Small things - pre-suggestion brainstorm

Generic, on-topic discussion about Colonial Marines.
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Derpislav
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Small things - pre-suggestion brainstorm

Post by Derpislav » 21 May 2015, 03:22

I'm creating this thread with the idea of collecting all the small things that many would want introduced/fixed, but are meaningless themselves and spamming the suggestion forum with them... yeah...


Give the engineers at least SOME remote signallers, they're most useful at the beggining of the game - when you're busy being armed, can't leave the briefing to ask the researcher, and the researcher is currently setting the lab up/having trouble even getting to it because of the shutters... That said, a few proximity sensors and timers would be nice too.
Give the researcher cardboard. Seriously.
Give the researcher pill boxes. While they're not the ones "supposed" to make pills, medics are mostly busy sawing chests open and can't make these experimental stimulants you've ordered. Researchers, on the other hand, have nothing to do unless they come up with a task themselves.
Give squad medics inaprovaline autoinjectors. Raiding NanoMeds around the station for them makes me feel bad. Sure, we have the hypospray other autoinjectors, but tricordazine does not stop bad stuff from happening - it only heals it, slowly. Too slowly unless you stab the man with some inaprovaline prior.
Add NanoMeds to squad armories. As stated in the rules, you don't need training to use autoinjectors and oinment, and there will always be that one idiot FF'ing with his magnum or flamethrower.



Warning - the following line might cause anger, flamewars, shitstorms and tantrum spirals
Move the flamethrower from Standard Prep to Engineer Prep. It's not an offensive weapon (SHOULDN'T BE), it's a tool of area denial.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
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Sligneris
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Re: Small things - pre-suggestion brainstorm

Post by Sligneris » 21 May 2015, 04:05

Nice, +1.

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Ordukai
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Re: Small things - pre-suggestion brainstorm

Post by Ordukai » 21 May 2015, 04:26

I agree with the flamethrower being area denial. However it does have some use as an offensive weapon (Flamethrowers have less range than guns and tend to go in to clear out tight spaces, which xenos prefer)
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Archaeological.Cat
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Re: Small things - pre-suggestion brainstorm

Post by Archaeological.Cat » 21 May 2015, 04:28

+1 to all of these, and although that flamethrower point will be incredibly controversial, I agree with it.

edit- Also, Standards still have the grenade launcher and Engineers kinda just open doors.
Last edited by Archaeological.Cat on 21 May 2015, 04:30, edited 1 time in total.

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Dolth
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Re: Small things - pre-suggestion brainstorm

Post by Dolth » 21 May 2015, 04:28

Totally, +1. The inapprovaline is, with quick clot & tramadol the most useful meds. Injecting Tricord is kinda stupid, medical-wise. And remote signallers, hell, yes. Dunno about flamethrower it's a bs weapon imo. But err. Yeah.
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coroneljones
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Re: Small things - pre-suggestion brainstorm

Post by coroneljones » 21 May 2015, 04:49

Tramadol works somewhat like innapropaline i belive,painkillers really..stop death even when in crit
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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speedybst
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Re: Small things - pre-suggestion brainstorm

Post by speedybst » 21 May 2015, 05:02

Finally, someone who's actually trying to use remote signaler-proximity sensor systems!
+1 to all of this, I do like the idea of the engine breaching a door, flaming it, then the squadies charge in.

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Davidchan
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Re: Small things - pre-suggestion brainstorm

Post by Davidchan » 21 May 2015, 06:19

Pain killers don't stop death. Pain killers stop paincrit which will allow you to get up and move. If something knocks you into crit, and you take tramadol and go back about your business without treating your wounds, you'll probably die before the tramadol wears off from your wounds getting worse.
Give the engineers at least SOME remote signallers, they're most useful at the beggining of the game - when you're busy being armed, can't leave the briefing to ask the researcher, and the researcher is currently setting the lab up/having trouble even getting to it because of the shutters... That said, a few proximity sensors and timers would be nice too.
+1, engineers need more than just metal to make useful stuff. Hell, if given the parts (or the code was adjusted) they could make turrets that shoot Non-Marines. SMG turrets or M41A turrets would be cool, just make a way to check their ammo count and reinsert clips as necessary.
Give the researcher cardboard. Seriously.
+1, Researchers at this point basically need to drag their creations around using crates. 10-15 sheets of cardboard would go a long way.
Give the researcher pill boxes. While they're not the ones "supposed" to make pills, medics are mostly busy sawing chests open and can't make these experimental stimulants you've ordered. Researchers, on the other hand, have nothing to do unless they come up with a task themselves.
Give squad medics inaprovaline autoinjectors. Raiding NanoMeds around the station for them makes me feel bad. Sure, we have the hypospray other autoinjectors, but tricordazine does not stop bad stuff from happening - it only heals it, slowly. Too slowly unless you stab the man with some inaprovaline prior.
Eh, I'm abstaining on this one. Sulaco Medics should be the ones making pills, from Dermaline and Bicardine, to Hyperzine and Tramadol. Tricord does heal slowly, yes, but Doctors have access to Juice to make Doctor's delight.

Per 5u used, medicines heal:
Bicard heals 26 brute
Dylovene heals 26 toxic
Keloton heals 26 burn
Dermaline heals 39 burn
Tricordrazine heals 23 all
Doctor's Delight heals 46 all

And funnily enough, if you get drinking glasses or flasks, you can fill them up with DD and let marines self medicate in the field by drinking to their health. Slightly power gaming, but when it comes to Xenos its either infestation or slashed to death, there is rarely anything in between.
Add NanoMeds to squad armories. As stated in the rules, you don't need training to use autoinjectors and oinment, and there will always be that one idiot FF'ing with his magnum or flamethrower.
+1, Marine IFAK should start with more bandages and ointment imo, as well as the 5u tricord emergency injectors. Having basic medical supplies more readily available is more realistic and makes sense gameplay wise. Modern day (American) Military are all thoroughly trained in First Aid, from applying gauze bandages, use of quickclot, CPR, Auto-Defibrillator use, splinting broken bones and even how to treat a sucking chest wound (basically someone being shot in the lung)



Warning - the following line might cause anger, flamewars, shitstorms and tantrum spirals
Move the flamethrower from Standard Prep to Engineer Prep. It's not an offensive weapon (SHOULDN'T BE), it's a tool of area denial.
So many fucking +1s, it makes more sense for engineers to have them anyways, and the engineers would be better equipped to charge the tanks from Atmos or Engine storage. And yes, they are area denial weapons, Xenos are quite capable of leaving the danger zone, and while they have offensive uses, they require the alien to be a dipshit and not move.

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