Re: Barotrauma Extended v6.7

#292
I've got an idea, though I'm not sure if it would be balanced or not.

Lower the health damage of all blunt weapons and then make them deal 3-5 stun damage. This way crew members can help enforcers incapacitate people (and also make blunt weapons a bit more realistic)

Stun damage for non-shock weapons should be very low, so it takes quite a few hits to actually knock someone for a good while. A griefer would probably get caught in the act by the time they deliver enough stun to really knock someone.

Re: Barotrauma Extended v6.7

#294
How about uhh...... New monsters? I mean, actual monsters instead of other versions of existing monsters. I mean, they can have a similiar skeleton. Anything that you want.
Other stuff would be a new job, the Security Chief, so the beret actually applies to him, so now the Officer is just the captain's assistant, not the chief of Security and the captain's assistant, this addition would simplify his role.
Other jobs could be Janitors, a passive job where you just play and talk, probably with a new weapon, the mop, Head of Personnel, where you have to manage all the problems in your crew, chief medical doctor and chief scientist (All of these were taken "inspiration" from Station 13)
"Keep a tool in the wool, for me!" - Bedbananas, also known as the craziest man in the world

Re: Barotrauma Extended v6.7

#297
New item idea:

Scrapper Kit:

Tool kit, but it's handheld deconstructor. 1 item can be put at the same time in queue instead of 5 and features 5 output slots instead of 10. Nearly obvious is fact it needs no power.

Cost in Credits: Your decision.

Hands: 1+2 (is held in both hands).

Stored in: Same things as tool kit.
Barotrauma submarine designer- rico6822

Re: Barotrauma Extended v6.7

#298
rico6822 wrote:Make prisoners less OP:

*They spawn with restraint set on them.

*They spawn with all skills set from 10 to 20 due to being drugged with amnesia stuff.
While I thoroughly dislike most people who play prisoners, keeping them in a restraint set is essentially killing them and at that point you might as well remove prisoners as a role if that was implemented, restraints seem rather excess, they are already locked in a cell. Also, prisoners having near fully randomised skills is the only thing going for them, so restricting that makes them utterly pointless other than RP.
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Re: Barotrauma Extended v6.7

#300
randymagic241 wrote: While I thoroughly dislike most people who play prisoners, keeping them in a restraint set is essentially killing them and at that point you might as well remove prisoners as a role if that was implemented, restraints seem rather excess, they are already locked in a cell. Also, prisoners having near fully randomised skills is the only thing going for them, so restricting that makes them utterly pointless other than RP.
Prisoners are considered to be a punishment for players with low karma level. So why not? They have to suffer, unless somebody will have mercy upon them and if not restraints, they would run out of cells all at once causing trouble. Giving them highly randomized skills would be a blessing.
Barotrauma submarine designer- rico6822