ULTRA MELEE THREAD HD REMASTER DELUX GAME OF THE YEAR EDITION 9002.0

Thanks for all the good times, it meant all pie peh

paramedic starts mindshielded

add a cargo request consol to department head offices, secure crates require

hardsuit hodown
armor vest- %20 brute prot, remove heat resistance, found on bartender, some in sec
armor plate- the old armor vest, %30 brute prot, -%10 speed (no heat resistance)

Secsuit- as armor plate, -%20 speed
Salvsuit- %20 brute/heat prot, -%20 speed
Parasuit- %10 brute/heat prot, -%10 speed
Engisuit- %20 brute prot, -%30 speed
scisuit- redistributed stat parasuit -%10 speed
Atmosfiresuit- t, -%10 speed

10/10 salvsuit model I would love to see more of em, 

salv suit non-brute resistances down
parasuit non-brute resistances down

security hardsuit renamed to Swatsuit, -%20 speed

give QM an improved Salvsuit

Sec Body Cams in the helmet and rework secmask into a gas mask
gas masks filters atmos
(smoke ? fog texures arent too obscuring, good on em)
sunglassess (overall) reworked to provide moderate (not full) protection against flashses
shove damage, the brute flavor of stun damage
stimulants only work against either stun or shove damage

baseline sleepy juice metabolises 1.5u per second

make sure chemical grenades aren’t multiplying chems, if you have 100u in the grenade I shouldn’t be able to get a dose of higher than 20 (because I’m not eating the grenade)

check on the #u consumed per bite

add a cheap cognizine that does not allow speech to be bought in bulk from cargo, this will primarily be used to make cargo gorrilas
alternative to cybertronic brains.

paramedic starts mindshielded

add a “look at” option for “history”, will give known (did you read the newspaper) reputation (criminal record prolly) and 10 letters or less description, sec huds have auto-update. full range. dont need to spend time on the newspaper just open it. add 

remove item drag on belt inventory
return belts to carrying a number of items, limit the number of [such as sec batons]
allow swords, batons, most items, carryable in coat

increase baton size to 2x5, along with all long firearms (including laser rifles)

paramedic starts mindshielded

increase cluster charge inventory size

melee stuff

target “Weapons” for buffs

revs start with blueprints for autofabs

general size weapon (only civilian items that count are hatchet and butchers cleaver, both count as a 2x2 dagger)
Dagger        22*@    1 steel
Sabre        26*-&    3 steel, %20 parry/ %30 parry wielded
Sword (cap)    30*    3 steel, (cap %20 parry/ %30 parry wielded)
Pickaxe        20/40*&    8 steel, 3 wood

Blackjack    18@    1 wood
Cane        20-    3 wood %20 parry/ %30 parry wielded
Club        24    3 wood
Baseball Bat    15/30&    8 wood, swing speed as sword

spears throw for 35 damage
Glass Spear    12/24*&
Reinforced Glass Spear/Sythe    15/28*&
Plasma Spear    18/35*&

no more unique shapes ? large weapons 4x4 ?

I did not proof read this, damage values now take into account armor resistance

I have a hard time understanding what you’re trying to convey. I’m going to be frank, this reads as a copypasta. It makes me wonder, did I get got?
 

3 hours ago, jellicoDace said:

I did not proof read this

Please consider doing so going forward.

4 hours ago, jellicoDace said:

Thanks for all the good times, it meant all pie peh

paramedic starts mindshielded

add a cargo request consol to department head offices, secure crates require

hardsuit hodown
armor vest- %20 brute prot, remove heat resistance, found on bartender, some in sec
armor plate- the old armor vest, %30 brute prot, -%10 speed (no heat resistance)

Secsuit- as armor plate, -%20 speed
Salvsuit- %20 brute/heat prot, -%20 speed
Parasuit- %10 brute/heat prot, -%10 speed
Engisuit- %20 brute prot, -%30 speed
scisuit- redistributed stat parasuit -%10 speed
Atmosfiresuit- t, -%10 speed

10/10 salvsuit model I would love to see more of em, 

salv suit non-brute resistances down
parasuit non-brute resistances down

security hardsuit renamed to Swatsuit, -%20 speed

give QM an improved Salvsuit

Sec Body Cams in the helmet and rework secmask into a gas mask
gas masks filters atmos
(smoke ? fog texures arent too obscuring, good on em)
sunglassess (overall) reworked to provide moderate (not full) protection against flashses
shove damage, the brute flavor of stun damage
stimulants only work against either stun or shove damage

baseline sleepy juice metabolises 1.5u per second

make sure chemical grenades aren’t multiplying chems, if you have 100u in the grenade I shouldn’t be able to get a dose of higher than 20 (because I’m not eating the grenade)

check on the #u consumed per bite

add a cheap cognizine that does not allow speech to be bought in bulk from cargo, this will primarily be used to make cargo gorrilas
alternative to cybertronic brains.

paramedic starts mindshielded

add a “look at” option for “history”, will give known (did you read the newspaper) reputation (criminal record prolly) and 10 letters or less description, sec huds have auto-update. full range. dont need to spend time on the newspaper just open it. add 

remove item drag on belt inventory
return belts to carrying a number of items, limit the number of [such as sec batons]
allow swords, batons, most items, carryable in coat

increase baton size to 2x5, along with all long firearms (including laser rifles)

paramedic starts mindshielded

increase cluster charge inventory size

melee stuff

target “Weapons” for buffs

revs start with blueprints for autofabs

general size weapon (only civilian items that count are hatchet and butchers cleaver, both count as a 2x2 dagger)
Dagger        22*@    1 steel
Sabre        26*-&    3 steel, %20 parry/ %30 parry wielded
Sword (cap)    30*    3 steel, (cap %20 parry/ %30 parry wielded)
Pickaxe        20/40*&    8 steel, 3 wood

Blackjack    18@    1 wood
Cane        20-    3 wood %20 parry/ %30 parry wielded
Club        24    3 wood
Baseball Bat    15/30&    8 wood, swing speed as sword

spears throw for 35 damage
Glass Spear    12/24*&
Reinforced Glass Spear/Sythe    15/28*&
Plasma Spear    18/35*&

no more unique shapes ? large weapons 4x4 ?

I did not proof read this, damage values now take into account armor resistance

can we add “Perfect Parrying” to this list?

gonna mind liquid size and mention

increase duffel bag size to 9x6
backpack size to old duffel size
increase jug size to 3x3
increase shaker size to 2x2
change all long rifle size to 2x5
this will allow for alot more “correct inventory”

add a sling slot ? usable by any item with a sling (rifle, anything with a makeshift sling including spear)

standardized damage values considered from item rarity, with examples

leaving tools/normal-station-items like crowbars/blowtorches/oxy-tanks/ behind we have

give crowbar 5 structure damage

damage is considered from .6 swing speed (consider buffing the baton)
I’m using this to allow for better “plan-use,” we’re buffing the ability for melee to do that little more (goal is more instant damage)

increase the size of most baton sized weapons, force them into a coat or sheath, show large item coat carry

Civil

smol        15
knife, toolbox

2x5        18
club (3 wood)

obvious        16/22
scythe, shovel, bat, spear (increase normal glass spear vulnerability ? %20 chance to break on melee)


Industrial

tool        18
Choppa, blackjack, hatchet

stick        22
maintaxe (2 iron, 3 wood), machete, circular saw

wide load    17/27
plasma/uranium spear


Military
boot        22
belt        27
back        22/33

only civilian available items to fall under this category are butcher’s cleaver (boot, 2x2 size), and fireaxe (back)

consider: 10 nukie interns, 2 teams, with low level gear
eva limits: emergency EVA suits and space pens
one crate per team, crate will contain a mission oriented loadout

crate (mission) ideas
area domination crate: filled with space lube grenades, land mines, and extra pistol ammunition
decoy nukie crate: filled with fake blood-red suits, submachine guns, and E-Swords
demolition crate: filled with one c4 duffel, double barrel shotguns, and (normal) fireaxes
incineration crate: filled with firesuits, flamethrowers, and buckets of napalm (area denial crate)
disguise crate: filled with working passenger FID cards/PDAs with E-dagger, hypo darts with impedrezene and mute toxin, and tools for disrupting power distribution

all crates contain a box of inflatable walls, and a sus(or non-sus for disguise)-toolboxes complete with welding mask

blood-red suits (provide %30 armor, no eva, no movement penalty)
FID = fake Identification

this is a good opportunity to think “under the box.” how is a mere mortal doing ?

weaknesses: same as the crew, little armor, no sunglasses, mortal (fire is definitely a bit strong right now)

Non-lethal Napalm
[deal (x0.5) fire damage to stam]

1 welding fuel
1 cryptobiolin
1 sodium carbonate
to
2 Dissablline

lower stack generation (2.5 on extinguisher ?)

wait, I dont know how fire damage works, maybe increase the amount of blazing to make blazing ?

ok dissaboline sounds good

On 1/7/2024 at 8:51 PM, jellicoDace said:

gonna mind liquid size and mention

increase duffel bag size to 9x6
backpack size to old duffel size
increase jug size to 3x3
increase shaker size to 2x2
change all long rifle size to 2x5
this will allow for alot more “correct inventory”

add a sling slot ? usable by any item with a sling (rifle, anything with a makeshift sling including spear)

Duffle bag storage size increase would be nice. 
 

Sling Slot also would be cool too. More stuff to be able to store without using my bag…

I should mention thats with an increase in item size, mostly on liquid carry, weapons. many of your favorites, such as cheese burgers and pens, will remain the same size tho

lets destroy the protolathe:

I think I’ve heard talk of “cargo bounties should take cargo out of cargo.” I’ll put forth my own two cents tward encouraging working together, cargo only needs to give mats. if cargo is not spawning with enough mats to feed the roundstart station to get itself going on bounties, I say we ask god for help

my fab naming convention
Secfab
medfab
engifab
scifab
carfab

to continue the previous post, I meant autolathe, remove cargo bounties altogether

and create a list of things for the station to make and sell, hand crafted items

list including (please help)

engifab based goods
turnitool, a 2x2 crowbar/wrench/screwdriver/wirecutter, mats: the tools, 3 lv wire, 1 cloth, and 3 seconds, $250

Medical
750 for medicated sutures and regenerative mesh

theoretically sec can make swords, 3 steel. with a forge. the military would love them, 1500 each
requires a forge (found unassembled in armory ?), a welding mask, and approximately 30 seconds per item

sci can do their thing, science is an enhancer

carfab builds all administrative and service items that cant be built by hand (add a wooden flute to the crafting menu ?)
 

having a reciprocating relationship throughout the station encourages good vibes and working together
 

also this encourages someone to be at the front desk of the department

was not having someone present to receive goods from cargo the reason deliveries stopped being a thing ? and does this fix that ?

turnitools $200
advanced medpacks $500
swords $500

turnitools have a high material cost but easy turn-around.

on item size reorginisation, bag size

12x6 is a good working size for duffel bags
9x5 is plenty of space for not having a movement penalty

please help with: the part I have trouble with is knowing what there is beyond round start, basic sci tier 1 things can be found in space station 14. advanced gear, medicine and luxury goods should have an increase in sell value at higher technology levels, I dont know what those things are.

and help, price check on basic manufacturable goods such as full brute packs/ointment (100), basic tools (30), full bandages (50), aiming for +%50 markup from purchaced mats, very low and cleanly improvable, and will encourage manufacture, sale, profit, and prosperity

----------------------------ranting below

Portable liquid storage, holds 1000u; 1 (2x2) gas tank (make sure its empty), one emergency gas mask, and 10 seconds; requires welding mask (kinda), lit welder; doesn’t sell for much but great for transporting liquid material around the station

could work with removing RCDs, especialy for deconstruction. an engineer can carry enough fuel to deconstruct half a department

reduce spray gun shot cost

sci is allowing for greater money oppertunity via allowing greater manufactured goods from other departments
the station in balence

cargo fabricator builds things like chainsaws at teir 3, because the captain ordered a xeno burger, add xeno cubes to cargo
chainsaw wielded melee, requires fuel while active and while sawing, just use the alt fire, 8 damage at 0.1 attack speed

stone as a resourse, basic clay material good stuff for service

remove restocks altogether ? restock machines by putting items back in

size check on things like l6 magazines . . add that to liquid storage and weapon size (e-sword to 1x3 ?)

appraisal hud, t-ray hud

so yes that means cargo orders can be more expencive

it means chef with a chainsaw and xeno burgers if we can be good enough

it means cargo gorilla as an alternative to borg

it means more notes

engineering item size, if pocket size becomes 4 tile items, then basic tools can be 2x2, kind of large. the turnitool then being 3x3 and engineers using a material belt, tools at higer tiers can continue to miniaturize, and toolboxes become practial

stab at uping the purchace cost of weapons, a crate of three pistols for 9,000, double barrel shotguns/laser rifles 13,500
overestimated required sword creation time: 10 seconds to forge a sword (7 combat knife/15 fireaxe)
add a smg to the list of forgable items, 15 steel/45 seconds. runs on normal pistol mags with 4 shots per second (spoilers its a grease gun)

continuing on with liquid storage, auto injector max unit to 5, syringe to 10

add stone, it makes cups and we dont want to waste glass
go all out on item size reorganization, go over the material costs,

this is really where tools become not weapons, because if a crowbar were a weapon it would be 2x7 . .

salvage/cargo
crate dollies: allow for quick transportation of crates, salvage; bring one, make sure god gives you a set of 20 trash/ore bags for that crate-n-trolly, remember even rock is a desired commodity. perhaps give salvage a deconstruct-only RCD at tier 2 to really get that salvage

charcoal; recepie, 1 wood, instant cook time –> 1 charcoal
charcoal grinds for 2 carbon 4 fiber 1 charcoal

buff syndicate poison bottles to contain 50/50 bleach/toxin

nerf charcoal to no longer heal poison damage

nerf amatoxin to 7 damage per 1u

nerf bleach to 6 damage per 1u

nerf toxin to 6 damage per 1u

nerf stellibinin to 6 healing per 1u

buff dylovene to 3 healing per 1u

buff impedrezine to create 2u instead of 1u
nerf impedrezine damage to 3 per u

increase sulfuric acid/flourosulfuric acid/polytrinic acid damage to 7.2/10.5/15 per tic (2.4/3.5/5 per u), they lose out far too hard against longer lasting poisons
nerf polytrinic acid to create 1u instead of 3u

liquid size reorganization
pills, auto-injectors max u5
to reorganise

buff epinephrin metabolise 0.2u
nerf epinenephrin to create 2 instead of 4

buf tranexamic acid metabolise 0.2u
nerf tranexamic acid to create 2 instead of 3

the next 6 medicines are designed to be used by anyone trying to make more use out of existing medications (most oft maint docs)
all recipies create 50u, and heal [3.3 damage per 1u, 0.3 metabolisation rate], OD [9u, 2 damage and effect]

Buck herbals, 20 inap, 4 fibers, 1 fat, OD %15 stam crit, cold

stab herbals, 20 inap, 4 fibers, 1 oil, OD %15 2 second blind, heat

slit herbals, 20 inap, 4 fibers, 1 vitamin, OD %15 bleed, shock

hot herbals, 20 kelo, 4 cellulous fibers, 1 oil, OD %15 gain .2 firestack, blunt

zap herbals, 20 kelo, 4 cellulous fibers, 1 vitamin, OD %15 shock, pierce

chill herbals, 20 kelo, 4 cellulous fibers, 1 fat, OD %15 slip, slash


this is what goes into medical auto-injectors

equilibricpolyprotoplasm
2 plasma
1 tranemisafn acid
1 razorium
1 Dissaboline
1 napalm
1 stelibinin
1 amatoxin
1 impedrezine
1 meth

makes 2

polymacroregenerithium, heals 15 brute per 1u, metabolizes 0.2 per tic
2 equilibricpolyprotoplasm
1 bruze
1 punct
1 lace

makes 2

microsolodecarbonizer, heals 15 burn per 1u, metabolizes 0.2 per tic
2 equilibricpolyprotoplasm
1 leporazine
1 sigynate
1 dermaline

makes 2

Backpack; solid 9x5 inventory
satchel; two 3x5 side pockets and a 5x5 main pouch, cannot store long items
hermese satchel; two 2x4 side pockets, a 4x4 main pouch, and a %10 movement boost, teir 3 cargo item
duffel bag; solid 12x6 inventory and a %20 movement penalty, can store 6 jug