Ability to attach "Resonator" to PKA and Crusher: (kinda need balancing) = When attached to PKA it would create "force" on hit targets, it will collapse in 3seconds dealing only 25% damage, every 1 second there will be "mark" to hit, if you hit in mark moment it appear, it will make resonator deal 50% damage (idk how many basic resonator deal damage) = When attached to Crusher, it will create "force" on hit targets, it will collapse in 3seconds dealing only 25% and removing back stab mark, every 1 second there will be "mark" to hit, if you hit in mark moment it appear, it will make resonator deal 100% damage = Resonators can be attached and removed from PKA using wrench. Explorers: - More information about explorer on wiki, kinda ssuck that you don't get any tips like "how to orient yourself using GPS" or any other usable information about explorer in general. - GPS upgrade what will be avaliable on research 6, it will add to GPS function of "mapping" so you can track your position in space and signals, it will have list of left "Sector 2" "Sector 3" etc and screen with map. and after pressing on sector, it will show sector you are in, it will show your location, signals positions and allow you to mark spots on map (map will still be blank, but you can see your location in space kinda like handheld crew monitor but without anything on it, just your position in space as "green" dot, and signals as "Red" marks, and you can make "white" marks with special "space beacons aplicator", its like normal beacons, but are specially made for GPS only, and you can get this "GPS pellets" with "Space Beacon Aplicator [SBA]" at RnD. (anything what allow you to track yourself in space) - "Station Bonded Radio" avaliable at RnD, allow to hear and respond to all station messages, no matter where you are in space ---===Science===--- RnD: - Possibility to choose in "deconstruction" if you want get returned to menu or not (when you decostruct items, you get send back to menu, would be nice if there was "on/off" button for it) Xenobio: - "compressing slime holder" its container what allow to hold only one type on slime in it but can hold more of it than biohazard bag (2 times more) - When you use "slime management console" you should be able to see other console icon. - When there is "hostiles in door controls detected" or whatever its called, after reboot, the glass doors don't close after some time, it would be nice if glass doors close after reboot. ---===Antagonist===--- Aliens: - Alien Queen: = "Corrosion" or whatever this ability is called, what you can select object and it create acid, it would be better if this ability was active one, when you press on it it would say "you are ready to spit acid" and press on object you want to corrode, instead of getting huge list of ALL objects in surrounding (what are sorted alphabetical way instead of distance from player) so its less annoying to use, and can be used during combat - Alien Sentiel: This one is not very often took one, yes it have acid spit and you can use it in combat, but is rarely took compared to hunter or drone, so i got idea to make it "acid specialist" = Normal Spit [30 plasma] (the basic spit what sentiel have, it will knock down people when hit, stun them for 1 second (unable to use weapon) and unable to stand up for 3 seconds (they can crawl around but can't stand up, still can use weapons)). = Acidic Spit [50 plasma] when person get hit, it will start dealing brute and burning damage, resistance to this damage depend on armor. = Sticky Spit [75 plasma] when person get hit by it, they will be knocked down, unable to move or use anything for 5 seconds (if person wear any protection armor, it will slow them down -50% of speed, still can move and shoot) = Corrosive spit [100 plasma] when person get hit, it will start "corroding" armor (decrease protection values, to make them more vonurelable to attack) it don't deal any other damage to flesh people and it only damage only to metalic/syntetic like: Exosuits, cyborgs, IPC. - Larva: = They will mature faster after eating only organs of host they bursted out (the lung and heart what drop out after burst). In oryginal game i played (old one) there was mission as chestburster to find small pray to eat (like cat, dog or mouse), after eating they "cocoon" and become matured adults. Morph: - When morph change its look to smaller objects, it should be passable trough instead of be pushed by other people, it kinda don't make sense that you can be pushed as ciragrate butt, but i understand if it was something larger. = if you walk on morph what is changed to small object, it will make "splash" noise, similar to blob one (just any slimy sound). Wizard: - There is one item in book, what don't make sense, and its cultist soul stones, as wizard you are unable to use them, you can only do it if you are cultist wizard... should it be this way? why wizard can't use them? yep it have spell for it, i didn't know it. Changeling: - Make changelings be able to choose "speciality" they want be specialized at so new people can experiment with skills what changeling have. - They get "loadout" section, where they can choose one of loadouts below: (similar how wizard can get loadouts from book) - Close Combat: [Cost 10 chems] = Arm Blade = Epinephrine Overdose = Fleshmend = Organic Shield = Chitinous Armor = Dissonant Shriek - Space Combat: [Cost 10 chems] = Arm Blade = Tentacle = Organic Shield = Organic Space Suit = Fleshmend = Blind Sting - Darkness Assasination: [Cost 10 chems] = Augmented Eyesight = Chameleon Skin = Cryogenic Sting = Arm Blade = Digital Camouflage = Blind Sting - Chaos: [Cost 10 chems] = Hallucination Sting = Spread Infestation = Anatomic Panacea = Blind Sting = Lesser form = Mimic Voice = Dissonant Shriek = Strained Muscles = Last Resort = Organic Shield = Swap Forms The Loadouts can be reset by using "Readapt" This loadouts ideas are my suggestion, if someone understand changelings abilities, they can make better ones. P.S. For record, it took me 5 days to make this post and recall most ideas what i forgot to finish this, there still can be something what i forgot.
  23. After re-thinking it, i think making skulk attack upper and down body for organs would be better than eating limbs or gibbing, it would just kill you trough ripping alive organs, kinda how cult scythle make you lose organs when hit enough times.
  24. This writting is inspired after witnessing 3 Eric zombie events myself and i really liked his simple idea of this event, so after thinking for some time gathering inspiration i created this post, so let me explain: One time i watched video about "zombie ants" this ants were infected by fungus spores, when fungus spores grow inside ant, it started to control their brain and make then do not-ant stuff. (i suggest watch video about it on youtube) So in my suggestion is for infection be created by "fungus". Fungus core: Randomly in maintence, there would appear fungus core, this core would produce fungus tiles, and tiles would become "pockets" (they look like bump) and when they are mature, they would pop out and send fungus into air, and player can wait with other players to be "sentient" fungus cloud. Fungus Spores: When spores are created, player can take control over spores (if not, it will be NPC seeking player, like slime type of AI) and their objective is to find and make victim "inhale" fungus cloud as long as they can, the fungus spores have short lifespawn (10-15 seconds before they dry out) and they dont dry if they are on fungus tiles, when fungus attack to infect, its similar how slime attack, just jump on person and its buckled to it, after victim breath enough of spores they will become infected and you will "die", after you die you need wait for next fungus spores or person who become "Fungus Zombie". Fungus Infection: When victim get infected by spores, they will slowly grow inside lungs up throat to outside, when in grow in lungs, person will slowly suffocate util it burst out its mouth and start covering needed body parts to move (when seed start growing, is similar to facehugger impregnation from aliens, you just apply to roll your chances to be fungus zombie), infected seeds can be removed on early stage via organ manipulation. Fungus Zombies: When infection finnaly spread inside out, random player who apply in roll can enter body of zombie person, and they can start their terror, objective of fungus zombies is to infect more victims, they have 3 4 set of skills Lean - Attack what allow zombie to lean on person what can make person fall on ground, when skill is in use you can't move but you can stop it at any time (it only work at very close range) person you lean can't free themselfs (similar to chocking but without chocking). Spores Cloud - Zombie can create unmovable spore cloud what is 1x1 bock size and this cloud have chance to infect person if step in it for too long (similar how harvesters from cult create big paralizing clouds, but this one would be one block size, when you connect it with lean its best way to infect someone). Regrow - Only avaliable when your outside fungus grow get burned, this skill will start to charge when you "die", and when ready you can "ressurect" yourself and do your terror again. Sacrifice - Fungus can sacrifice their host and "core seed" to start overgroving and covering whole body to spread, in this state they lost movement and fall on ground to start spreading small amount of "fungus tiles" around them and start produce "Fungus Spores" from their sacrificed bodies, when you do it, you will become Sentient Fungus Cloud, and you have 10-15seconds to find victim to impregnate with spores. Other informations what i forgot to spoke: - Fungus core is not sentient in my idea, it work more like ashwalkers tendril, it have use to them but its not sentient (if you think making it sentient like blob similar you can write it in comment) - Fungus core work like tcommos but for zombies, and when it get destroyed, zombie will lost connection with each other (communication) and on top of that the Fungus Core boost zombies as long as its alive, after it die zombie go back to basic stats (when core is there zombie have for example 150% of their stats, but when they loose core, they will lost communication and "bonus" (this example 50% from 150% to 100%) to their stats, but spores and zombies are still alive but less "strong". - Fungus in basic don't need oxygen or any source of breathing - Fungus can communicate with each other, in zombie form they will make zombie like noises like: GLUEH , GHAWRL (zombie language) - Fungus is flammable, and can be easy killed by fire, but for example, fungus and fungus zombies are resistant to physical damage, damaging them with weapons is not very effective but you can aim for limbs and chop them down so zombie will move slower (like hands or legs) - Fungus Infection can be removed via surgery, and its same for infected zombie what got burned, you need remove "Seed Core" from them to stop them from returning alive. - Fungus Spores Clouds when they first created, they are NPC seeking players, and player can choose if want to be sentient (similar how you press on golem shell) - Fungus Zombies body of fungus victim can be recovered if you burn fungus outside their bodies, when fungus outside burn down, the body will drop on ground, if seed is not removed from victim body it will regrow again to outside taking control of body again (similar to changeling but little different) - Zombie Fungus control body, not brain or neuron system, but it spread from mouth, so if you decapitate head they will be unable to move for 5seconds because they need to regrow connection to other fungus network on victim body, and they can't be effected by blood lost (only host have but it don't effect fungus) - Fungus Zombie Sacrifice when zombie sacrifice themself, they will create "spots" where dead players can respawn as fungus clouds, so its more effective way to "spread" themselfs, because clouds have short lifespawn is better to make some places where clouds can be produced and spread more effective. - Dead Corpses if there is uninfected body what is dead, as Fungus Cloud you can't infect body to make it Fungus Zombies but you can use corpse as your ground to grow and spread, it would be like "sacrifice" what zombie can make on themselfs. - Fungus Tiles will create small clouds (1x1 size) of spores when destroyed, this clouds would randomly spread (similar to smoke) but they will not seek bodies but still can infect, and fungus tiles will slow down people who try walk over them, other than zombies. P.S. If you have any ideas but i probably missed something while writing this, please tell me in discussion below. And i didnt create name for all this so if someone of you is creative how we can name fungus zombies and other stuff related, you know what to do ;)
  25. well we can make that they can't eat head/brain, and if they somehow do it, they will die (the brain is toxic to them and make them die) ....and by the way, Xenomorphs can perma kill if they devour and forgot/don't puke victim out.
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