Post
by Chowder McArthor » 09 Nov 2017, 15:52
Ah, ok. Well, these are in no particular order.
1.) One small thing, female uniforms. I don't mean giving them new uniforms, and I don't mean making the current ones sexier. Just... different. Pronounce the breasts a bit more. Nitpicking, because I usually see people refer to women as men, because they can't tell from first glance.
Attachments too. While they're on the gun, they're fine, but when they're on the ground, they're hard to see and pick up. Just having them have a different, bigger sprite for when they're not on the gun would make it easier to pick them up, and identify them (oh these three pixels make my gunshoot five bullets instead of three, nice!)
Tables could use their own sprite, since it changes when it's wrenched, but that's more a coding thing.
Sentries also look kinda... meh to me. Same with the jungle sprites.
Metal plating looks too much like normal floor tiles, especially in cargo. It's a bit annoying.
2.) Overlays. It's annoying to have, say, flowers overlay barricades, or the like.
Weather would be a cool effect; although it'd probably elongate the round. But, say, earthquakes on LV that could cause cave-ins or roofs to collapse, or dust/wind storms on ice and big red that obscure vision and make it harder to aim or hit, would be a neat effect, that could add a change to a battle.
Adding a crate storage to powerloaders; currently, there's no real reason to use powerloaders. A human pushing a crate and carrying one is faster than a powerloader (unless it's the CE, which I have yet to see, but there's no real reason a CE would be delivering crates anyways.) A storage, like having the crates on the loader's back, would make it much more viable, since it could then carry more cargo.
A see skills verb; Usually as survivor, although a bit with other roles as well, it's hard to tell what skills you have, or how well you are in something. Being able to see your skills would help in this.
Engineering projects; A coding project in itself, really, but some way that engineering could support the men on the ground. Currently, MT isn't all that fun to play, as you just babysit the generators, or help build up the FOB. You really can't expand into any new areas because the almayer doesn't need new things, nor can you really make them (you can't move the seed extractor, and the seed vendor is empty, so you can't get marines to give you hydro supplies to build a cafeteria that serves things other than MREs.) A system where, say, the CE spawns with a coin he can put into a vendor to buy a starter pack, for, say, setting up a drop-pod system, or making the gun batteries more powerful, or restoring the missile launchers, or projects like that, where they can choose something to assist the ground marines. A similar thing for research as well, as right now, codewise and in game, they're just treated as !doctors.
Multi-Z power, atmos, and disposal lines. It's really, really annoying to have to babysit not one, but two rooms of generators, because the power networks on each deck can't be connected.
For xenos, a meter on the HUD that shows evolution progress; for marines, a button that allows them to issue orders.
A system where req can throw guns and armor into, say, a disposals bin, and it'd redistribute to the prep. rooms. If you've played on a round like, where the marines are fighting UPP, or even just a long round, you know that marines have a supply problem that req. can't really solve. A system where req can throw stuff into a bin and have it be redistributed to the vendors would make marine life much more convenient.
Sentries would be nice to be able to link up to a power network, so they didn't need to run on fuel cells, but a slashed APC would stop it's power.
An easier way for xenos to build, because currently, the popup menu to select what to build/what pheromone to secrete is annoying to deal with.
Rock digging; Currently, the caves are pretty static. Allowing some xenos, such as the queen or hivelords, to be able to dig through rocks to expand certain areas would be a nice improvement, or allow xenos to dig flanking tunnels, or even allow the caves to be randomized.
IFF sniper rifles; currently, the sniper kit is a pure downgrade from the scout kit. Scouts get tactical binoculars, snipers get regular binoculars. Giving the sniper kit a special sniper rifle that had IFF functions on it would allow him to stand behind friendly lines, and fire without fear of friendly fire, while the scout would have to find alternate routes to avoid friendly fire.
Req; Status panels; as requisition, it's annoying to have to constantly list what attachments are left. A status panel linked to the vendor, that marines could read and see how many of what attachments are left, would be a nice addition to req.
3.) I feel like I'ma get into a bit of bias here.
Have different survivor amounts set per map. For a small map like LV, three is fine, but for a bigger one like big red, five would be nice. More survivor conflict, and less survivor being dragged off by runners round start.
LZ vs Hive placement: I see this a lot on LV especially. If something's not in the way of the path from the LZ to the hive, then it is ignored by both sides. As it stands, most of LV is usually unused, because it's just from the nexus/Lz2 to hydro, and from hydro to the hive, because why bother with anything else? Having the LZ more directly opposite from the hive would change this, and perhaps prevent maps from becoming static (On LZ, it's usually just the fog going down, then a tug of war at the river, followed by push into the caves a bit, then retreat and fight back to the nexus. No fights at engineering, atmos, or robotics, or science, or...)
More map carnage. Usually, one squad is sent out to "find out what happened." However, the maps I have seen have next to no proof that anything went on. Sure there's barricades and blood, and corpses in the research dome, but where's the spent casings, discarded guns, or delimbed body parts? Why does everything look pristine, the medicine is all still in place, there's hardly windows broken, tablefort would be a good example of what the rest of the colony should look like.
Almayer improvements; The Almayer has almost no maint, a lot of large, empty space that's never used, and just doesn't really feel like a ship. Improvements could be done, such as dirtying up cargo with oil spills, larger maints, redesigned areas such as medbay.
Different spawn areas; having a couple cryopods set aside that can only spawn in, say, doctors, or officers, would be a nice change, that also may help when xenos just camp cryostorage.
Almayer areas; it's annoying to look at cameras and have to search through all the labels instead of just typing "h" to go strait to the hangar. Renaming the areas would solve this.
Camera networks; another issue with cameras, mostly on big red, is that they show up on the ship consoles. Either have this be fixed by giving those cameras a different network, or do that and allow camera consoles to view different lists for different networks, which would make things a lot easier. Or, just, like, use the modern bay camera system.
CDR Patton 'Hardtack' Moore says, "You will now got stand in the naughty corner Sarah"