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cm-roadmap's Issues

Add radials to suitable input lists

As title says, convert instances of tgui menus to radial menus where it can easily be done so (the items have sprites, do not use a convoluted method of picking the option, etc)

Remember to ensure that if the client has the no_radials_pref it shows a tgui list instead.

Survivors spawn together

Rework how survivors currently spawn in and get in contact with each other, this should helpfully make the survs save time and be able to organize better.
Making the survs spawn in as teams.
Different pre-set teams survivors can be.

Tighten communication accessibility

Communication devices that allow for almost all access to every comms network are too prevalent currently and they need to be cleaned up some.

Command and cargo tech headsets need to be removed from lockers outside of armories.
The following roles need a look at their comms accesses (likely removal of in-built squad comms):
DCC
PO
CT
MST
CL
VC (if ever re-added)

Sprites - Synth-Graft

Make sprites for synth-graft - a version of surgical line that heals burn damage only.

Resprite - Botany

Nearly every single botany sprite is legacy bay12 stuff. Seed packets, plants, fruits, the lot of it. Bring it up to standard.

Reduce medical chemical effectiveness

NEEDS TESTING NOTE: This will need to be tested and feedback gathered about how it ends up playing out before a merge of the idea can be guaranteed, however, it is desired.

Nerf how effective medicinal chems are, and add depth to physical treatment. Readd infections, disinfectants to deal with it. Make suturing more important to close wounds, bleeding should be stemmed with stuff like haemostatic granules, other compressive haemostats. This should be given to medics + a limited supply in pouches to PFCs to stem rather than treat wounds.

Properly treating wounds should be done by medics. Major trauma - like bonebreaks, IB - should be reserved for doctor surgeries.

Allow medics to do some brutal groundside surgeries, like amputations, in the event of major infection to a limb.

Secondary and tertiary equip into storage

Make it so that pressing shift+e (secondary equip) and ctrl+e (tertiary equip) with an item in hand will make it equip to the second priority slot, third priority slot.

I.e. you have a shotgun in hand, and an open suit slot and back slot. Auto-equip (e) will equip it to the back, secondary auto-equip (shift+e) will make it equip to the suit slot.

Communication relay APCs

All comms relay inserts need to have their areas be the same as the area they are being placed into and use that area's APC unless the area is outside/APCless.

Increase Requisition's Importance

In addition to getting all your attachies, requisitions should be a vital part of a round loop. Scarcity should be increased, both medical and supplies, with requisitions focussing on getting supplies to different points as quickly as possible. Should not be possible to fund an entire round worth of ammo from prep, but people should be able to get a gun + ammo as they need as starters.

We might want to stop having a single budget, and instead have budgets per squad and department, with department heads/squad leaders(/RTOs) having the ability to place orders, with requisitions having to send it.

OWLF integration

Sprites are required for the majority of it.
We have uniforms, hoods, vests, gas masks.
We will require guns and more detail is always welcome.
Image

DM Morrow#1453 for the above sprites.

We'll need to code in the above sprites.
An ERT will need to be set up as well as equipment sets.

We want an OWLF ERT to respond when a predator body or gear is brought aboard and catalogued in research for intel points.

Alongside this we want to integrate thwei further into research in some way. Gear should give intel points. Incentives for marines to bring predator bodies and gear shipside to study should be expanded on given the OOC known risk of predators boarding to retrieve gear/bodies.

Resprites - Food

A hell of a lot of food uses legacy bay12 sprites, bring it up to standard

Resprites - Welding Mask

The welding mask is bay12 legacy, so are the welding goggles. Try to bring them up to CM standard. Suggested by Thwomper

Dedicated Colour Blind mode

Use colour matrices (I believe this is what they're called) to alter the game window (and sync up with tgchat colours) to make a dedicated set of colourblind modes for deuteranopia, tritanopia, et cetera.

You can find an example of colour matrix implementation in the disco_fever goggles item

Research Rework

The main idea behind the rework is to allow more creativity and diversity in production of stimulants by making a lot changes to the way stimulants are made, the way research credits are acquired, and the way of how intelligence officers and groundside are related to the performance of research.

Currently, the research suffers from a few things, one of them is where researchers save up the credits to create a carbon copy of a (god) stimulant they created a round ago, with no space to spare for creativity besides doing minor changes to the properties of the stim or optimizing the cost.

These changes, in theory, should promote the creation of many specialized stimulants and make research more dependent on their performance themselves (contract system), while achievements from ground side will definitely boost them, namely by giving biomass points, legendary property HINT, and Research Grants.

  • Remove CREATE mode on the simulation machine, replace it with ADD.
  • Remove most groundside vial chemicals, leaving it only for extremely rare chemicals, like thwei, or green blood.
  • Each five minutes research gets to pick one of 3 difficulty chemicals, scanning those will reward them with varying amount of credits based on the difficulty, not picking anything will re-roll the pick in two minutes instead. Researchers see one property of the chemical and one and hardest chemical in the recipe before they pick anything, so they know what to pick.
  • Legendary properties hints documents, those are generated roundstart and are random combination of 3(or 4) properties, which when mixed gives the property. Legendary properties themselves are removed from generation. They can be found groundside. (DDI is in the same spot, thus the rewards for mixing it should drastically increase than what it is now.
  • Ciphering property should be a mixed property as well, there is one minor hint in CMO office, and the other ones are groundside, Royal blood now has "Encrypted" property, which when mixed with the properties will give the Ciphering.
  • Biomass Printer should have "Contract Reset" disk, instead of credit disk, that one will give immediate reroll on the contract system, taken or not.
  • Chemicals rarity rebalance, the rarity of normal chemicals is very inconsistent, most of chemicals do not take in the account the amount of energy required to mix it (e.g. methane or soporific), hydro chemicals are in the same rarity as groundside only chems
  • Overall OD increase in the random generation, this will give the space to modify the chemicals while leaving a safe and comfortable OD limit.
  • New Hydro chemicals, Adding around 10 chemicals for the "Hard" difficulty on the contract system

rev 8/7/2024

More Nightmare Inserts

Create and expand the Nightmare insert system to more maps and create new inserts that tell a story, change layout or expands upon current maps.

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