#suggestions
1 messages · Page 8 of 1
allow more than one or two subtitles to stack at the bottom of the screen? maybe at most allow 3-4, but sometimes it can be hard to hear overlapping lines in the space rig
Small symbols near player icons indicating whether a player's loadout can inflict cold/heat, when hovered over it lists the sources of cold/heat in their loadout.
more active/passive perks it's a good idea 🥹
rework on beast master, for dome the macteras or green spider for 30 seconds, after this he dies and start the cooldown
Add Number of missions failed statistic
Show what perks you have during a mission, and also a new warning called “Perk Roulette”, which randomly picks a set of perks for you
In the loading menu before a mission, instead of just showing the player icons, maybe have their loadout and perks visible? Mostly suggesting so I know who has IH pre-game.
The depth meter should be really shallow (-100m or less) on missions with the “Low O2” warning, implying that the reason air is thin is bc the dwarves are near the planet’s surface. Purely cosmetic but I’m a sucker for attention to detail
Idk how they’d balance it, but a perk that reduces the severity of mission warnings would be nice, like longer-lasting oxygen in “Low Oxygen”, pseudo-“Heightened Senses” for a cave leech cluster, etc
I wonder if someday we could have a toxic reload or something.
Steam workshop for DRG 
I really liked the yule elf side objective, I feel like it should be something permanent in the game that should be themed around every season that comes out, for example, for Christmas it can be the elf, but once Christmas is over, it should be a creature of its own that you have to hunt down, the exact same thing as the elf, but just with a different skin on it essentially, so since this season is rockpox, it could be like some type of little infected creature that runs around that you have to look for to get bonus season xp. then when christmas is back it can be the elf again, you can even do a custom one for Halloween. same method and everything, just shoot it down until it becomes immobile, it can be implemented as a fun side objective that's not really necessary but fun to do when you spot it.
meteors should have some other material to make a crater with in glacial strata, since how does it make 'hot rock' out of ice
here's an example of what i mean- my dwarf said several lines at once, but the captions replaced themselves rapidly before finishing the phrase. allowing captions to sit on top of each other more would make them actually helpful for hard-of-hearing purposes, and easier to read
We need a new boss monster. How about a giant rockpox/glyphid Cronenberg type kraken thing with tentacles that not only grab the dwarves but takes control like a puppeteer forcing you to shoot your fellow dwarves.
volatile guts should have a more intense visual effect for big bugs (praetorians/dreadnoughts/etc) rather than 'the same splat effect but bigger'
Add a weekly mission type where there's an area that has abundant barley bulbs or you get alot after mission completion.
the "dont got room for more" inventory full line should have a chance to add "...kite" if you cant pick up any more morkite
Add lines for M1000 focus shot:
"Taking the shot!"
"Your mine!"
"Steady..."
"Got you on my sight!"
Have one of the dreadnought twins emit particles or a subtle glow when it has significantly more health than its counterpart.
Molly customization :)
small voice quip of the dwarves philosophizing on the definition of a sandwich when depositing
a gun that shoots minerals you pick up
Dreadnought mock-up invented by the rival company
Blue flame for face melter overclock
special voiceclips for when your steeve kills a non-grunt or swarmer glyphid, such as "IM SO PROUD OF MY LITTLE STEEVE" or "STEEVE IS THE STRONGEST"
caretaker as secondary for deep dives and make it so there's a 100% chance it's in at least two of the stages for every edd from this point forward
Nemesis should have more health
Cryo Cannon OC: Blizzard Bowler (balanced OC)
↑pressing R creates a snowball that freezes in it's path and explodes after hitting a wall, freezing everything around it. (Not enough to freeze oppressors, bulks, dreadnoughts)
↓Reduced freezing rate
Bulk should be faster and Haunted Cave horror should be faster and harder to see.
New scout voice line: since he says "Let the be light" with a strong accent, sometimes you can hear it as "Let there be Lloyd", so this gave me an idea for this voice line
"Let there be Lloyd! Lloyd? Yeah, I could go for a cold brew right now... No! Gotta focus"
A cosmetic pack of medic themed armor, paint jobs and such would be really cool
flying enemies should have a visual effect when they spawn, cause its kinda weird when they pop in in full sight of the camera
To add to that, I think it'd be cool to have a spawning animation for bulk detonators. I know having one pop into existence 2 meters away from you is scary, but it's not very interesting and looks kinda goofy after a while.
I was thinking something like the effect the twins have when they burrow out of the ground under you? Except of course they won't jump out in a fraction of a second at light speed, because if a bulk could do that, I think DRG would've stopped operations on Hoxxes ages ago.
Add a section to the Miner's Manual that provides detailed descriptions of the different minerals present on Hoxxes IV and shows a rotating model of their respective ore veins.
Allow players to move the terrain scanner's map with left click and set/remove waypoints with right click.
i would like to sign a petition to d: change the pots o gold from "gold mined with pickaxe" to "any gold mined" because entire team could not explain to the driller that C4 a crassus detonator gold sphere does not grant the gold bonus, thus causing us to loose approx 500 units of gold.
this way gold mined with power attacks, explosions, buller happy gunner, mentioned C4, EPC thin containment field would be doubled. BUT gold from golden bugs would not count, not making it busted
this way it will enable more methods of mining gold with pots o gold active, and speed up overall mission. Especially if you hit the jackpot with crassus.
Change the voice lines that play in the character customization tab to be that of the respective dwarf currently being customized.
I would say make it so Pots o' Gold just works on anything. Having it only work on pickup has the downside that your teammates will pick it up accidentally and they still can't mine it because that lands in their inventory
I'd like for more save files to be possible. I'm taking a save after each set of promotions, and will probably hit the limit quite soon, especially since some of my save slots are taken up by sandbox saves
clarification: this is a nonsensical limitation imo
more dwarf fortress references, cause why not? strike the rock and stone
Quality craftsdwarfship, they said!
I should ask R&D about atom smashers…
Which bloody leaf-lover came up with the idea that losing is fun?
New achievement - "friendly": kill [amount] teammates
Being able to do a team of variable size from 4 to 8, or just joining teams. It's difficult to play with the entire group of friends with only 4 slots on the team. This could also help to make new more difficult missions that need more people and whatnot
Industrial Sabotage QoL idea: during the hacking stage, at some intervals Hack-C can ask for support by a dwarf, allowing them to pick up their tablet and play the hacking minigame. Doing so succesfully can give you a minor boost in the progression (like 5% perhaps?).
instead of turning terrain into gold, crassus detonators should turn all grunt-sized enemies within its radius into solid statues of gold that you can carry and deposit like compacted gold (swarmer-sized enemies turn into small gold chunks)
this way the strategy is to lure as many enemies as possible into its radius before killing it which is more fun than spending 20 minutes holding right-click
if they decide to add overclocks to equipment (not that they have to, but if they did), we'd need one for the grappling hook to allow you to swing like spiderman (fast cooldown, but gravity applies as you're pulled)
Escape pod and mining/refining platform ramps should extend to the ground rather than sometimes stopping short in mid-air.
Add a weapon skin that is just black without any kooky accent colors/textures.
The weird screech that bulk detonators have is so hauntingly beautiful. Could we perhaps have more eerie bug noises in updates to come?
Not related to the game itself, but how little official merch there exists for this game is a shame. Posters, drop pod fuzzy dice, an abyss bar dwarf bobblehead, replica tankards would all be awesome pieces of merch to own.
Bring back the purchasable turret and floodlight, but make them super expensive
Add a flair animation where the player spins the Bulldog revolver's cylinder hollywood style.
Change the player's living quarters according to the class they currently have selected. e.g. the cabin with test tubes if they're playing engineer, the cabin with gas cans if they're playing driller etc.
I think the whole parasite-on-robotics should be explored more since the introduction to industrial rivalry. Bet-C parasites on robots would be a fun theme. Maybe even on molly.
Plasma Carabine (scout) is the most goofy sounding and crappy main weapon of the game. Scrap it.
guys, 1980 doom checkbox simulator should be a minigame to play on a calculator nowadays; plasma weapon being a colored paintball toy with a goofy sound is offensive to my 🤓 nerdyness. ppl says halo series was crap but at least they made a decent depiction of what shooting a mini star looks like.
i think bigger bugs should give more hp when using vampire
maybe bulk detonators should give 100% hp so some drunk dwarfs can bet on it
Make the server list sorted by mission type the default sorting and also double click to join a server to avoid missclicks
Instead of hovering lifelessly, the drones in the med bay should putter around the room performing tasks such as typing away at a terminal, tapping on the preservation chambers' glass, observing test tubes, etc.
In the same vein, Lloyd should occasionally be observed performing tasks such as cleaning a beer glass with a rag, wiping off the bar's countertop, checking the kegs, etc.
Proximity voice chat and echos to all sounds including voice chat gunshots and bugs (would be a toggle able feature in settings)
Can we make machine enemies get disoriented for a few seconds when they get hit by sand tunnels? a machine getting sand inside is pretty bad. For a few seconds their aim and movement is jarred.
Adding ruins to the random generation might be an interesting addition to the lore. It would suggest that intelligent life once inhabited Hoxxes IV, but has since died out due to unknown causes.
Could use some lgbtq+ pride cosmetics. That'd be kinda cool. Not sure if there are any
Ballista weapon for the gunner
make nemesis sound more like an actual dwarf, and have their voicelines pop up in the closed captions.
maybe even make their voice sound like it comes from one of your dwarf friends?
The jukebox should project the song/artist above it when activated.
A dwarf's dancing should correspond to the genre of music currently being played, e.g. square dancing if country music is being played, headbanging if metal music is being played, Travolta pointing if disco is being played, etc.
Put this in the game.
Overclock for the wave cooker that slightly increases heat generated and slightly decreases overheat duration. when in overheat the weapon begins to beep (like a microwave) at a frequency that inflicts fear on nearby bugs to give your team some breathing room. the weapon would also have to be in your hand for the effect to take place, so you temporarily sacrifice damage for defensive purposes.
take goggles/glasses/eyepatches and put them in the eyebrow category. they cover up your eyebrows anyway and it would open up infinite combos with hats
Endless version of deepdives with ability to save and come back
Actual random deep dives as a regular game mode
Ways to get overclocks faster/less RNG when obtaining overclocks
Variant Enemy - Xynarch Infected Rival Tech: This can be either a new enemy type or a reskin. Essentially have Xynarch Charge Suckers occupy the spot where the rival tech enemy's weak spot would be. It would go a ways to reinforcing the lore about why DRG uses dwarves instead of drones like BET-C.
Add overclocks for the sentry turret, e.g. an overclock that replaces the turret's dual machine guns with a minigun, an overclock that replaces the turret's dual machine guns with a rocket launcher, an overclock that replaces the turret's dual machine guns with a flamethrower, etc.
gunner ziplines show up when using ping tool
maybe we could trade them (just with the game, not other players)
so you destroy maybe 3 unwanted overclocks and get to request 1 specific overclock of the same tier
GOOGLY-EYES goggles
maybe a recycle option to at least get some of the materials back. afterall sometimes we make the wrong thing and then we are just stuck with a thing we didn't want.
Disable swarms occurring during the prospector data deposit hacking event and communications router on Point Extraction Missions. Pretty sure its already been patched out for the other machine events (havent had it happen since s2 I dont think), why not these ones? The prospector deposit event becomes nigh impossible for the average team when stacked with a swarm, as it spawns significantly more enemies than all other events, and never ends until its finished, resulting in recovery being very difficult.
Change the color of the goggles' rim to a matching grey rather than their current red.
Berserker perk should have the passive effect of removing melee slowdown when hitting enemies.
Might be a strange concept but what if having mutations on a mission would increase the chances (slightly) of there being a lost pack, cargo crate, machine event, etc?
I think this kinda makes sense because other teams might have died there and so there would be more stuff left behind.
Option to add multiple secondary mission goals
Add a weapon skin that simply gives the appearance of a wooden stock/grip.
6 stage deep dive, last stage is 2x enemies mutator
A player that doesn't heed Mission Control's warning to stand back from Cargo Rockets and Mine Heads taking off should be knocked back due to the launch's extreme force.
Make praetorians in the magma region spit out fire instead of toxins and make their butts red
Maniacal laughter for our dwarves while firing their weapons. I think that would fit our little comrades
New perk idea: Scavenger
-Doubles chances of finding lost equipment, cargo crates, and abandoned resupply pods on missions
Beast Master should work on special glyphids like acid/web spitters
Armour with bagpipes on the back/side
More armors that aren’t payed DLC/Give armor a function other than cosmetic
Currently, Bosco enters the level by appearing out of thin air outside the drop pod and exits the level by being left behind outside the escape pod. They should change the way he enters/exits the level to something along the lines of Molly, i.e. being taken out of compartment in the drop pod at the beginning of the level and stowed back into the compartment at its end.
Silly suggestion - Since Nemesis has a line about it dying, add this voice line as a rare reference "I'm die, thank you forever"
What if driller's c4 could be picked up by anyone and temporarily become the weapon in slot for the other class until it gets placed elsewhere ||or detonated by the driller|| 
if a glyphid corpse is in the drop pod's doors when they close it should splatter and stain the inside of the pod
Endless mode !!!
Can we get Steeve on the victory screen
#SaveSteeve
Let us heal steve by petting him, give it a 30 sec cooldown but recover like 50% of steve's hp or something, and i mean 30 sec cooldown per steve, not per dwarf so you can't like make an immortal steve by having all 4 dwarfs petting him.
or alternatively, make petting steve give him a dmg buff for 30 sec with a 30 sec cooldown, like maybe 50% increase
Or3rd option, make petting steve give him a 50% damage reduction for 30 sec with a 30 secCD
Add cave generation that is similar to the tunnels that Nemesis/Bulks/Dreads can dig, either on salvage missions to tell a sort of story that something dug to the unfortunate team and killed them, or in all missions to make the caves look more lived in by the locals
If management decides to celebrate St. Patrick’s Day, there should be a leprechaun hunt. The leprechaun would function similar to the Yuletide elf with one key difference: rather than 2x XP to dwarves that catch it, the leprechaun would bestow 2x gold instead!
make the candycanes dropped by the elves during the holiday event count as red sugar so we can eat them for health.
I propose an achievement, maybe a secret one: doesn't have to be exactly this, but the general idea is just really fun
You Call This A Solo Mission?
On any Solo Escort Mission, have Bosco, the MULE, the Drilldozer, Shredders from the Shredder Grenade, a tamed Glyphid and BET-C all present at the same time. You do have friends, quite a few.
"I AM LEGION" would also be a good name for that achievement as well.
carry more grenades and give us pick enchantments like fire/ice/acid.
Somthing I thought of yesterday to add to this old suggestion of mine. Add new voice lines for when Steeve dies that coincide with the blind rage effect that I suggested. Something like, “YOU BASTARDS KILLED MY BUG,” or “I WILL AVENGE YOU STEEVE!”
Let us carry lootbugs like the heavy minerals. No practical intent, just for fun
More rival tech-based bosses besides just The Caretaker
let us "DEPOSIT" them in the mule directly. that way we don't need to chase all the bits that get shot EVERYWHERE. afterall we already stick the nuts/flowers/seeds/elves and such in that tiny hole and they all seem to fit easily.
can the Military weapon paintjob from the season 3 performance pass please be updated to better match its icon? the icon implies a subtle, realistic forest camo, but the pattern is too large on the gun, the greens match really poorly, and it's overall way too bright and not saturated enough
I'm sure this was already brought up when the gold discourse first popped up, but here goes:
I think "mine X amount of gold" should be one of the new season challenges in season 3.
I try to mine most of the gold I pass by in case someone on the team needs extra credits, but I still feel that there should be more incentive to collect it lategame.
have the prices in the mineral trade be based on how much of each mineral the playerbase mines (updating every 30mins or day or whatever time frame works) (buying would still probably need to be more expensive than selling at all times for balance) i think this would improve the feeling of the entire playerbase being fellow DRG employees
Have Bosco show up at the Mission Completion screen on Solo Missions, so we can see how many kills, minerals mined and revives he got!
He's an honorary Dwarf after all!
Pay LOTS of minerals and/or credits to get either a guaranteed overclock or an OC for a certain class. Similar to Payday 2's offshore payday system.
1-2 more mainly blue weapon skins
If we can't kick players after the mission is complete at least let us mark them for Ban when the mission finishes. Had a player Team kill all 3 of us only after we got the mission done so I couldn't kick them or even ban them so I don't deal with them in the future.
double glasses headwear so I can complete my eggman look
Add cacti to Sandblasted Corridors that damages you upon contact
power armor helmets from fallout so i can complete my power armor cosmetic build
a card game for everyone to play in the hub area would be nice. next to the bar and a simple card game that can go up to 4 people (rummy, blackjack, ect.)
Less sabotage in deep dives please
i think bosco should be able to get the fossils!!! its difficult in some of the more extreme caves to grab them during solo
it would be cool if there was an overclock for the hurricane rocket launcher that shot out rockets with significantly more damage and area of effect, but the rocket is slower and has a lower turning radius and you can only have like 1-3 rockets in the air at a time, and then something like slower firing speed and lower mag size
New drink: Stim-drop.
Effect: provides a boost to physical abilities. Running, jumping and mantling by 10%
Speedrunners will enjoy this to get things done and moving faster
This gives miners a better experience in the caves and may push them to try higher hazards than what theyre use to.
New drink: lootbug glub
Effect: provides a x2 multiplier on all ores mined. (Except nitra, gold and objectives)
This will help the new miners get more resources for purchases.
I think the dreadnought vaccination|| mission|| is a good idea
💉
Higher promotions increase tolerance to alcohol
A beer that is made out of the basic beer brewing ingredients (so grain; hops; yeast, water and some kind of scie-fi thing that makes it ferment way faster since it normally takes a few weeks to ferment)
It doesn't make you drunk itself, instead it ferments in the dwarfs stomach at the pace he breaks alcohol down and thus keeps him at his current drunkness % until he passes out/dies on the rig or until the next mission is completed
No matter the player count, you always get 4 beers
Allow players to join a DD/EDD in progress but only on the first stage
I wish it didnt count as a fail when some host kicks you at 90% misson completion.
More Nayaka enemies would be cool! A rockpox variant of the Trawler that has the little tentacle ranged attack it gives grunts and praetorians would be kind of cool (no idea if the pox cysts hitboxes would be balanced though cuz of how fast they move). An optional Nayaka boss in place of Korlok Tyrants in the Sandblasted Corridors could be fun as well. idk if it would be easy to code the pathing because the boss would have to glide on the sand, but I would love the idea of a giant, mobile Sand Shark that circles you and pounces with a few summoned ad Trawlers
make it so that you can pet bosco
Armor paintjobs where the primary color has a tartan pattern (as a supplement to the tam-o-shanter already in the cosmetic shop)
The mission wrap-up screen should include a statistic telling players how much of the total mineral content of a cave was mined, not including nitra.
If included, this statistic should shave a small amount off of the total of a cave to account for tiny, unnoticeable amounts of minerals left behind during mining, otherwise most missions would probably end with an unsatisfying 99% rather than that nice, clean 100%.
Similar to Doretta, there should be some sort of bonus for bringing the spare mini-mule legs from salvage missions, like them appearing in the victory screens.
hive clear mission: go in to clean out a massive hive/egg room, increasing waves size and difficulty maybe new queen/dread at the end
Add a new weapon paintjob that is the orange of Deepcore but with a matching blued steel instead of green camouflage. This would look absolutely amazing on the Jury-Rigged Boomstick!
male dwarf "bard" support class, hands out battle drinks for the crew boosting damage, ammo, health, speed. war instruments that damage, slow, aoe, area denial. teleport traversal tool with 4-6 total teleports.
also dialogue wheel: yes, no, over there, leech, need ammo, I'm ready, rock and stone...
Add a signal icon to the server browser that will display the quality of the host's connection.
not sure if this is brought up before, can we make sure our teammates also join into the new game, IF the team leader decides to join others server from the Server List? Or gives a warning to the team leader "your current team may get disbanded" or "your team leader decided to join other server, do you wish to join?" SO,
A. let the old team join the new server team (join)
B. gives warning about joining other server while already inside a team (disband)
Add the soundtrack to Spotify
add a directional floodlight that would cost the same as a supply pod. it could have the same intensity as the flare but being that it would cost nitra to place it would not burn out.
maybe some sort of less common line acknowledging the nemesis' fake dwarven words
A version of the kursite event where you only have to deposit one but it’s a kursite dreadnought
When ordering identical drinks in quick succession, the dwarf's voice line should omit the drink's name as it's redundant, e.g. "Another!", "Just one more!", "Keep 'em coming Lloyd!", etc.
A easy to click button for adding friends while in the space rig.
Something under their icons in the escape menu that says "Add Friend" so we don't need to dig through tabs to friend request in Steam.
The hiveguard sentinel deserve a place in the miners manual
Add unique cosmetics or paints based on a dwarf's chapter 

replace the auto-reload perks for the boomstick and flaregun with something more interesting since they're rendered obsolete by born ready
Make it so that you can pet glyphid exploders but when you pet them they explode
Unified paintjobs for preexisting paintjobs, I.E. Black Crag on weapons/pickaxes, Deep Sea Defender for armor/pickaxes, ect.
Also, obligatory 'add paintjobs and frameworks to support tools' suggestion. There is nothing more that grinds my beard then spending half a hour carefully curating what a loadout is going to look like only to have to stare at the same greens and yellows of the support tools that look exactly the same on every loadout, on every dwarf.
I swear, there is an Elf in upper management that is laughing their boney knife eared butt off at us
new biome specific enemy ideas
glyphid goo praetorian (hollow bough)
vomit deals no damage but causes weapons to jam / malfunction. reload needs to be pressed a few times to unjam the gun.
glyphid blaze praetorian (magma core)
vomit spreads temporary areas of magma, damaging players if stepped on.
enhanced naenocide hatchling / shocker (dense biozone)
linked to the hivemind of naenocide floaters in the biome, these hatchlings wait out of sight until a large cluster of them is formed, then they will strike all at once.
glyphid trapper (salt pits)
replacing web spitters, these stealthy bugs either wait above salt stalactites or create a smaller one themselves, which they drop on unsuspecting dwarves down below.
mactera abomination (radioactive exclusion zone)
three tri-jaws fused together make this unholy creature. it has enormous wind up time but has more health and will shoot a lot of projectiles at once.
Would it be possible to have the "spicy zone" around the plague meteors go inert, either over time or when you pop the center meteor(or both)? I've encountered a number of meteors that laid DIRECTLY in a path that I need to take, and it's kinda getting anoying
Also, would it be possible for future season cosmetic trees to have the cosmetics sort of "grouped together"? Like having all the gunner colors and weapons in one area, scout in another, maybe a few all class cosmetics scattered about. Just so you don't have to go through stuff you aren't really interested in to get to stuff that you ARE
Hello guys. I have a suggestion. What about to add in mission terminal an option to blind launch random mission with random modifiers and make it hidden as Deep Dives? Just as challenge activity to quick launch mission and know nothing about it.
overclock idea for the sentry gun:
Flamer refit:
converts your sentry gun into a short ranged flamethrower
Pros: deals larger aoe dmg and can deal with hordes easier
Cons: Less single target dmg, lower range harder to deal with flying enemies.
Interaction with turret whip: Basically makes the sentry shoot a fireball that explodes on impact.
I think stuff like this would allow engie a certain degree of customization when it comes to their sentry but still retain compatablity with certain upgrades like turret whip on the shotgun, and still keep the same general role of the sentry as a area denial tool
Overclock idea
What if gunners revolver had an oc that allowed him to toss a coin and shoot it bouncing the bullet towards the closest enemy week point
It would also deal more damage when bounced off the coin I was thinking around the same damage of volatile bullets oc
In case you didn’t know or can’t tell this is basically the marksman revolver from ultrakill and I’m sorry if this has already been suggested here
if you bring a heavy object (enor pearl, bittergem, etc) directly into the drop pod with you it should follow you into the rig
another batch of cosmetic suggestions:
a) ghillie armour and head piece (or just some basic camouflage suit that matches the pattern of a regular balaclava(the white one))
b) nooot sure if it has been suggested before and if it is even possible to implement but can we get voice changes of dwarfs depending on headpiece they are currently using? just seems a little bit unnatural that a full gasmask sounds so clear
Using the back part of the pickaxe for attacking enemies or just for power attacks (since the possible axehead is never actually used on it) + flipped version of the assymetric handles.
charging port for bosco in the drop pod so we don’t have to leave him
How about a mod in 4th or 5th tier of Driller's Subatha pistol that enables auto mode for it?
Doretta's head appearing in your cabin if you've ever ||saved her.||
Ability to make trick shots with heavy objects, as in hitting a deposit point will deposit it (also the dwarves will get hyped when done successfully)
5th grenade (that is more of an combat utility but eh.)
Gasoline can - takes some time to set up - you make roads of gasoline with it - best described as "sticky napalm". Fuel consumption works similar to drills.
"chasm cave leechs". they grab you from out of the large cracks in the ground. it adds a new level of challenge and they could even look more worm-like or eel-like depending on if they came from the walls (eel version) or the chasms (worm version).
mimic mineral enemies
Make it so that Resupply Pods can cover up geysers preventing them from releasing steam/lava.
Make it so that lost loot/other objectives cannot spawn above a certain point to prevent it from spawning in shafts made by drop pods and things of that nature.
Make overclocks for traversal tools and support weapons
RGB gamer cosmetics for dwarfs when
so i've been kinda stewing on a mixture of ideas related to seasons and a possible new mission mechanic. it's a little rough but here's what i've got
Season A: tl;dr R&D has been going through the data taken from rivalcorp, which mainly turns out to be lootbug migration patterns. turns out the little buggers are amassing at VERY specific areas, which could be HIGHLY profitable considering how much rocks and stones the little buggers eat.
this would introduce the "lootbug hive" event. randomly on missions players would find a "solid gold hive", which the lootbugs have been forming from the numerous minerals they've been collecting. too hard for pickaxes, the structure would require a HEAVY duty machine to grind into a pulp. step 1, call down hive grinder. step 2, connect auxiliary pods to hive grinder, step 3, turn on grinder. this would attract the swarms and yada yada. when done the machine would spit out chunks of "merged mineral mass", a near useless(to dwarves) but expensive amalgamation of ores. breaking the hive open would also reveal...something that would be revealed in the next season
Season B: tl;dr data from all the pop hives reveals a series of tunnels on eat that leads to a SINGLE, VAST cavern, with a MASSIVE blip right in the center. the lootbugs have been placing the mineral mash for something in there, so there's probably MORE minerals inside. get your best gear together and go deep into the depth of hoxxes to find whatever you can
THIS would introduce the concept of the "glyphid dreadqueen" raid. (this would be somewhat ignored for the season, but) once a week, if you managed to pop enough of the lootbug hives, you can access the "dreadqueen's cavern" mission from the deep dive terminal. the dreadqueen herself would be a MASSIVE glyphid, COATED in a near impenetrable coating of mineral mass. bring her down, grab as many fragments of mineral shell as you can, then leave before the cavern collapses ontop of you
- I don't think rival robots count as bugs, so they probably shouldn't regenerate under "Regenerative bugs" 😅
- Give more normal bolts if you don't want to run special bolts on crossbow (pls🙏 )
Wall scribbles or a hologram recording of previous teams as a random spawn, that are more likely to show up on Salvage Operations (they can still show up in any mission type, just higher for that one specifically). They could be neat little lore bits or something more impactful like warning of a cave leech or other nasty obstacle
Some kind of perk or something where mineral chunks mined and exploded from a lootbug are shown on the laser pointer for a short time
stone and snow should have a different "crater" material in glacial strata, as currently, for example, a gunner shooting into stone makes ice bullet holes, which looks a bit weird
Let us pet Molly and Bosco. We can pet Doretta and Steve but not Molly? Molly deserves it for working so hard!
in glacial strata make guns that need to cool fire slower in the first half of the firing animation because they dont heat up as fast but also cool faster or dont need to cool at all
a "SMALL" health regen. if you do not take damage for a certain time after getting hurt a portion of it will come back. it will help in the very tough levels where the red sugar is scarce or over used.
blowthrough should also make a weapon not completely blocked by bosco/molly/bet-c/etc
Weaponized Rockpox, Driller needs a bioweapon 
Heightened senses should have infinite uses but with a longer cooldown (2 minutes or longer)
separate model for the Six Shooter overclock, so it doesnt look like you're still firing 6 rounds from a 4-round cylinder
heavy objects, when deposited, should have a particle effect of a lot of "loose bits" flying off, potentially looking like, for the buried ones, the "chunks" that indicate where they were buried
maybe different types of sentries for the engineer? this would open up the support options for the class, and you could be more selective in which type of sentry to bring for each mission. varieties could include bombing or healing sentries?
new survival gamemode
if youve played warframe you know exactly what im gonna propose. you are in a hazardous place where the drop pod systems are having a failure, delaying your ability to leave by like 10-20 mins. toxic gas fissures in the earth are erupting and the only way to stop them is to find and activate the oxygen cleansers. meanwhile a massive swarm of enemies is constantly on your back. could be fun imo as it is a much more killing focused gamemode
Another silly idea, disregard if this proves to be (positively/negatively) gamebreaking... but if the dwarves are carrying beer from the Abyss Bar and enters the launching drop pod without drinking it, the dwarf can drink the beer during the mission and inherit the effects if any.
Never mind how the beer managed to stay in the tankard, but if done so, MC will immediately chastise the dwarf for breaking company protocol, and littering on Hoxxes IV.
Bigger beards
mission control gets mad if you ping boolo caps repeatedly
special sound effect for supercooling chamber focus shot
There should be a key bind to just hold out your pickaxe to show it off!
a special mode where you get a certain amount of time to get as much resources from a place as possible. infinite ammo and lots more red sugar will spawn in the place. at the end a tally of all stuff collected will be counted up. this will be great for getting certain rare stuff but seeing as minerals are random you may still have to play a few more rounds. maybe call it "STRIP MINE" mode.
Some sort of UI display of group members that have Iron Will capability. I have had a lot of groups simply leave group when people are dead, but we have Iron Will up and we game over because of it.
cosmetic animation for pickaxes:
-Front blade for mining ores, back blade for fighting hordes
Cosmetics themed after in-universe brands, companies, and corporations would be neat
I believe I've suggested hats with the DRG logo before, but ones based on stuff like the companies we get some of our weapons from (Deepcore and Subata for example) could be interesting
could also have other things, I guess, such as the GSG logo, flags of in-universe and real world stuff, etc
old fashioned and steampunk designs for weapons and gear.
cosmetic idea
remove the eyebrows
trade terminal in the memorial hall
I would like if bosco shows up at the mission end screen when you beat a solo mission. my sweet bosco contributes so much and he deserves recognition
New perk/Rework for Unstoppable where the dwarf slings it over their back, still moves significantly slower, but can shoot while carrying it
A reload animation for weapons with overheat where the dwarves just frantically fan it with their hands but it actually makes them cool faster
I don’t know if someone already talked about it but i think it would make sense if after fixing all the pipelines we had to manually restart the extraction of liquid morkite (it’s like when we have to reboot hacksy)
achievo for putting a comba bud in the drop pod. or audio line from mission control or something else in addition to my pride and joy (which is immense)
A small chance of spawning a gigantic lootbug the size of a dreadnought
Assorted list of things I wish was a thing
Gameplay related
Increasing the light Molly emits when not moving. Make the blue lamp glow at least as bright as Bosco's lamp mode. Works to both make it easier to spot it without using the laser, and as a point to rally around during swarms.
Buffing Dark Morkite and Backbreaker Stout to be less specialized. My suggestion is giving Dark Morkite an added small +% Nitra mining bonus (10%?), and giving Backbreaker an added +5 mineral carrying capacity. Makes them useful for all mission types.
Maybe adding one upgrade tier for flares. For example, Sticky/Spiked (sticks to terrain), higher duration, higher intensity for the first 5~ seconds. One tier, so can only pick one.
Non-Gameplay related
Being able to hold a salute. For when you want to better show off your pickaxe, or just hold up your beer for a longer toast. Rock and stone!
Making craft beers cheaper to, well, craft. Not talking about the unlocking cost, that's fine as it is. Shifting roughly half of the yeast/malt costs to the far more common starch nuts would make it easier to afford to make the various fun novelty beers, meaning one can enjoy them a bit more frequently. I got so many starch nuts...
Make the supporter Glyphid Slammer be a separate entry, instead of replacing the original Slammer. For when you want the occasional toothy mug again as a supporter.
Customizable bays/sleeping quarters. Would take the most work out of any of these changes, but it'd be cool if one could change how your bay looks, and have it show up for others when you join a lobby. Things like wall colors, a general theme, wall decorations, trophies. Stuff that won't be in the way.
Make the nemesis spawn chance higher during industrial sabotages
passive perk that gives you extra melee damage if ur drunk
Overclocks for Bosco
Grenade upgrades
Give us an option to change loadouts while inside a match but with the changes only applying after the match as before.
I often find myself wanting to change something in the loadout when actually in a match but then completely forgetting about it after the match's over. If there was a way to quickly tab into the escape menu, make the change and then forget about it that would be f-ing great, I'd probably use it all the time and it would help with actually experimenting with the many loadouts available in the game.
Sentry gun colors
Get rid of xp battlepass, expand on cosmetic trees and make them permanent.
The fun and immersion of DRG's economy is that it's directly tied to your gameplay actions. You get minerals, gold, and they're yours and you can spend them. Battlepass goes counter to that, adding artificial XP and fomo, turning the game into work, as there's nothing you can do to affect your progress towards a specific cool cosmetic other than play more. It pretty much made me quit the game until I shamefully used a save editor to unlock it all, which actually made the game fun for me again, when I don't have to worry about that anymore.
I realize one of the goals is so that rich players can't just get everything instantly, but there are better ways to handle it.
Cosmetic trees expand or at least compliment the original ideas. You collect items directly during the missions that you can then spend, and the tree structure allows you to select which items you want to work towards. What's gone, however, is planning, since there's only one resource to get any given season. You're not thinking 'what am I missing, where can I find more of it', but simply 'which missions are special this season'. But since rival robots are not gone from the game completely, I don't see why we couldn't still use data cubes in the cosmetic tree.
New trees could even simply use minerals for progression too.
Bottom line, more organic in-world economy, less artificial throttling and mindless grind.
Make hazard 4 locked till a certain point like hazard 5, tired of joining haz 4 missions with level 3 guys who are constantly down
heightened sense's warning sound shouldnt be drowned out by mission control
SCC rework idea:
charge shots cost 1 less ammo
base damage down
other balancing stuff
Have large minerals (compressed gold, jadiz, etc) be deposited if you carry them into the drop pod, maybe with a voice line to go with it.
Mission Control: "You know, minerals are supposed to go in the *mule*. Not strapped into a chair with a seatbelt.
make chain hit a garand overclock as well
How about bug-based machinery from our rivals? Like robots that would roll like shellbacks or maybe even a creepy symbiosis between a bug and a machine? That would certainly spice things up
hear me out. a lootbug dreadnaught boss fight mission. if you kill 100-200 lootbugs the game will make this mission avalable now and then. in this mission headquarters will send you down like normal but when you get there only NITRA and RED SUGAR will spawn. you will search the caves and kill a few lootbugs but everytime you do aechoing roar like when you take and EGG will happen. after 4 of these roars a MASSIVE MUTATED LOOTBUG will burst from the cave wall and charge the group. it will have armor made from the minerals you where SUPPOSED find but could not because they had been eaten. so to get then you will need to whack the boss with your PICKAXE to mine it. it will act like a regular dreadnaught but only the PICKAXE, DRILL and SATCHEL BOMB will remove the armor seeing as it has to be mined. when done HQ will send a pod for collection and you go home. its supposed to be a spooky level so HQ can say stuff during the mission about it being to quiet and stuff.
Have nemesis drop something, literally anything for going through the effort to kill it please
It'd be nice with a weekly assignment for beer ingredients. Perfect optional activity for those that want it.
Maybe a mod for a satchel charge to throw it further?
an (i imagine) easy to implement solution to make the nemesis feel rewarding to fight is to have it spawn several friendly patrol bots upon death, giving you an advantage in the mission like bet-c does. also it'd be in line with the reward you get for fighting the prospector boss since it spawns multiple waves of patrol bots and usually you can hack a few
I've had an interesting idea. Aggresive venting oc, for the cryo gun. Pressing manual reload activates a vent that does damage based on heat buildup. The vent does heat damage, so you could build a bunch of charge by trying to freeze say a preato, then vent it for temp shock once its frozen
Edit: its worth mentioning that it wouldn't automatically heat dump on full overheat, you have to trigger it manually.
Downside would be longer repressure delay, and more overheat buildup
Monthly rotating speciaty mission for fun.
Generates an entirely random biome mission and mutators but with some crazy modifer(s)
like bottomless clips.
Low gravity and rich atmosphere
All bugs drop red sugar
Randomized gear/classes. Either clsss restricted or not
Double enemies but they have half hp
Friendly dreadnaught
Spitter enemeis spawn often but no grunts
All swarms are a dreadnaught or rivals+nemesis
Add a section to the Miner's Manual that details the different plant life present on Hoxxes IV and displays a rotating model.
more dwarven personalities. like a super smart guys who is always spitting facts or a dude who keeps talking about food/sandwiches all the time or a timid dwarf who babbles about safety.
Make a modifier that changes the normal voice chat to a proximity chat
“Damaged equipment”
Edit: voice chat should start sounding broken/distorted when a player is reaching the limit of the proximity chat
I like the Subata pistol, but it being so spammy, it hurts my finger after a while. There's the Automatic Fire OC, but that feels like it has too much of a downside for what's essentially +2 fire rate and a QoL feature. And being an OC, it's pretty inaccessible due to the RNG nature of acquiring them. So a change I'd like to see...
Replace the Automatic Fire OC with something completely different, and change the +1 dmg perk in T2 or T3 to one that gives +1 fire rate +full auto, similar to the Warthog shotty T5 perk. Again, full auto on a spammy pistol feels like a handy QoL feature, so it'd be nice if it was easier to access. Having it be enabled by a perk instead of an OC would help with exactly that.
I'd love to see some kind of intergalactic news terminal or radio on the space rig that I can turn on to watch, listen or read about stuff that's happening in the rest of the galaxy, or to learn what life is like for the dwarves back home. Some kind of worldbuilding that gives the players some insights into dwarven culture and society, or learn more about the company they work for. I don't know if I'd ever want to actually go and see those places, as the whole thing of it being just you, your rig, Bosco, Molly, Lloyd and Mission Control all alone out on the Outer Rim is a really, really good vibe, but it wouldn't break that feeling of space isolation to give the dwarves a news terminal that lets them know what else is going on in the galaxy while they're on Hoxxes IV. If anything, it may even add to it.
A bathroom on the spacerig
I think having the ability to upgrade things like Doretta and the on site refinery to give them things like turrets, emergency resupplies, skins, etc would add more ways to spend money once you reach endgame. These upgrades shouldn’t be too powerful for risk of changing the core gameplay too much. But maybe being able to buy 2 or 3 minimules that come along with the refiner or mine head that can only carry 100 units would be cool. Or an upgrade that adds a turret to doretta or an AoE explosion when she loses a full panel of health. These upgrades should be pricey, maybe around 6 figures. Say you’re hosting a coop on-site-refining mission; upon selecting the mission, you’ll have an option to choose between all four players’ upgraded refineries. This is just an idea to hopefully help spark better ideas, I’m no game developer but I love this game and I think adding more customization and variety would help. Also new biomes and mission types plz 😂
Optional ability to assist Hax-c with hacking mini-game to speed up event
let us place turrets on DORETTA when she is stationary or at the Heartstone. also let us change our firing rate during game.
A biome with cave rivers
Vote to pause the game (I’m aware when selecting the solo option you can pause at any moment). A vote to pause feature would be nice as if anyone halfway through the game feels they need to take a fat shit they now can, I’m not sure how long this pause time will be. Tbh the only reason I thought of this was because I’m taking a shit as we’re speaking
a tiny plant/pet we can take care of in the spacerig (like the tree of wisdom from PVZ)
Add a button (and perhaps a prompt) that automatically opens up the relevant section of the miners manual when looking at a specific object related to a side or main objective e.g. Kursite Grinders, Cargo crates.
For new players, side objectives feel pretty obtuse.
Achievement for finishing a mission in your hospital gown: "Against Medical Advice"
If the host disconnects or loses connection during the mission, make the person who was there for the second longest the host. I just lost a drilldozer mission where we were on the last stage of the heartstone because the host just disconnected.
stop the bugs from spawning on/from the drop pod
I think you should be allowed to switch the space rig from something like the Christmas skin and the Halloween skin. By purchasing it of course with credits. For the people who like the skins. And if not, there could be skins you could apply to the space rig like colors and edit specific areas if you have the skins required for that area.
Add a display case in the space rig to show off beer mugs as a way to show you unlocked the cool beers i just really like the mug designs and they need more appreciation
Replace the improved direct hit slowdown on Hydrogen Ion Additive overclock for Sludge Pump with an increase to the time the Acid status effect is applied on direct hit. Maybe like a 2 to 3, maybe even 4 second increase to the effect duration. While we're at it, maybe up the corrosive DOT of the overclock a bit aswell, make it a bit more... acidic... because the current damage boost is barely noticeable.
perhaps a voiceline for pinging and or discovering lost equipment, where the dwarves would say in a quiet and solemn tone, "rock and stone"
Mission is extract times scale with difficulty
Leadstorm Minigun Clean Overclock idea - Joyride: While airborne, firing the minigun will generate a small amount of thrust, allowing you to use it like a sort-of jetpack.
the line about 'sand in my beard' shouldnt play if the dwarf in question has clean-shaven or any facemasks that hide your beard
Provide a small amount (3-5) of Blank Matrix cores upon your first promotion to encourage new players to attempt machine events.
Give players who join missions whatever beer perk the host has. Alternatively just give the Pots o Gold perk to everyone if the host has it; I don't think anyone else really cares about the other beers (except for deep dives and you can't late join those anyways).
Allow players to pet Bosco. That is all for now.
suggeston: just give me more blank matrix cores
An Achievement for when you kick every barrel into the Launch bay
Something that makes it so the more drunk you are the more damage you do
Hate to be this guy, but cross save for Steam-Xbox game pass on PC. I've tried everthing to port my save to game pass
Idk if it's possible but room customization on the space rig, like having the ability to buy items with credits and put them in your room on the space rig
A terminal for generating, rerolling, and recycling overclocks with random stats. It could have no to moderate options to influence the outcome, possibly costing more than the average OC to begin with and extra to make it less randomly generated.
This would serve two purposes; creating interesting and diverse builds, and acting as a resource sink for late game
A new Lloyd offering at the Abyss Bar once you've unlocked every craft beer:
Mystery/random brew. Serves up a random craft beer for each player. For when you want a small surprise, don't know what to pick, or just want each player to get a different beer in the same round.
Suggested cost: 2/2/2 for yeast/malt/starch (Average craft cost is 1.46/1.85/2.23 for comparison)
I think it'd be a real popular option to pick!
This might have been already suggested, but maybe a custom Hazard level could be interesting.
As it stands, Hazard level seems to affect five things :
- Number of bugs
- Ambush/Swarm frequency
- Frequency of special bug types
- Bug health
- Bug damage
A custom Hazard that lets you fine tune each individual stat from 1 to 5 would be great. For instance you could decide to have as many bugs as in Hazard 5 and as many special bug types, but they're as weak as Hazard 2 bugs. Or on the contrary, Hazard 2 bug amount and swarm frequency, but with Hazard 5 health, damage and special frequency. The overall mission difficulty/risk bonus should be pretty easy to calculate according to the various stats you put in, with it being the average rating.
Add a message to the modding menu detailing it can't be accessed during missions or in multiplayer lobbies, because currently it looks a little barren and confusing.
Leadstorm Minigun Balanced Overclock - Manual Spin Control: Hold down a key to manually spin the barrel assembly at the cost of decreased mobility.
Acid Spitters are broadly well designed, but are lacking slightly in the same audio cues that make other high-damage ranged enemies such as Mactera fair. It can be easy for an Acid Spitter to hit you multiple times before you even know it's there because its attacks are silent and have little cue, meaning that even if one is hitting you repeatedly, it can be hard to tell where the damage is coming from, especially with lots of loud noises around. When there are enemies swarming you from all sides on the ground, you often find yourself without the time to look up and confirm that what's hitting you is even an Acid Spitter in the middle of the chaos.
Considering Acid Spitters deal very high damage, it can feel kind of unfair to get barraged with acid and die quickly before you even realize what's hitting you.
A small and simple change would remedy this: give Acid Spitters a louder cue when firing. Just a loud enough 'spit' noise to be heard by players each time they attack, so that it's more obvious what's hitting you and you get a split second to react, even less time than a Mactera gives you with the beat of its wings and the 'chargeup' sound.
Additionally, for hearing impaired players or those without sound, you could add a small acid effect to the edges of the screen while the player takes acid DoT, just to let the player know what hit them.
500 credits is kinda pathetic, can the repeatable season reward be something more, like 1k or 2k?
Let's talk about 'tertiary objectives'.
The Contagion Spikes revealed that tertiary objectives can be an interesting way of spicing up an already existing mission type. I think that not only should more warnings like this be added, but they should be separated into Event Warnings, distinct from standard warnings. Under these rules, a mission could possess one Event Warning and up to two standard mutators.
Event Warnings would be warnings that add an additional objective to the main mission. A good example besides Contagion Spikes of another possible Event Warning would be the Black Box--no longer exclusive to Deep Dives, a Black Box event warning could be added to any mission. I think that Event Warnings should not be required objectives, but they only provide their multiplier to the hazard bonus if they are completed.
for my first suggestion, add a "respawning Cave Leech cluster" mission condition, that would spice up the game a bit
More beers, like ones that make your head bigger or buff beers that give you higher jumping or stronger shields etc
Make Dorretta's head larger in the Mission completion screen, as her head is relatively smaller than in the mission.
I've had this idea like an itch in the back of head for a while for an engie primary but i haven't really thought it out too well and maybe the idea could be reused as secondary or even a grenade but my idea was that engie could have a primary like a energy/gauss rifle that charges itself with the fire button and to actually shoot you tap the mine button (controls could be changed) while the weapon is charged and it'll shoot projectiles similar to Halo's needler (but don't guide themselves to the target) and will impale themselves to the target and after releasing its charge it implodes the impaled target and the surrounding enemies and releases a shockwave after the implosion. some mods or oc's for this could be: the Shockwave stuns or electrifies, instead of charging and shooting multiple needles it just charges and shoot a mega needle, and thats all i could come up with.
Driller primary that shoots rods into the ground and enemy's, electric bolts travel between the rods periodically stunning and damaging enemy's allowing you to create nets of electricity. Rods do moderate direct damage when fired directly into enemy's.
Mods may include:
-Increased duration
-Increased Stun chance
-Increased Max length between Rods.
-Increased max number of active bolts
-Rods spark to nearby enemy's
-Bolts can chain between enemy's
Edit: On second thought, this is probably too similar to the Sludge Pump in functionality and probably would be less satisfying than a simpler design that just utilises chain lightning as its primary fire, and fires lightning rods with the reload key.
ik we dont really need even more sources of perk points right now, but there really should be one for 'Clear Double Warning Missions'
Suggestion; power attack by default instead of locked behind an upgrade.
Make an option for laser point to be toggled rather than hold on ps
Molly should ignore paths made by hacking, resupply, or player pods when returning to the drop pod. Not sure how to fully fix her navigation but this could be a good start
replace the kills stat with a damage stat, damage means a lot more especially on dread missions and sabotage, seems kind of silly that you're showing a stat where a praetorian kill is equal to a swarmer kill
New Warning:
Labyrinthine Cave
"Unstable geological activity in the region has caused this cave to be unusually winding and difficult to navigate."
-Cave complexity is increased further. Enables new and tough-to-traverse rooms.
Some type of way to encourage players to stop shooting steeve instead of the actual enemy. I’ve had a couple games where players are busy killing my bug and letting everyone else get swarmed. I try to wave them off but it’s generally ignored.
Perhaps the capability to get a web/acid spitter steeve? If someone is capable and dedicated enough to befriend it, then I'd say they deserve a ranged buggo on their side.
Tame a praetorian by riding it?
Hello miners, have some ideas!
First one: OC for "Hurricane" named "Burst Missles".
It will change firing mode, now it like BRT7.
But less mag size.
Second one: Also OC for "Hurricane" named "Homing Missles".
Like why we dont have any homing weapon. Now we cant aim and have less mag size and velocity?
Third one: OC for Deepcore PGL 40mm: "Cluster Ammo".
When our grenade hit damn bug it wiil deal symbolic 25 direct damage and split in 6 mini-nades in form of star with one in middle.
Well, you know like work gunner's cluster nade, right?
Fourth is: Let us bring BEER in mission.
We are DWARFS, we want drink after hard Swarm and killing dammit bugs in this dammit caves.
(Sorry that i didn't write much balance things)
I'm not sure if anyone else has noticed this but Mollies pathing takes some... interesting paths. I wonder if there's a way that molly can take a longer path instead of going straight up a meteor hole to the drop pod and then just leave everyone behind because of this. Also maybe have it so that molly can't just go through tiny holes (such as swarmer holes). I dunno if it'd be possible but maybe make it so that she can only go up a certain distance up a vertical wall or have a minimum size that a hole has to be before she can fit into it
We need a official annual recap of 2022 with all possibly statistics for the game
Maybe an OC for the revolver that fans the hammer at the expense of accuracy?
Alternatively, a lever-action shotgun or rifle with the good ol' spin reload would be fun.
More small random interactive things on the space rig.
-Interacting with the M.U.L.E.s scattered about could make the dwarf comment about how they are resting, or about how someone needs to fix that glitch, or remarking not being able to find there keys (in reference to the on mission voice line about possibly dropping their keys inside).
-Knocking on the various monitors or lights causing them to flicker and spark, followed by mission control chiming in about it.
-Knocking on or attempting to break the big window with dialogue, maybe even mission control telling you to stop if you keep it up or if the whole lobby joins in.
-A unique new Bosco drone that sometimes appears doing Cleaning, Maintenance or Janitor things (cleaning tables, mopping floors, replacing a light inside or outside the space rig, trying to repair one of the computers next to the deep dive terminal), With interaction salute and voice lines commenting about how nice it is that they got a drone to help clean up the space rig, Maybe it sometimes is also at the abyss bar with a can of oil and a straw.
-Being able to open and slam shut the overhead storages in the crew cabins with items randomly chosen each time the space rig is returned to including but not limited to hats, trophies, plaques, etc, improperly stored ammo, small branded keg of beer (or even leaf lovers), an alien egg or other similar things the dwarves are not supposed to have.
in the future there should be gadget frameworks and colors
If any new features get added to the game, credit whoever put it in suggestions, if any. Small thing but it can go a long way for growing the community
When BET-C is disabled, it requires fixing and it whines until it gets fixed. Since quite often it's more trouble, than it's worth, some people choose not to fix it at all, but then they have to endure that loud whining till the end of the map, is it possible to make her silent after 3 minutes of not being fixed?
Mute your headphones.
Can we have a counter for how many times a dwarf has rock and stoned? for the soul reason that i wanna see how many salutes were said this year at the end
Make the ability to pickup C4 basekit, and maybe add a couple of tier 2 upgrades to spice things up a bit? Maybe an upgrade to increase throw distance, perhaps one called "Dirty Bomb" where it creates a field of radiation like a fat boy? Maybe even one that shoots slowing goo all over the floor when you detonate it? Possibilities are endless!
New Weapon framework: 8-Bit Retro
For the causes of death there should be molly related deaths.
Standing too close to molly while she does her floor attach thing after calling her should do 1 dmg and have your dwarf shout "My toe! Fat mule!" Or something to that extent. 
Would like to see skins and frames for the gadgets/tools
Exploratory Missions. Idk what the actual objective would be but a mission where you just explore would be cool
"Management needs to know what kind of environments we're dealing with, so get down there and maybe bring back a few samples for R&D while you're at it"
I would like to see separate sliders for ambient music and swarm music as these are very different and I can't hear the ambient (which I love) very well unless I have the music up high and then the swarm music is super loud
Add a new secret achievement:
"Clocking out early"
Ride the heavy lifter/refinery as it is launched back into orbit.
even better lets get a whole "wild west" themed gear set to go with it!!!!
If Elephant Rounds or Six Shooter are equipped, the Bulldog revolver’s reload animation should reflect the change in magazine capacity.
make aquarqs visible on the map
In salvage missions it would be cool to see things that the previous dwarves did. Ex: places where minerals were mined, any terraformation like platforms from the platform gun, old supply pods, etc.
More weapons of mass destruction.
the promotion terminal should show an (X/Y) for the minerals you dont have enough of, where X is how much you have, and Y is how much you need, as its not easy to see how much you actually have from the memorial hall as there are no other terminals nearby that display your mineral count
As the dwarves are rough folks, maybe add a arm wrestling table in front of the abyss bar as a very short and small 1v1 minigame. You need to spam either W,A,S or D. Whoever spams the hardest wins! "Loser pays for the first round!"
would it be too much to add a mechanic where you can in fact cling to walls? i mean i feel like the right equipment would be available.
maybe restrict it to scout
can we have people be able to rejoin deepdives when they crash
maybe achievements for giving a tips to lloyd, for example first 5 coins then 1k then 5k and 10
Battle cries when firing weapons for prolonged periods, would love my gunner to be a bit more ecstatic when lighting stuff tf up with his minigun.
be able to pick up a piece of red sugar and chuck it like a snowball at a teammate
I don't know if its a technical limitation, but is there any way to change it so when you fail to join a match, or a server fills up before you join, it doesnt do the "Multiplayer Session Ended" and reloads the Space Rig? Okay that server filled, why do I need to reload, run back to mission terminal and try again. Would be my #1 change
sorry if this has already been suggested, but i feel like a room displaying stuff from previous seasons could be cool - the rockpox tanks in the space rig currently have loads of great voicelines and it would be a shame to lose them. another "memorial hall" for lack of a better term lol, just with maybe stuff like a shredder in a tank, the rockpox tanks, etc so we can have a record of all the amazing stuff thats been put in the game
crossbow overclock: Radioactive rounds
-Less basic arrow damage
-Arrows cant be recalled
-Basic arrows spread radioactivity in a 4 meter radius on ground and enemy hit
In-game ways for us low-spec folk to disable some effects like ashes and grass
Ok here me out....we have beer right? But dwarves have to eat too maybe we can order meals that also give us buffs? Eh? Ehh?
New weapon mods for turret. These mods will be a new section.
"Through the collected data we discovered out how the rivals turrets work and can now implement them into your weapons
Turrets remote deployment.
-allows you to deploy turrets to a remote location (including walls and ceiling).
-The turrets are self building (5 sec). -The cant be refilled.
-Can only deploy 1 turret (unless you have 2 turret mod) at a time.
-When out of ammo or reployed it self destructs.
-Increase ammo held by 200
-Redeployment loses the ammo the turret had
Sniper turrets
- Makes turrets into sniper turrets
- Damage 20
- 2 sec charged shot that used 5 rounds
- Max target range 60
Repulsor turrets
-Makes turrets into repulsor turrets
-Damage 2
-Max targeting range 4
-Fires a growing sphere that pushes enemies away.
-Fires every 5 sec
-Uses 10 ammo.
This will add variety to play styles and allow people to better set up for different situations.
This will make the game better by allowing the engineers to be more creative on how they play.
The pickaxe is a staple tool of deep rock galactic and I think that it's time to maybe add a couple of new mods to allow it to specialize in certain departments.
I think that there should be a third tier of modifications with 3 new modifications to choose from. The base pickaxe remains as the jack-of-all-trades meaning that you don't HAVE to choose any of these mods if you just want the normal, well-rounded pickaxe.
Shovel Mod - The base use speed of this item is increased significantly, meaning that it can mine through terrain and dirt super quickly. However, it takes an extra hit to mine through minerals.
Battleaxe Mod - The use speed of the pickaxe is decreased slightly but in turn the melee attack and power attack deal increased damage, similar to having a weakened version of Slayer Stout.
Gem Pulverizer Mod - The base use speed of the pickaxe is increased significantly, similar to the shovel mod. However, this modification makes the pickaxe take an extra swing to mine normal terrain.
I think that these changes would be nice, considering that they sort of fit the classes. Engi or Gunner could really choose any of them, Driller would probably want the battleaxe mod, and the scout would find great use with the gem pulverizer mod if there's an engi on the team. Thanks for tuning in. Rock 'n Stone 
it's been in the game for so long it may as well be a feature at this point: Enemies should not be allowed to clip through terrain, especially their weakpoints. Their bodies should contort so that part of them is always above ground
Decrease the lvl depth. No reason the team has to dig 150m down cause the driller got salty for whatever reason in an escort mission
Holdable powerful weapons/tools that can rarely be found in missions (Similar to lithovac/foamer in implementation).
Similar to how BET-C is a rare "boon".
Keep the rockpox bucket behind the forge in the space rig after the season ends. I just discovered if you spam left and right while walking towards it you can get infected with rockpox in the space rig. I had some fun with a guy seeing the interactions between this and the craft beers, it was really fun to do.
Also, please keep this patch of rockpox as well. It's a bit finicky, but once you get the position right all you have to do is stand and wait.
I don't know if this is suggested before, but can you guys make the Strong Arm perk for flares affect the throwing of grenades, too?
Would like to see a mod for c4 that changes the blast shape to a dome, flattening terrain
Heres an idea for you, Have a New Mission
Where you have a big drilling site come down " refinery size or bigger" and the team has setup the drills and has to protect it/repair it while it digs up something insanely valuable through insanely dense iron with a insanely huge drill and near impossible to dig up by hand or with the drill dozer. The Drill heads themselves would be 3-5 times bigger then the ones for the refinery missions. You could add in gas pockets that explode or earthquakes doing damage to the driller machinery as well as causing environmental disasters for the team, collapsing rocks, explosions, or gas vents blowing teammates around. Could also change the terrain slightly or drastically based on depth/ difficulty. Flat ground breaking up with fissures or rising up randomly.
I would love to play a level like that in this game. I love this game but I hit the end point and have done and got everything now. If you like the ideas, go for it and see if its possible in the future. Skul, Rock and Stone Miners!
a sentry option for engineer thats a reprogrammed patrol bot
Salvage Missions Should use the cave gen of other mission types + its own, even including things like abandoned refinary stations or minehead bases
Why? Since we are doing a Salvage Mission, the intention is to create the atmosphere of someone already explored the cave but didnt make it back to the Rig, even in things like Egg Mission cave gen, some of the fleshy growths can be already dug up
(SIMPLE BUT GOOD IDEA THAT HAS BEEN PROBABLY SAID BEFORE!)
Could we have a shooting gallery inside the space rig so we can get used to our weapons upgrades or OC's before we go down into Hoxxes
DRG craft beer special mug merch would be neat. Maybe also have the mugs have a sort of rubbery outside to give that bounce when thrown?
Glyphid royals: Some dreadgnout cocoons havent been popped, and they are now something much more deadly...
Tier 3 Armor Modification - Improved Flashlight: A bulb with higher lumen output allows your flashlight to shine 1.5x brighter.
i've seen the statistics about DRG and i felt like something important is missing:
whats the average count of "we're rich" per found goldnugget?
has anyone ever considered class specific perks? This would be a good way to use additional perk points and expand the game more.
For instance, maybe one 1 or 2 active slots, possibly separated into 2 classes like it currently is so just 1 active per class per type(2 total).
An example would be for Engi: Type 1- Instant build turret 1 or 2 times per game. Type 2 - builds turrets 20% faster as well as MOLLE's, and anything else that needs built in game(Fuel cells, Black Boxes, Pipe lines, ect).
Driller: Type 1 - Tank purge, depending on which primary weapon is active, you can dump your ammo tank to create a massive Fire ball around you, or ice ball, or goo ball, that hits all enemys with in a certain radius. And depednign on how much ammo is in the tanks. Type 2 - Drill 15% faster or something.
You get the idea
Can we have more armor mods/ upgrades:
-
Like working mounted dwarf armor lights, there’s a mining helmet with lights on it but its not reflected in game, it doesn’t help brighten up the caves / the pov light doesn’t match the possible light sources
-
different type of shielding, instead of electric regenerating shields maybe shield plates that have more hitpoints but does not naturally regenerate, we are grown dwarves we can carry heavy plates like dorreta, but you have to walk slowly and wait for us though (perhaps an exoskeleton upgrade exclusively for deep dive missions only? Because its soooo dangerous to go without extra gear and protection)
Is it also possible to have teammate combo moves?
- Man Id love to see a dwarf put mirrors in his armor, hey! Portable disco ball! But what will happen to the engineer’s shard diffractor though?
-Being shot alot by your teammate? Maybe store the kinetic energy to deliver an explosive surprise?
Can we for the love of karl, kick our teammates when their down? Have you been in a situation where reviving is not possible because some of your glyphid friends are closing in your position to get a better look at your downed teammate? If only theres a way to fling them to a better spot.
is there... maybe i am just being stupid now, but could we get an author to write the story of karl down as a book? ... or is there something out there like this already? i think there must be a ton of fanfiction, but i am not karlish enough to google something like this... the results are sometimes ... special.
back to the point: can haz book plix?
Can you make the dwarves suffer an effect similar to drinking a 50% beer but more like something you would feel after doing crack for a few seconds after consuming red sugar?
Ideas for new primaries: devs probably have their own concept's already but this one's make my brain itch so I'll post it.
Gunner: "Maelstrom heavy cannon"
- actual cannon that shoots cannonballs
- small mag with delay between shots but huge direct and AoE damage
Driller: VOLT Arc Wielder"
- Device that shoots lighting bolts which bounce between enemies
- Lighting bolts become weaker after each bounce until they reach bounce limit
- Consecutive shots will overheat barrel
Engineer: Disc Gun
- Shoots bouncing discs which pierce enemies
- Discs will bounce of Praetorians armor (and breaking it) and Oppressors/Dreadnoughts indestructible armor
- Discs may have bounce limit or limited travel time/distance
Scout: Magnetic Nail Gun
- Shoots nails with low damage which stuck to enemies
- Fully Automatic
- First shot in the mag is Magnet with spherical area
- All enemies within the area with stucked nails will slow down/will pull towards magnet
- After time magnet will rip out all nails from bugs in the area dealing damage
- After ripping out nails magnet will break
not sure if has been suggested before - "Egg Hunt" Anomaly.
basically eggs get to spawn on other missions types (except egg hunt mission) for additional cash. works the same way - mine the egg - fight the horde off.
Add unique voicelines for pinging Steeve
Add a stat for how many times Doretta was saved.
Petting minimules. So easy, yet so majestic
Bull-pup revolver bolt rifle (yes this is a magnificent piece of engineering trust me) for the engineer.
Higher damage m1000 with slower rate of fire and mag size. Comes with pin-point accuracy first shot.
how about this - an overclock for this doohickey of a gun that allows you to refill sentry guns ammo at a distance.
• Add glow to the barrels of engineer turrets after extensive prolonged fire 
• Ability to customize engineer's turrets just like Bosco. Painting at least. (please) 
• Ability to put decal of your Mining Union chapter somewhere on your armour 


• DRG or Interplanetary Union hologram/banner to provide areal passive stats support, while you stand near it within some meters. Transportable and portable with mechanics like those hologram gates from discofootball. 
• Make a small cage in across the hole where discofootball on the rig to save lootbugs to and feed them with your resource minerals (as they eat them in game). Like some sort of desktop fishtank. Maybe make races between owners like corgi races, up on the higher deck where unused long corridors. 
• Voicelines that dwarf says after pressing X, on the space rig, while looking out of the window. Any. Sentimental, angry, proud (and of course about avenging Karl) 
variation of scale brigade "helmet" getting some sort of "back-plate"?
Buffing the Unstoppable perk by also allowing it to decrease the slowdown caused by firing weapons slightly (It'd be most noticeable on Gunner and his heavy weapons)
Weapon Framework: "a cheeky joke including heating coil"
weapon gets heating coils, radiators and other greebles placed on it, i'd think mostly black and red/orange colours for a weapon.
not sure if such dynamic animations are worth it/even allowed but: is it possible for such framework get a visual effect, similar to minigun overheating?
"Rock and stone, till it's done" voiceline
crossbow overclock: magnetic rounds
-much less damage
-less basic arrow ammo
-arrows can't be recalled
-attracts small weapon bullets in a 3 meter radius except plasma weapons (rifles, shotguns, pistols rounds are attracted)
-magnetic effect expires in 6 seconds
Give Scout ability to easier locate resources such as minerals (Morkite, Nitra, etc) and secondary mission items (Boolo Caps, Fossils, etc)
Option I > Scout's line of sight vision can see/highlight these items.
Option II > Map displays location of items. Possibly by toggle or through holding 'use' button while in the map. Possibly could be a radius effect (30~60m) that detect any listed materials in a sphere around the scout. Activates as a sonar-like ping.
Option III > When the Flare Gun is equipped ability to shine a beam of light out to 30~60 meters. This would be a tight/narrow beam of light, but allow visible inspection of areas further away.
Option IV > When scout is using the Laser Pointer, ability to switch/toggle to a wide angle (30 to 60 degree) scan. Any of the mineral or secondary items within line of sight in the cone would reveal a visible ping or highlight to the scout.
one thing i would really like to see is a way to just.. let rip against glyphids
imagine for example a modifier on a mission. no idea what the name would be, maybe "heavy gravity" (idk exactly what to call it but its just an idea), but, what the modifier does is it restricts the glyphid types to only swarmers, grunts, guards, slashers, exploders and spitters
essentially, no tanky enemies besides the guard, which isn't all too tanky in comparison to others
the trade off though is that theres a lot more of them
vague idea of it would be: "+200% enemy spawns, but weak enemies only"
the idea im going for isn't for a challenging modifier or something hard, but something fun. when you play higher difficulties its fun to mow down tons of small grunts, though, you dont get a chance to because of well, everything else.
maybe a modifier isn't the best option though, but if not at least a way to actually have some kind of scenario like that. a place where you can just go full Doomguy and shred through enemies, rip and tear style
Mision Type - Glyphid Nursery
- final mission goal, destroy one or more breeding grounds (lots of eggs to destroy)
Can we get a helmet cosmetic that looks like Level A hazmat suit? since we already have hazmat suits in the game
it'd be nice to be able to play with friends on different platforms without having to buy the game again. I'd like to play with my friends on xbox from steam!
The milestones are different objects to complete within the game. They reward you perk points that you would spend buying perks. That's all fine and dandy.
But, what if the completed milestones was then portraited in your room as trophy's for others to see your accomplishments.
To take it further you can make the trophies change ass you progress like with the memorial hall statues.
Examples.
-The map milestones (accomplished by playing the map a certain number of times) would be mini biotanks showing the biome.
-The warning milestones (accomplished by playing specific warnings a certain number of times) would be posters/holograms of that warning.
-The mission objective milestones (accomplice by completing primary and secondary mission objectives) would have mini statues of that objective.
Beer material plants should have randomized sizes like other flora! I want to stumble across a HUGE barley bulb one day, or an itty bitty starch nut.
Loki overclock: Overloaded target system
-bullets are fired in random angles (0.4 meters max off of targeted angle)
-slower target speed
-smaller magazine size
-increased damage
-increased armor break
"See you in Hell" lets you attack while downed, maybe rework it to where that's the new passive?
During the ebonite objective, it should be clear to new players that it's for a blank matrix core, maybe putting the matrix core in and the downloading is what makes sound that attracts the swarm?
Could rockpox swarms be a bit more common? I've only seen like two ever, and the whole idea of this new season is that nastiness is getting everywhere.
When clearing lithophage meteors, have them sometimes turn into a boss called the "Rock Pocktopus". Lovecraftian horror season 04
Rockpox Qronar Youngling:
Rolls very slowly, armor eaten off. When it hits a player it will explode into a bunch of worms, dying
Season 04 Idea:
Cleansing Pods returning to the Rig similar to the Hacking Pod, giving the idea of the resources for cleaning being less affordable.
After cleansing a contagion spike MC will ask the player to return the tools back to the pod, when all tools are in place the pod automatically closes and goes back to the Rig
For the wave cooker, add a manual heat dump option in tier 4.
I dreamt of this last night, for T2 mod row of Armor, add a mod that nullifies shield for universal damage reduction, say 20%, more or less.
I thought about this above for a while and I realized it would be better if it would instead greatly boost shield, but a percentage of damage will bleed through to health, functioning as a resistance shield or something.
I would like to see weapons in DRG that combines melee. example if you have played Killing floor 2 there is an axe that also is a shotgun. and a long musket rifle with bayonet at front. so if you run out off ammo you do weaker dmg but the weapon can still be used if all nitra runs out. How about they add a new crate in the game that will give blade attachments to a random weapon so all weapons can do melee damage.
Petting steeve should heal the healthbar
Im not quite sure if this is a bug, so I think its more of a suggestion/change. Make it so that the cleansing blast of events like Ebonite Mutations and Krusite Mutations don't break Dreadnought eggs.
Different types of alcohol, possibly? Like cider, whiskey, gin, vodka, bourbon etc.
Whenever you charm a glyphid, give it a little health bar next to your icon in the bottom left so you can see how much HP it still has.
we need a collab between drg and power metal band wind rose. i mean, they are literally coined dwarven metal. they could like make a song about drg, which i know they would not be against doing as theyve done a cover of a minecraft song and a song referencing warhammer, and drg could like add some cosmetics and maybe stick the song in the jukebox. just seems like its meant to be
PLEASE let us turn off the 3rd person camera's reversed controls! Its fucking stupid and i hate it so much!
Change the Bulldog revolver's firing animation to include a moving hammer and cylinder.
an active perk that essentially functions as a repair power attack
new voiceline for when a dwarf is the last one left in a team of more than 2: "awwe shite, im the last one left.."
i wanna see the spinning barrel of the "minigun" weapons both cool down the gun after it overheats AND be used as a auger type melee weapon when the ammo runs out. that second one will be VERY useful for those who are not using perks to get lots more ammo!!!
New enemy concept: Pothead (like the name?)
This unique enemy defends itself by containing a large amount of chemicals in multiple craters on its back. When attacking, this bug will eject these chemicals around it and leave some of it on the ground, slowing and damaging you significantly. It could also bite/slash if necessary for balancing.
Generally,
- The globs of chemicals should be launched at a more upwards angle to give the player more time to react
- The globs should have a similar falling speed to the sludge pump's goo
- The chemicals can also damage other enemies, but slightly less so
I think it should be slow and also classified as one of those "disruptive enemies" (menaces, bulks, goo bombers, etc.) that can only appear a set number of times per mission.
Its appearance would be similar to a bulk detonator except the blisters would be replaced with craters full of lethal chemical soup.
An arcade machine of some kind in the space rig would be fun.
“Time off” mission type.
Basically a mission type with no objective: Explore an endless cavern in one of Hoxxes’ many beautiful biomes, collect some spare resources, and just take in the scenery without the stress of needing to work on an objective.
Minerals and plants have a reduced spawn rate, no credits rewarded outside of gold collected, basically just a way to explore Hoxxes for as long as you want.
let players grab plants/fossils/gems while on a zipline without having to let go
those masks but with some rgb or maybe some golden parts
If you do a salute next to another dwarf, you can pat them on the back, give them a fistbump, high five, or if you're drunk, you can do a brohug with the dwarf doing the hugging drunkenly saying something like "Bring it in lad, I'm so proud o' ya!" and then the other dwarf getting hugged pushing him off and responding with something like "Sod off ya drunken git" or "Yer breath smells like a glyphid's arse!"
praetorian/oppressor gas should also interrupt the O2 "absorption" of any players standing within it during low O2
we should be able to pet dotty's head while she's on the space rig
perhaps there could even be specific lines for it like, "don't worry dotty, r&d will have you fixed up soon" or "you've been through a lot. you deserve a good rest"
The Abyss helmet should have an opaque visor, would look way better imo. Maybe just an additional variation?
there should be special "thing killed" lines for killing ebonite glyphids/ kursite infected bugs/ omen tower segments
I've noticed that honestly a lot of the people I play with don't understand or care for the LOK much. This is not a problem with the LOK in and of itself--it's reasonably balanced and some of its overclocks make it pretty strong if you know how to use it. Personally, it just doesn't click with me; I don't enjoy the lock-on gameplay at all, so I almost never use the LOK.
This isn't inherently a problem; not everything has to be for everyone. However, I think a lot of good could be done by simply opening up the LOK to folks like me with a single overclock.
Custom Overhaul (Unstable OC)
With a little bit of engineering knowledge, the forge and some Dwarven gusto, you've refitted the LOK. Though you've had to sacrifice some of the efficiency of the AI components of the weapon, they are much sturdier, allowing the gun to withstand firing rounds at higher velocities.
- Faster rate of fire on unlocked trigger
- 9 damage
- 75 ammo
-/+ Half max locks
- Weapon can only lock onto one enemy at a time
- 50% slower lock speed
Yes, it defeats the purpose of the base LOK and basically encourages using it as a completely different weapon, a simple semi-automatic rifle. However, this form of the LOK would still not be redundant compared to Engi's other options as besides the LOK he has no long-ranged precision weapons, and it would open up an entirely new playstyle for the weapon with some simple tweaks that people who otherwise don't enjoy the LOK might get some fun out of.
With this stat spread, you would have to rely on the semi-automatic fire to kill smaller enemies during swarms because the reduced lock-on functionality would make it impractical for minor enemies. Instead, the lock-on function would become a means of boosting your damage and ammo efficiency against heavy enemies, especially those with protected weakpoints, with its half max locks making good use of Unstable Locking Mechanism.
These stats are just a rough ballpark, I didn't really calculate breakpoints or anything as you might want to when designing an overclock, but it gets the point across.
i also had an idea for a lok-1 overclock actually
Death Spiral (working name) Unstable Overclock
r&d have figured out how to pack a tiny bit of intelligence into your bullets, affording them the ability to curve back on their target and give them a righteous smacking a second time! packing all that extra technology into each bullet increases size considerably though, so you can't store as many in your magazine, the price you pay for science!
death spiral (bullets loop back onto their original locking location, travelling in a circle roughly the diameter of a glyphid grunt)
1 blowthrough round (the only thing that allows the bullets to loop back around after hitting their target once already)
x0.3 magazine size
x0.3 max locks
this idea i think is just very neat, and might be able to switch up the way people play with the lok-1 in some interesting ways
it gives the weapon greater potential for swarm clearing if used correctly, specifically if paired with blowthrough rounds , and can even allow for higher single target damage per bullet if you're fighting a dreadnought or something, but it all comes at the cost of speed, you become more ammo efficient, but you have a lot fewer bullets to work with per mag, so you need to be more careful with how you use each one
i considered leaning into this concept of needing to be careful with your bullets by making it so that you can only ever lock onto one target at a time, this would also come with the added benefit of there never being the potential for ending up with four locks in four separate locations and no reasonable way to make use of all of them, but i didn't go with that just because it didn't really seem necessary, the suggestion can be tweaked and prodded however much though
You should be able to fire the PGL into the mouths of Praetorians when they roar and cause them to explode from within. :)
The Strong Arm Perk should allow the driller to throw his satchels farther. Also, if a driller has a maximum carry capacity of 3 satchels, supply drops should round up and restock 2 instead of 1.
A neighboring spacerig that you can see from the big window
An overclock for the Flamethrower that gives it a longer range, but the stream is now affected by gravity and arcs like a real flamethrower. Maybe it's called "High-Density Liquid Fuel" or something.
Some ideas to make some bad overclocks less trash
Drak-25 - Shield Battery DeBooster
- Higher fire rate while shield is not disrupted fully
- Higher Damage while shield is not disrupted fully
- More ammo
- When weapon is about to overheat, is starts to damage shield to cool down. (1 shield hp per x points of overheat)
- When shield breaks - Weapon goes to overheat
- Shield regeneration countdown does not start while weapon is overheated
- More heat per shot
- Longer overheat
- Slower cooling
Stubby -TurretElectrical Arc
- Multiple hits on the enemy or turret accumulate a scale of electricity (it should be a blue scale above the health or turret). When multiple targets that close to each other are electrified, an electric arc appears between them, acting + - 5 seconds, stunning and damaging afflicted enemies and all who cross the arc. Arc max distance is 5m
- Minor damage debuff
- Slower fire rate
- Less ammo
Shard Diffractor - Overdrive booster
Change:
Boosted beam continues firing untill capacitor is fully discharged --> Hold reload button to release boosted beam, delay between ending of fire and releasing the trigger is 2.5 seconds (Because not moving and fully discharging capacitor is stupid combination)- Weapon cannot be swapped during boosted beam
BRT-7 - Electro minelets
Change:
-12 magazine size --> 1x magazine size
Move overlock to balanced, because minelets are not that good to be unstable
Beer... made from surplus amounts of biogel that is located on the space rig. It's still alcohol, just medical one.
Want a good beer suggestion?
If a player leaves the mid-mission (crash etc.) game actually records their amount of hp/ammo etc.
Does not work for the poor beer effects
Interesting bug. Or an intended feature to make 1 singular player do the mining with the Pots O' Gold.
Automatical reconnect to lobby after internet breakdown. Especially needed on deep dives
Prob has been said before but
Make the “we’re rich” voice line play on solo missions
Beer idea: Super speed and slowdown. Affects movement speed as well as voice line speed
New perk idea: duel wielding. Active ability let's you duel wield your main or side arm for 10 secs. Similar cd to berserker 4 mins.
Possibly a bad idea:
Dreadnoughts and other overly large targets should not shake freeze off so fast + dreadnoughts should take much longer to freeze, and not slow down such targets at all; give them the same feature as Shellbacks.
As someone who likes applying hard CC to most enemies so my friends can be more effective, during dreadnought fights I feel like the most useless person on our team. I have to use another primary in order to be effective. If that's by design, that's fine, but I wish it weren't.
I would love to understand why this wouldn't work, though
New dreadnoughts bosses with rock pots infection (sorry if this a recycled idea i didnt knew it)
Please make it so that updating a disabled mod doesn't re-enable it.
Instead of completely removing sabotage from deep dives, how about just having the caretaker fight without the power stations? It'd make it less of a slog every time they show up.
Stop nerfing by pickrate. They are not representative of actual game balance. High pick ocs and guns are almost always just more fun to play and feel better than other guns, not actually overpowered, and nerfing them results in the game becoming less fun as a whole. Nerf by feedback from well-established members of the community at the very least, please.
A new active perk that lets you carry red sugar, and then consume it later when you need it
Add 2-man, 3-man pods back to discord. Or outright introduce Dynamic voice channels where creator has control over number of slots and ability to kick griefers, trolls.
can we name our loadouts please
New mission type: Cave-in. The dwarves would head down to a DRG on site mission already established. It would have been collapsed in certain areas and overrun by glyphids and needs to be cleared and repaired, (power restored, barriers reconstructed, and turrets refilled). There would be supplies already collected but buried in supply packs to be collected and used. This would be in a more centralized cave with swarms coming in quicker. Maybe emphasis on quickly fixing everything up and handling a wave bigger than what the dwarves alone can handle but with the turrets up they can deal with it swiftly.
Mission Type that would be cool for season 4 but I know is probably not realistic timewise: Rig Decontam
The team goes either to the lower decks of the space rig, or one of the other rigs around hoxxes, that has been infected with the rockpox organism as we see in the rig in various places. A completely different, combat focused mission with minimal to no mining, with decontam equipment a frequent part of the mission and rockpox glyphids the primary enemy. RnD had a containment breach and the dwarves are being sent in to do the dirty work once again
An overclock for the shard diffractor in which the laser reflects off of terrain and also upon hitting an enemy splits into multiple beams that harm enemies behind it, at the cost of being completely unable to harm armor
"its a bug thing" perk doesnt automatically kill lootbugs but instead makes them drop their minerals for you like when being pet
We have freeze rockets for bosco... why not napalm rockets?
Maybe add timer for ppl joining mid loading, so they can't troll people with afking and making others wait. Like this guy did. (waited 5min and needed alt+f4)
Not sure if it's been suggested already, but I think there should be more achievements for unlocking perk nodes. Currently the only one is for unlocking 10, but there's 78 total perk nodes to unlock.
I think there should be ones for 25, 50, and then 78, or effectively all perk nodes, or maybe just one for something like 35/40, and then one for all.
However, if more perks, and therefore more perk nodes, are going to be added in the future, maybe go with a safe 25/50/75 for perk node achievements, and then add one for unlocking 100 once there's enough perk nodes in the future.
Idk if this really is me just being insanely nitpicky or not but the minigun should have 20% of its accuracy bonus from T1C moved over to the base gun
Maybe we could also replace T1B with weakpoint damage so all the tier 1 mods can compete
If we get a high enough promotion, we are given the option to spit on others.
I want the MK1 and MK3 stripe camo as actual paintjobs! They look so cool, but I can't wear them on any other armor sets.
Desert Road is the same pattern, just a different color scheme, so I know it's possible for these particular patterns to be grafted to other models.
Also, I know it's been suggested before but... Starship Trooper Cosmetic pack when? I want to do my part god damn it!
Add battle scars and torn clothes as cosmetics we can purchase in shops or craft with matrix cores
On the cosmetic menu, along with the random button, I'd also like a default button that restores the dwarf back to the default form.
New Utility (don't know for who): Sandwich. At last, Management has lifted the ban on food items being taken onto Hoxxes (after the unfortunate incident that occured when a dwarf brought a whole link of sausages onto a mission). However, in typical R&D fashion, they have outdone themselves and produced a heavily modified... sandwich. This 100% totally safe to consume food item will regenerate damaged tissue on a cellular level at a steady rate upon consumption, continuing to do so until fully digested. How this works exactly is unclear, as R&D has heavily redacted most of the ingredients, but it's probably perfectly safe.
T1 Upgrades: 1: Extra Sandwich (+1 Sandwich) 2: Fully Loaded (Extra Healing) 3: Hungry Dwarf (Reduced cooldown between eating)
T2 Upgrades: 1: Sharing Is Caring (Hold M1 on teammates to give them a sandwich)
T3 Upgrades: 1: Extra Sandwich (+1 Sandwich) 2: EZ-Digest Formula (Faster heal tickrate)
T4 Upgrades: 1: Calcium Additive (Reduced Fall Damage while under effects) 2: Golem Special (Temporary damage reduction during consumption and briefly after finishing) 3: Pick-me-up (Can use on downed teammates to automatically begin reviving them slowly)
cosmetic idea
remove the eyebrows
New class berserker for the 5th drop pod seat
Melee only unit
Primary-battle axe or hammers
Secondary-twin light axes or flowing knife
not my idea its from a streamer i watch, since the current dreadnaughts are technically not fully grown. next season the main thing could be adult dreadnaughts
Ahem.
When playing solo and I find Bittergem or Compressed Gold, it saddens me that I don't get to exclaim "We're rich!", instead being met with "Bosco, carry this!"
When pinging Bittergem or Compressed Gold on a solo mission, the Dwarf should cry out "Bosco, we're rich!"
Next season could be flooding, maybe a section of glacial strata melted and flooded hoxxes
I'd love a new mission type: Mactera Heist. We would raid their nest for honey. To achieve this we would need to build pipes (like in refinery), which ends in vacuum stations, where we could grap vacuums (like in lithophage outbreaks), and suck up honey while angry macteras harass us. If we suck up too much mactera hive guards and even the queen could spawn as dreadnaught-like minibosses. Of course there could be a related assignment to unlock a new beer type (Honeybrew) with some minor bonus, like slightly slower falling (with less falling damage) or bigger jumps (low gravity lite) pr something like that.
Make Pots o' Gold affect the gold that you pick up instead of gold that you mine so that EPC mining, C4 mining, etc. works properly.
This is already how a similar mechanic works for the Sweet Tooth perk where any red sugar you eat, whether it be picked up or mined, counts for the +x%
Since they may not add a medic class how about healing artillery.
Engineer: Health projector
-throws device on the ground which is then built.
-build speed 4sec
-periodically heals all friendlies within 2m
-lasts 10sec
-healths 10% per sec.
-carry 2
Scout: stim-shots
-a gun that shoots healing needles
-distance 30
-when not aimed at ally it self applied.
-Heals 15 health
-ammo in clip 1
-ammo carried 10
-reload time 2 sec
Driller: med-pack
-standard healing kit
-ammo 3
-Heals 80%
Gunner: heal-nade
-thrown grenades that heals all allying in range
-heals 30%
-range 3
-carried 4
For a lot of players they die to a lack of ammo. But not every player with this addition this may help less skilled players better learn the game as they will be able to stay in the match longer.
With newer player staying in longer this will increase the value and fun the newer players will have and promote them to get more players involved.
For players that think this will make the game to easy. Then don't use it.
For the Salvage missions, I noticed that there are no vein indents, I mean the kind you see if a vein is mined out. Would it add some logic with the case of mini-mules having gold and nitra in them and evidence of said minerals being mined out from the local area?
Please compose more music, i love the current OST but i swear new compositions would go a long way refreshing every mission and every dive. The composers of this game are genius and i wanna listen to more!
Pet the turrets on the minehead. That's it that's the whole suggestion.
I have 2 mission type suggestions in the Trello board(card no. 784 & 785)
New Mission Type: Forge Ignition - Card Number #784 - https://trello.com/c/kV0D0KsF
New Mission Type: Catalyst Purge - Card Number #785 - https://trello.com/c/VTVYx5Gw
I believe freeze as a status effect is overhyped and significantly weaker than burn, and should receive a buff (or at the very least, more ways for players to inflict it).
-
INSERT MORE COINS
Generally speaking, the more useful freeze is on an enemy, the more effort it takes to freeze them, and the less time they stay frozen. This makes freeze effectively worthless on nearly everything except dreadnoughts, where well-coordinated team fire can burst down a large chunk of a frozen dreadnought’s healthbar in the half second of freeze you get. Compare this to burn, which is comparatively much easier to apply, deals damage on its own, and can cascade on a whole group of enemies to keep them lit. -
NO TOYS IN MY HAPPY MEAL
On top of freeze being difficult to apply, there are also very few player sources of it! Scout grenades are very valuable and don’t flash-freeze big targets with just one, and Driller’s cryo cannon can be unwieldy. Comparatively, every class gets several different ways to apply burn to targets! This means that you must avoid using those cool toys if you want to reliably apply one status effect or the other. Most sources of burn will also destroy webs and fart clouds, giving them extra utility. -
VOLATILE BULLETS
This deserves its own section because it is NUTS. Like dude I can solo a bulk detonator with this. It’s not hard to ignite a priority target and then make it disappear with the revolver. Ice Storm is paper cuts compared to this. Volatile Bullets might be the biggest reason burn is so strong.
TLDR - Pyromania is better than cryomania because it’s easier to do and gunner has the unmatched power of the sun contained within a pistol
possible change to caretaker to make the fight flow better
shoot the eye phase has ALL the eyes open and vulnerable. but to balance it when that phase starts it attacks slightly more often and resummons all the tentacles
a new voiceline for the dwarves
"I'm here to kick rock and chew stone... And I'm alllll out of stone!"
Other armor overclock ideas:
- Elastomeric Shell Plates (unstable): Zero fall damage, but if you hit the ground at speed you bounce. High. At least three times.
- Inner Springs (clean): Extra jump height
- Spiky Shell Plates (balanced): Strong thorns, but your total shield is reduced
- Repulsor Field (clean?): Activate to drive all enemies around you to 5m(?) away. 3min cooldown.
- Antigravity Emitters (unstable): You can fly, like with the one craftable beer; but, your shield recharge is delayed by 2s extra and recharge speed decreases by 25%
crossbow bolts glow so we can find and retrieve them easier
New enemy _ Fermented Glyphid - Glyphid carrying starch nuts/barley bulbs/malt stars. dwarves in its aoe get drunk effect that increases. it drops on death one of the "fermentable goods"
New mission idea; Fracking
“Alright team, we’ve located a massive reservoir of liquid morkite, but it’s underneath some dense bedrock. We’re sending down an advanced refinery with some brand new pipes that can break through the rock. Happy digging, team.”
Similar to an on-site refinery mission, but in multiple stages; the cave has a similar structure to a mining expedition, being rather long, though each section is split up by layers that the dwarves have to break through using pipes. Once the pipes have reached the “Break point” of that layer, it will begin the “fracturing sequence” which will summon a horde of bugs to fend off. Repeat the process until you reach the deposit, leading to a final swarm before the dwarves can summon the drop pod, which will land right near the entrance, letting the team escape by grinding the pipes all the way back up to the top.
This can some with some minor QoL improvements;
-
You can now deposit minerals into the pipes directly, meaning you don’t need to return to the refinery to deposit.
-
Individual pipe connections can be upgraded into booster sections, providing a speed boost while grinding.
-
Jumping and saluting while grinding will perform a trick. Combo multiple tricks together for a higher point multiplier and go for a high score.
"Overloader" passive perk:
- Enables dwarves to temporarily overfill their ammo reserves beyond their carrying capacity by taking a resupply while above half ammo for any weapon or tool.
- Any excess ammo that is not consumed within one minute after resupplying will be discarded automatically.
- Leveling up the perk lets dwarves carry excess ammo for longer periods of time.
- Gives efficiency goblins more flexibility when it comes to timing resupplies and pacing ammo consumption.
Let us be able to have moustaches on the half-face biohazard gas mask
What if they added a uganda knuckles skin I think that wuld be good because they are both short types
Plasma carbine overclock: Feedback accelerator gpu malware
slower fire rate
longer overheat cooldown
pressing reload on time with the beep mid overheat instantly cools down the gun and gives hot fingers (hot fingers max stack is 4)
hot fingers increases fire rate, projectile speed
when max stack is reach, projectiles give off small amount of heat
hot fingers makes the gun give off more heat and overheat cooldown quicker making it tougher to keep hot fingers effect
Failing to press reload on time with the beep mid overheat during overheat resets hot fingers count to zero
I'm probably not the first one to suggest this, but here's some tweaks for Industrial Sabotage i would like to see:
- Dealing with robots is more annoying/less satisfying than with bugs, and it's best to have a special build against them. It should appear less in Deep Dives and Assignments, like get reduced to 50% or 25%
- IS feels way too repetitive. It needs different objectives and bosses which will be random (at least to have 3 objectives and 2 bosses).
~ One of the new objectives could be a manual hack. Either a really big one or maybe even it should require a few players to hack it (either change the amount of needed players based on how much are there (1, 1, 2 and 3) or always 2, and Bosco will assist you in solo, also some bugs/robots come during the hack)
(JOKE) New Caretaker
types:
- Compressed Gold
/Bittergem
/Mushroom/Goo sack Caretaker
. Dwarves will keep pinging them and Caretaker
would be able to freely attack them - Boolo cap
/Apoca Bloom
/Fossil
/Starch Nut
/Yeast Cone
/Malt Star
Caretaker
. Dwarves will try to collect them and the Caretaker
will attack them with electricity - Lootbug
/Breather
/Cave vine /Doretta /Hack-C /Hexawing Caretaker
. Dwarves will try to pet them and the Caretaker
will attack them with electricity
Please - I'm dying for a cute/kawaii fit! I just want a cute lil guy.
Suggestion from a friend who's too shy to say it: New players starting with emerald hair color unlocked or an icon next to names for players with under a certain number of hours to indicate greenbeards.
minigun overclock: modified double belt fed magazine
half damage
less accurate
double ammo
faster fire rate
weapon heats up faster
longer overheat cooldown
pressing reload makes the weapon fire with much faster fire rate until the weapon overheats, cannot move until the weapon overheats when pressing reload
New overclock type: Utility overclock
Basically an overclock type for your tools and other stuff, like drills, c4, flare gun, shield, sentry's and more (also flares, armor, maybe grenades, but grenades also could use weapon overclocks)
Examples:
- (Flares) Sticky Flares overclock: makes your flares stick to the terrain instead of bounce
- (Springloaded Ripper) Unstable Ripper overclock: Allows Springloaded Ripper to rotate (i don't know how to explain this, i hope you understood me), +75% friendly fire damage
- (Zipline launcher) Lamp Post overclock: Makes Zipline Launcher's posts emit more light, +3 max ammo, -15 range, -75 movement speed. (I tried my best to balance this)
- (Armor) Overloaded Shield overclock: -100 Health, +100 shield, +3.5s recharge delay, -75% regeneration rate, boosted converter gives just +25% regeneration rate and +3s recharge delay, Shield Link ability 50% weaker (150% shield overcharge), Shield Link passive works 80% weaker for you (your shield recharge 10% faster). (For this one and the previous one i was using wiki, pretty sure i didn't balance it enough)
cryo/freezing effects should solidify mactera goo/goo in fungus bogs
Walking over crossbow bolts picks them up (similar range to minerals).
Please give us more things to do, i only really get to play deep rock once or twice week bc of the limited content
I'm out of assignments and deep dives haven't refreshed
It seems the dives from this week continue to exacerbate a problem: Industrial Sabotage. Not a bad mission, not a proper routine mission. Best implementation is to move it away from dives and assignments and add it to a new monthly assignment imo, the assignment will only be that mission.
Daily assignments. They give less stuff than the weekly assignments (maybe rewards you just after you complete the assignment, also gives you 2500-5000 credits and about 50 of 1 mineral type based on day of the week), but the assignment missions is as short as possible (minimal mission length and cave complexity). Also it could be the same, but with just 1 or 2 assignment missions: 2 warnings and maximum mission length with cave complexity/1 warning per mission, first mission with minimal ML and CC and the second one with maximum ML and CC
Add an option to exclude cosmetics from the random roll. Some hats just never look good.
new pickaxe power attack alternative: spartan swing
the dwarf swipes horizontally, sending an aqua beam in the shape of a slash that pierces enemies (think like the breach cutter projectiles, moves a bit faster than them though)
it deals 50 damage, so it trades having higher range + crowd control for significant damage loss than the power attack
the damage type is counted as melee so it still synergizes with vampire
things that affect pickaxe/melee damage and power attack cooldown work as expected
for the T2 mods, the damage mod still doubles the damage, the cooldown mod still reduces the cooldown to 20 but the power attack range mod increases the size of the beam
An option to select a random mission. It's a mini-menu that will let you select a completely random mission of the hazard you set, also you can select the Biome, Mission type, Secondary objective, Warnings, Anomalies, Mission Length and Cave Complexity. You won't be able to select the ones that aren't on the map right now (not in current 30-min rotation), the options for these won't be selectable. If there's just 1 mission with Double XP then if you'll select Double XP all the options but for that mission with Double XP won't be selectable. It also could work as a mission search option without need to check every biome. Also there would be a "Blind" checkmark which won't let you pick most options, most likely just the hazard. You won't know what mission did it randomly select and you'll dive without that information. Even on the loading screen you won't see what mission you on yet so you can't select your build based on it while loading in. Just when you already arrived. Before you load in or when you select that mode it'll show as "Blind/Unknown mission" in the server list
wouldnt it be awesome if there is dwarf history hidden in hoxxes. like. as the planet continues to be mined, structures are found
of course, this is probably too out there of a concept. but it would be cool to fight bugs in caves with ancient structures here and there…
…maybe a new zone?…
New equipment for all dwarves: HUD Software
Pressing CAPS toggles your equipped HUD mode on or off
By default, Dwarves get a HUD that, when turned on, blinds the dwarves to landscape and enemies but highlights exposed minerals in direct LOS in flourescant green
Upgrades to the HUD software include:
•Basic software but it can find minerals through walls
•Software that greyscales the geometry but highlights Hostiles
•Software that highlights hard geometry edges, but cannot see enemies
Unlocked by completing new Rival Tech hackjobs
a quick idea i had for a future season
Arms Race
management has decided they've spent too long simply throwing miners into the depths with only slim chances the precious cargo they desire will return. they've decided it's about time for another attempt at conquering hoxxes once and for all, they know more about the planet now, and they won't make the same mistakes they did back in the bet-c days... or so they think anyways
an idea for a new mission type, bomb planting, you have an absolute unit of an explosive armament, one capable of wiping an entire cave in a single moment, and you're tasked with arming, deploying, and detonating it, the intent being to clear huge amounts of bugs from an area, hopefully forever
the mission type would basically consist of carefully maneuvering a giant robot crane with a fun name towards some predetermined location, having the crane lower the bomb onto the ground, arming the bomb, and then running liek hell towards the drop pod before the damn bomb destroys the entire cave system
it'd be similar to escort duty in a few ways, but one major difference would be that instead of you standing on the drilldozer while it goes at it's pace, you are directing the crane on what to do and where to go, so the mission travels more at your pace
also, the crane can still be damaged by enemies, but unlike dotty it won't take permanent damage, it just shuts down core systems that need to be repaired before it can move again
i figure the mission would probably be the most controversial part of this idea, even i'm not entirely sold on it, so i saved the best for last, NEW BUGS!
the season's called arms race for a reason, management once again underestimated how easily the bugs adapt to new situations, and they have begun evolving new mutations even more capable of rending flesh from bone
i'm running super low on characters though so those will have to wait until the next message
thinking about it now, this idea could be added on it's own honestly, not even necessarily part of the mostly if not entirely unplausible update idea i had
new dreadnought: the Dreadnought Major
the dreadnought pupation system has been observed to be sped up in some specimens, allowing them to reach closer to the final dreadnought form than ever observed before, and it's not pretty
it never even reveals it's weakpoint to you, instead, you have to hit it with melee weapons several times before it'll become vulnerable to any ordinary weapons fire, during which time, it has a variety of fun ways to destroy your will to live
because it can no longer open up it's abdomen to allow it's weakpoint time to breath, it now releases the excess heat through pores all over it's body, that's all well and good, but the heat it releases can cause third degree burns to any dwarf caught within range
it has the ability to grab dwarves in it's jaws if they get too close to those chompers, any dwarf caught is a deadman unless his teammates can stun the beast and make it drop him, the dreadnought is unable to perform other attacks while chomping a dwarf, and will be an easy target for a power attack or two to make it drop your friend
it's body carapace has formed several sharp spines that make trying to stand against or bounce on top of it's body hurt dwarves just about as much as creeper vines
it can charge at you, faster than a dwarf can flee, doing serious damage if you're unfortunate enough to be caught in the path of rage
and also, as is customary with dreadnoughts, it of course shoots fireballs at you
the Dreadnought Major, being as armoured as it is, is an incredibly slow and lumbering beast, each attack being very devastating, but having massive windup, you can predict the attacks easily, but you still have to be careful, fighting the thing requires getting in close with your pickaxe, and it's designed to try and stop those efforts
I would love it if I were able to swap the rocket boots command with calling molly. Very often I find myself falling to my death, I try to use rocket boots and of course they aren't ready for use again, so instead I call molly on accident. Probably a little annoying to those I play with. Tap Y for rocket boots and hold Y for molly?
another bunch of "ideas" (might be actually repeated already)
a) Primary Weapon - Tesla Cannon
Shoots a ranged set of hitscan lines in a certain degree (similar to Collete Wave Cooker), slows enemies and applies electrical damage, may also apply burn damage. Every enemy caught in fire also have a chance to spread a secondary electrical charge to those who are nearby - shortly to prevent slowing and damaging infinite amounts of enemies.
b) Shield Projector
SP works like gunners shield, except it having a limited coverage (it only creates a shield in front of you, not around you), can be moved and also deals additional damage in short range of it (0,5 - 1 meter from the screen).
(Now theres a part with ammo i am not really sure - should it also waste your ammo when the shield gets hit or not.)
Please have us say lines of encouragement to Hack-C whenever we pet him, like telling him to keep up the good work.
A updrage for trowing c4 farther and with more energy
this is purely cosmetic but I think there should be an option for dwarf suits to toggle having some chin-guard or not
i.e. gunner suits MK1, MK2 and MK4 covering up your face with either a short or no beard but with a long beard it 'makes room'
Change the platinum border for promotions to green, for the gunner.
We already have gold for driller, blue for scout, and red for engi, but no green for gunner.
Same topic, but with hair color (i'm probably not the first one):
We got Emerald and Jade for Gunner
We got Ginger for Driller
We got Rose and Red for Engineer
But we got no Blue for Scout
Adding onto the earlier suggestion, Sapphire for Scout please?
Also Ruby and Topaz
In total we need Sapphire, Ruby, Topaz and Blue hair colors
Something that ""bugs"" (
) me off is... Extremely two different types of gold we have in cosmetics:
The "Gilded Beards/Fourth Relic" Gold and The "Supporter DLC" Gold. Not saying that one of them is extremely bad but please can we get it more or less same?
(yes i dont like the minimal difference in tones but its just so eye twitching for me)
i want proximity voice chat solely so i can hear the distant cries of other dwarves (would make my day)
For how many barley bulbs they cost, Rocky Mountain beers should affect slippery ice as well as the generic stone sometimes found in various biomes.
replace the auto-reload T3 upgrade on the flare gun with one that increases the light radius of flares
Bit of an idea i had:
(im using tf2 concept art for this as an additional imagery)
Hand-Held-Homing-Gun (3HG) - i think of it more as a gunner secondary rather than a primary but it could count as a scout primary
Gun comes with 2 modes of firing - standard pistol/submachine gun like fire (bullets) and a special homing projectile second mode. Now this did not come to my conclusion if the projectile should be a plasma ball, a rocket (similar to hurricane rocket) or a third secret thing that i do not know of.
Now - all gunners secondaries try to fill a special role in the loadout - revolver for high single target damage, brt for the wave clear secondary (if youre running Leadstorm Lead Storm minigun for example) and coilgun for wave clear (again if you do not use primary as a wave clear).
So why not make a middle ground multitool?
You should be able to adopt bugs as pets and have then Rome around the stashion.
A mission queue system thing
What it is, is that every mission refresh, a mission queue is created. Similar to a deep dive, it takes multiple missions stacked on top of each other, removing the need of going back to the lobby. Beer only works on one mission, and nitra and gold spread accross missions. A additional xp bonus is given for how many missions you did.
Haz 4/5 Caretaker can summon a Nemesis as its phase transition ability. This ability has a much longer cooldown before it can be used again during the fight, and the force field attack cannot be done while the nemesis is active
Can caretaker start its new attack and next vent phase at the same time? Its annoying to wait. Especially if its phase bombs
give mission control a reaction to pinging goo sacks
It would be nice if instead of two hack-c defense sabotages could have any of the other rival activities. For example you could have to destroy a generator manually but it's guarded by a nemesis and a sentry nest, or communication router, a prospector etc.
I really think that the rusted Pod's texture could be a nice paintjob for our weapons/pickaxes. We have the very vibrant Fiery's orange but a more dull one sounds interesting (to me at least).
I designed a 'Vault Cracking' mission as an alternative to Industrial Sabotage. I'm new to Discord and can't work out how to post images, but here's the reddit post: https://www.reddit.com/r/DeepRockGalactic/comments/10az5zk/new_mission_vault_cracking/
Rival Deep Dive/Core Hunt as a third pair of weekly end game assignments to keep Sabotage out of the normal rotation because it’s tedious and unrewarding and provide more opportunities to get cores for new players.
Customizable Molly
New Biome/Random Event: Rival Base
-Lots of patrol bots, Shredders, and other Rival tech
-Takes place inside a base the rival company tried to set up, but it failed/became overrun with bugs
-Start mission by exploring a cave as normal, then have all the following rooms as the actual base
-More of a heist vibe bc the dwarves have to steal a data rack guarded by hundred of patrol bots
- A new gloomstalker helmet MK IV : top with bunny ears but open for the beard
- before all, a better photosensitivity mod, the peak of the light is painfull and cause headaches so fast, i love every single thing in this game, even lights are cool but they are so much powerful, I would like to switch the effect to a matte color (I play driller and love flamethrower but I just can't play without headaches)
Gunner should have to ability to tether enemies with his grapple shot. Make it a upgrade node with the down side only letting you have 3 shots and have the tether last 10 seconds. In that ten seconds the the enemy is completely stunned. Half it's effectiveness towards dreadnaughts.
A new active ability that once used lures all of the bugs in the nearest area to you and after 5-7 seconds explodes a massive EMP bomb, killing or severely wounding all the bugs around you. You can't move or shoot during activation and you only can use it once per mission
Haz 5000, just send every bug on the planet at once please.
literally "See You in Hell" perk
I heard we're celebrating the Chinese/Lunar New Year next week. Do you think management will get us a new beer for this festival? like I'm thinking a flintlocks delight but with firework effects, or maybe a snack. i wanna try those fancy-dancy moon cakes 😄
Gunner Hurricane unstable overclock: Anti-tank Rockets
AOE damage, armor break, and radius buffed to match Compact rounds OC on PGL
9 shot mag and 1/3 normal ammo
missiles are unguided
Semi-auto and lower RoF
Server names for consoles has been suggested before, but maybe for easier implementation we could get a list of preset server descriptions? As someone who often hosts, to be able to "reach out" in this way to find like-minded playstyles would be pretty awesome.
Poorly thought out list:
• Casual
• Complete all objectives
• Complete all objectives & mine all rocks and stones
• Speedrunning
Rock and Stone everyone!
Hello,
I love this game but I feel like alot of the tension is taken out when I know I can be downed and just have a million bugs going ham on me while I am downed with zero consequence. In fact its usually a plus because it distracts enemies who could be going after other players. I think it would be nice if there was a mode/option where you have a set amount of health once downed similar to l4d that if it goes to zero you simply die.
To prevent players from leaving as l4d did, maybe you could have a way to respawn. Perhaps there could be revival pods brought down that cost some sort of resource. Like clicking E on the body could be a trigger to get the option to spawn a pod like the game does with the rockpox. Maybe after a certain amount of time the players get a freebie from management equivalent to the closet spawns in l4d.
A beer chugging contest in the space rig. Loser pays for all of the beers.
I would really appreciate being able to name loadouts.
I would really love it if we got more loadout slots per class. Also, more of these little symbols to differentiate the loadouts would be great!
Neon beard. For those whose beard was lost in battle, but does not want to leave it like that. ||(An example from the Overwatch, it doesn't look so neon here, but you get what I mean)||
i want to suggest 3 things. 1st is a weapon (The Blunderbus). 2nd is a mission type. rescue the trapped miners. and 3rd another mission type. explore the enemy strongholds.
When you get a facefull of webs obscuring your vision, shaking your head (moving the mouse from side to side or moving the right analog stick erratically) should reduce the time it affects you and encourage some form of useful interactivity when it happens.
this is a BLUNDERBUS. and it would be awesome to have in the game.
Suggestion: a dreadnaught boss that has considerably less health than other 3, but is fast and agile as shit. the bug can jump on and off walls like nobodies business. force players to take a new strategy of planning and timing their shots
@limber kayak
Buff the double barrel clean overclock
let us choose the beer special so we dont have to keep reloading the instance
Buff the vampire perk/add more perks bc i have way to many perk points that need spending
Left-handed animations for the dwarves so lefties feel included (I’m right-handed but that would be a nice thing to have)
Someone’s please tell the music man to make more music. The music in DRG is some of the best music
I’ve heard in any game and a vol.3 would be awesome
more dangerous "neutral" mobs, trap door/pit fall plants, mimic gems.
new perk: larger mining area per pick axe swing, and faster pick axe swing
Mission Variation Ideas made by me
Would it be possible to have loot bugs target gold and nitra and begin eating it in some rare cases, it would be an amazing detail to see a random loot bug actually eating for once, this way we can see it in its natural habitat
This can also make it to where the bug drops more of the mineral that it's eating
kill lines for Carnivorous Larva involving the dwarves being disgusted/nauseous
gk2 overclock: Makeshift underbarrel launcher
slower reload
higher magazine size
final shot in the magazine fires a very weak explosive
The ability to sort cosmetics in the shop with ones you can afford as first in line (prefferably optional button)
Warthog overclock: piranha rounds(real thing btw)
2 or 3x pellets
-3 damage per pellet
0.5x armor break
1.5x spread
Don't really care about the specific stats, as long as an insane amount of pellets is being shot
replace the pincer grabber arms on low-hazard nemesis with wacky waving inflatable arms instead
A new craftable beer that makes you Rock and Stone! Also you can randomly Rock and Stone at almost any time on the space rig and on the mission after you drink it. It couldn't make you Rock and Stone if your shield is down, if you're the only dwarf standing and maybe if you're holding pickaxe button, attack button, interact button, laser pointer or terrain scanner so it won't ruin your mission.
Small QoL: Add a slight debounce to grapple hook, so if we have slightly bad mouses or accidentally double click, it still works. A lot of time my friend and I shoot the hook and it comes makes the sound, but nothing more. I usually need to tap my mouse a bit to get it consistent.
(jokish weapon suggestions but still)
Scout new grenade - Sound Emitter Grenade BBN-1 (BoomboxNade-1) - Banshee bolt type grenade - inflicts fear on most of the bugs when they get caught in/approach the coverage grenade.||(the image is a cut grenade from fallout 76 if you're interested and it only serves as a visual)||
CBC (Cherry Bomb Cluster) - grenade, works like a mix of proximity mines and cluster grenades except it allowing for broader area coverage. Can carry up to 4-6.
||So I noticed that two of the concepts I wrote in here were either me sharing the same braincell with Ghost Ship or were good enough for Ghost Ship to rework into Seasons 1 and 3 [for reference, Outpost Maintenance and combined two of the 'Emergencies' hazard type suggestions I wrote]||
I'm going to try my hand and predict/create the base for Season 4's premise: Creusian Blackout
Overview: 'Alright Miners. Finish your drinks and listen closely. Those of you who aren't passed out from blackout stout may have noticed an actual blackout around you. Those red flashing lights aren't just for show; we're running all processes on emergency power. Creus hasn't been very hospitable since we first came here and now it made it's anger known. During the night, a destructive Solar Storm began, wreaking havoc on the Space Rig and all of our electronics. Don't worry; we diverted enough power for you to continue working and drinking as normal, but communications might be less than functional. Although, thanks to this chaos, our scanners have been acting strangely; aparently, Creus' tantrum has licked at Hoxxes many times already, creating these strange crystalline creatures that show up from bright blue pool of molten Creus juice. We're not sure how this is possible, but they also seem to be electrically charged and full of radiation. Bring us their hearts: they could serve as replacement power cells until the Solar Storm is over.'
Objective: Solar flares have been spotted hitting Hoxxes in large amounts. [For those who want to know how solar flares can hit deep underground, they can be around 10 million Kelvin or higher, making it go through rock like butter.] New creatures known as Creustids emerge from the 'Solar Flare Pools' left behind by the area's solar flare activity. the smaller ones alone will not yield anything, but the biggest ones, the Creustid Flaremaker for example will drop Flare Gems, large gems that electric and radioactive. 8 gems for 1 scrip, 5-7 gem drop
Part 2 because I hit the character limit:
In order to take out these boss monsters Creus has spawned on Hoxxes, R&D developed this strange laser shield and gunbat combination, taking you back to the days of your distant ancestors. The laser shield allows you to shield yourself from the radiation these creatures could launch at you, whereas the gunbat contains liquid hydrogen that you can either bash and shoot them with. The gunbat's liquid hydrogen freezes them little by little until they come to a complete halt, where you can just shoot them to pieces. The bigger ones are a lot harder to deal with;
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Flaremaker = this one like to lob orbs that look like tiny stars that explode on contact with the ground. Its weaknesses are in the wrists and eyes.
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Starsmasher = one of the hardest to take down; this one using its many tendrils to smash the cave walls, injuring dwarves at long range
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Solarguard = This one uses radiation to shield itself from short range attacks. Only way to stop its radiation is to freeze its massive chest crystal. This will anger it and send molten projectiles toward the dwarves tht will soon take shape as cold rocks. If not taken out, an add will spawn from each rock.
Rare Hack-C animation when hacking stops where they gamer rage and smash their keyboard, Also Hacksie should start randomly insulting the Powerplants by saying they fucked their (Powerplant's) mom. (Second part by Freemysoul#5959)
extremely oversized beer mugs 
New secondary objective: Big chunk of something (idk what, but something that isn't in the game yet, it could be a mineral or just something you have to destroy)
- There could spawn 1 or 2 of those on a mission
~ Maybe they'll be buried in the ground and you'll have to dig them free first - You have to call down a pod of explosives that you'll have to connect to that chunk (4 explosives)
- Put down a detonator and activate it when you're ready
-- It'll explode into some pieces (at least 4) that you'll have to deposit/you'll just have to destroy it without depositing anything (depends on what it is) - Be careful, the explosion will trigger the glyphids! A swarm will attack you after the detonation
What about; wormhole potion update.
Has a low chance to teleport you to a random mission, but with no weapons.
The objective is to find a 'drop pod beacon' to call a drop pod and finish the mission.
This could be an Easter egg or a fun secret that you could do.
Can we for the love of god have more hats with danger stripes on them - only thing that i found to be stripable is a beanie i cant even im fucking wheezing like a dying glyphid that got coated in acid
Can we please have more short beards? "Short" being anything small enough that it doesn't hide your chest armor plate. Right now we only have Square, Goatee, Split Brush and non-beards, like clean shave, masks, etc. Not sure if Shaving Accident is also a short one. Still only leaves you with 3-4 options if you want a smaller beard that won't hide the chest plate.
I once created a save, but i didn't know i'll start playing on it. When i realised it, i had a lot of progress. Now it's my main save file, and my "actual main save file" has less progress than the current one. Almost every time i open the menu it offers me to open the save menu.
- It would be nice if you didn't immediately get moved to a new save file, and stayed on the previous one before you select the new one
- We also need an option to swap save files
- And a checkmark "Not show again" for that message that tells you that your current save file has more progress than the current one
Goggles should be compatible with some hats and most hairs
A quick UI suggestion (for the future at least)
Cosmetic menu options - in short its just a button (woah) that allows you to use special customisations for your paintjobs (say an older version of supporter paint or a set of "company standard" paintjobs that can be switched in this menu), armour (the faceplate) and some hats too! (say the eyepatch / evil eye / whatever onesided hat cosmetic we got - why not just flip it over?). Would also help with sometimes absurd hat versions amount - some hats come in 2 colours and one camo colour, there are 3 cowboy hats that just have different colours and etc.
add a propeller beenie that gives hover effect or slows your fall.
imagine a GUNNER falling from a high height wearing the propeller hat and shooting wildly as he slowly decends!!! or a DRILLER hosing down stuff with flames!!!
give gunner the ability to recall his shield early, speeding up the recharge based on how much time is left
Upgrades possible for the pipeline builder.
Faster building
distance upgrade (like 10+ meters instead of nine)
etc.
Infinite Deep Dives where each mission 1 modifier gets added every mission and stays there for all future missions, until you finally fail a mission 🙂
All the resources on the trade station randomly change their price by 1%-10% every hour (also the bigger change is the rarer it is) with a cap of 50% (sell price is 37,5-67,5 credits and purchase price is 75-225 credits per mineral)
New shortcut icon, and new icon for the game on the taskbar! Both look outdated AF
in game report system
To be able to carry loot bugs
Slightly expand the radius around the big meteor where you can call down rockcrackers so I dont have to burn my feet every time I try to call them down
"Damn! The bugs bypassed the scanners, they're already on your doorstep"
Event that can replace swarm, "unexpected swarm", when swarm should play, random will decide will it be unexpected or not. Higher hazard - higher chance.
New Warning: No flares
As the name implies, the dwarves have forgotten to bring their flares (Scout can still use flare gun tho)
New Warning (Possibly replacing my old idea): Faulty Equipment
Flashlights flicker randomly/when damaged, traversal tools have 3/4 of their normal range/power, and recharge/cool slower. Support tools don’t last as long or pack as much punch as normal, either
Slugs.
Alternative support tools/movement items, The gunner should absolutely be able to rocket jump
The ability to tame lootbugs on missions, bring them back home to the spacerig, and when someone joins your lobby they can see your lootbug pets, either in a designated zone or just crawling about, maybe even introduce different lootbugs from the biomes, the exclusion zone lootbug could glow green (without harming the player), the fungus bogs could leave behind a small slime trail
replace the ruby player rank with gems that correspond to the class color (engineer would stay the same)
Gunner: Emerald
Scout: Amethyst
Driller: Much shinier version of the gold player rank
I want a beer that only costs credits but still applies a funny effect, so I came up with the Green Anti-Stout
It costs 100 credits
It's description is: "Somehow, this strange 'beer' came up on the list of drinks available for Deep Rock Galactic employees. It tastes vanilla at first, but after it has a nasty aftertaste that tastes like cinnamon and chocolate, and is reported to curse dwarves temporarily by making them act like Mission Control!"
The mug looks green, it's very techy, and has a small computer screen on the front of the mug with dwarf colors as small dots on it (like blue for Scout or yellow for Driller) and has a headset for a handle. It's effect is making you act like Mission Control, so constantly telling the dwarfs to get to work or stop dancing
"Bah! We need to get back to work, you guys!"
"Maybe we're not rich... We're not rich... You're not rich..."
"All this music gives me a headache! Let's move it!
"Why does everything look so green... Oh man, I forgot! We need to get to that Deep Dive! STOP DANCING!"
"I do NOT want to ping the mushroom. Burn the mushrooms!"
This will annoy the other dwarves that have not drank the beer, so they will say these lines:
"[Whispering] Hey, I think we should boot him from the team."
"Do you think Mission Control was ever a leaf lover?"
"[Whispering] Hey, im going to sneak into the beer storage, and destroy all traces of that stupid Mission Control beer."
"Should we take that guy to the med bay?"
"Eugh! Why's he talking like that?! It makes me shudder."
Weaponize Leaf Lovers Special.
Monochromatic and Biohazard are the only skins that change the color of the Heritage Miner visor, please add some more variety to the visor's color on other skins
I would sell my own mother for a biker cosmetic pack or seasonal cosmetics. --Bandanas, leather chaps, jackets, vests, spike helmets, hot rod flames, goggles, prison pants, fringe, etc. --A few examples, but I feel like the oldschool biker aesthetic would be perfect on the dwarves, given the sort of ruff n' tuff, brotherhoodlike relationships they have with one another lol
(two more examples, finally found the pictures I was looking for lol))
a pixelated censor cosmetic for when you don't have a beard!!! because seriously a dwarf with no beard is like a dwarf naked!!!! CHILDREN COVER YOUR EYES!!! lmao
add a stat that counts how many times you've saluted
Fix the broken ressuply pods. They give more deaths than ammo. You dig them up, fix them, and the ammo packs go crazy so you can't pick them up, and then they just dissapear. Also if you stay a little too close while digging you die to huge hitboxes
add a small amount of ammo to a random equiped item (other than flares) everytime you drop stuff off in molly or the other drop off areas. LIKE 5%-10% WOULD BE NICE. maybe 5% if partial bag but 10% if full bag drop off.
tameable flying bugs
Molly upgrades... like a Bosco upgrade terminal but for Molly
Customizable Molly Like different colors or outfits for her
New Mission type
Population control.
"Scanners have picked up a concerning concentration of bugs. We're sending you in to deal with the problem along with a heavily armed platfrom that will attract the bugs to you and help you survive their onslaught. Good luck team"
Mission objective. Activate the thumper to call a swarm to you. Must be done 3 to 5 times. When the thumper is started it will attract bugs for 2.5 minutes then wait for the team to Active it again. The bugs can damage the thumper to pause its timer until repaired but not pause the swarm. However the spawn rate will go down
The thumper is similar to the minehead in point extraction but it comes with more ammo and has its own bigger/longer version of gunners shield. But you only get 3 uses
30% chance for a dreadnaught instead of a swarm
Cave genation uses salvage sabotage and point extraction
Add a scout line or two for after he yells when falling(if he doesn’t take damage due to using the grappling hook) where he’s embarrassed for calling for him mom or thinking he would get hurt.
"machinist" passive perk that help with building. pipes, engi turrets, fixing stuff, etc
make progression arrows in fuel cell/coordinate transfer in salvage missions be color-coded to the classes of the people inside the radius
Lootbug steeves
Slugs. We need slugs in this game. They'll be just like maggots but slugs. Maybe a warning that adds them, and they'll leave a trail of slowing goo
For engineer maybe instead of turrets you could call down a resupply pod type of drop but when the pod busts open, inside is actually a small mechanical suit with its own armaments that the engineer can jump into and control. But the mech suit shreds through fuel so you can only have it for a limited amount of time like 2 minutes (some upgrades could be different types of weapons or faster movement speed and maybe even a self destruct sequence when the time of your mech suit is over)
new mission: Cavity Search- glyphids have started stealing stuff and hiding them all over the place in hard to reach spots. grit your teeth and prepare for some difficult times ahead!!
So dumb suggestion, but could the lithofoamer apply a slight slow debuff on enemies, just so that if your trying to concentrate on foaming those nodes you have a bit more leeway when there's a billion glyphids trying to munch your rear end
what if one can connect their music streaming account(spotify, apple music,...) to the jukebox in the lobby
ugh. i could use something to use all those spare perk points in late game. Surely im not the only one looking at the well over 50 of them... with all the perks already paid for... no idea what to do with them.
Maybe a way to melt unbalanced overclocks into overclocks i might actually want to use (?)
Gunner Traversal Gear alternatives:
Rope Deployer - fires a projectile with no gravity. Upon impact, it drops a length of rope from the projectile, that allies can use to climb vertical caves with ease. Upgrade modifications could include more longer rope length, increased climbing speed, and potentially a small bit of free movement while on the rope, allowing you to get those minerals that are juuuuust out of reach from just climbing.
Caltrops - due to the gunner being one to help ensure the team's safety, he could deploy caltrops that act similar to sticky goo, but only for glyphid grunts and smaller bugs. Simply put? An "anti-traversal" tool for bugs! Potential upgrades include a wider deployment radius, inflicting electric procs, or even increasing its effectiveness, allowing it to slow down larger foes as well.
Gunner Utility Gear Options:
Bug Resonator Device (B.R.D.) - A device thrown similarly to the shield generator, but with a different effect. Upon deployment, it unleashes a series of pulses that resonate with glyphid armor, and shredding it off them entirely.
Automatic Reloading Mechanism (A.R.M.)- A device thrown similarly to the shield generator, but with a different effect. Upon deployment, it continuously feeds dwarf weapons from their reserves, disabling the need to reload (Does not grant you free ammo, of course!). This device also removes overheat and recharge requirements for dwarven weapons in the vicinity.
yo guys in lobby it would be nice if can slap my teammates and they react to it and when u slap alot of times u can box
Engineer can get a final upgrade for his smart rifle that would be called “Smart Repair” (not to crazy about the name btw) that could heal/reload your turret by shooting it kind of like the shotgun can overload a shot in the turret by shooting it
Overclock ideas:
Slugger for Warthog, massively increased damage and accuracy, only 1 pellet, total damage is lower
High speed launch for the Breach cutter, travels much faster but deals only 1 second of damage no matter what
Smaller focal point for the Shard diffractor, area damage gets converted to direct damage and has slightly increased weakpoint damage
Bouncy munition for the Deepcore, only a third of ammo, smaller splash radius and damage but it bounces and explodes on every bounce
If you like the overclock please place the weapons emoji, platform gun for the laser cus i didnt find the emoji
Mission type icons for builds for each class PLEASE
Overclock for Boltshark: No Special Bolts, but Significantly more Regular Bolts to make up for it
A basic idea not very fleshed out, but a map design specifically for more advanced players. It could have something like a new enemy or map hazard that teleports players to different areas separating the team.
A "Flooded" modifier would be neat. Limited oxygen, and low gravity put together, with some sort of blue filter to emulate water
Rank must show up in-game or at least in menu in-game. You can see your own and other people's rank only on the space rig
A “Shark Ghost” modifier that is like the haunted cave modifier but instead of it being that guy it’s only on the sand area and it’s a giant ghost sand shark that can grab you and teleport you to a random place on the map by dragging you there
Scout Traversal Gear Alternatives:
Miner's Safety Harness (M.S.H.) - A bulkier, slower version of the scout's grappling hook. While overall deployment is significantly slower, the harness allows the Scout to hang from his position with full use of his weapons and trusty pickaxe. Further upgrades allow it to slow falling speed ones the scout is detached, allowing for an generally safer, more utilitarian approach to spelunking, at the cost of speed.
Gravitational Impulse Propulsion (G.I.P.) - A highly experimental (and dangerous) portable "grapple hook". Rather than firing a projectile, it launches you in the direction you are aiming at high velocities. Rather than having a cooldown, it operates on an overheat mechanic, allowing you to make a few quick, rapid pulses before needing to cool off. While generally more mobile than the grappling hook, and capable of keeping a scout airborne for extended periods of time, extreme caution is advised, and preferably another dwarf to clean up your remains if something goes terribly wrong.
Scout Utility Gear Alternatives:
Emergency Deterrent Floodlight (E.D.F.) - A single large, deployable floodlight with a carried mode, and a deployable mode. When carried by the scout, it can fire off powerful, invisible bursts of light that temporarily scare off glyphids in a wide cone in front of the Scout. It needs to recharge for a period of time after firing the burst, but can be lifesaving in a pinch. When deployed, the floodlight emits a powerful, wide beam of illumination in front of it. However, due to the cost and complexity of this device, only one can be carried into a mission. The floodlight can be reequipped after deployment with ease, just be sure to remember where you left it!
Workspace Illumination Nodes (W.I.N.) - A set of small lights that can attach to cave surfaces with ease. Perfect for if you need to light up an escape route for miners, or to illuminate dangerous hazards in the terrain! Now in large quantities!
make a timer for the iron will? maybe your health bar looks full, and goes down over time. once empty, the iron will would run out. Should still function like it does though.
Make a way to gamble in game cash, I've got nothing else to spend it on
(I dont know if these or something similar) exists already i dont have all the achievements lol)
Achievement - Well Equipped - Kick the Forge hammer into the Drop Pod.
Achievement - Most Efficient Dwarf - Kick literally everything into the Drop Pod. (Soccer set, Forge Hammer, Barrels)
Achievement - Master Kicker - Kick things 5 kilometers in distance.
Achievement - Nice Moves - Dance for a total of 10 minutes at The Abyss Bar.
Achievement - Rock and Stone!!! - Rock and Stone 1000 times.
Achievement - Were Rich! - Get 800 gold in one mission.
Achievement - Who Needs Guns Anyway? -Only use melee attacks to kill enemies in one mission.
Achievement - No Dwarf Left Behind - Revive dwarves a total of 15 times in one mission.
Achievement - You know there are missions right? - Stay in the Space Rig for 1 hour before starting a mission.
Achievement - The Drunkest - Fit 30 mugs into the drop pod.
With Beast Master perk at max level you can either tame 1 strong normal grunt or 10-20 swarmers
Could we get a hint as to what race(s) (if they're not dwarves too) the enemy company consists of?
It would be nice to have a list of recent players, with class, that you played with to be able to find good players again. And the reverse, to know whom to avoid.
Continuation of this, more overclock ideas:
Rapid fire for the scouts Deepcore, increases fire rate, mag size and decreases recoil but reduces damage and reload speed
Plasma beam for the drak, instead of firing balls of plasma now it fires a jet of plasma, pinpoint accuracy, increased fire rate but limited range
Critical boom shots for the M1000, explosions on crit but slightly reduces damage, explosion doesnt do damage to you
Converger for the boomstick, all bullets converge on the same spot after some distance but twice as little ammo and mag size, similar to the interfacer from borderlands 2 but without the central bullet
Bulldozer bullets for the zhukov, 4x damage, pushes enemies away on hit, more accurate and shoots a single bullet instead of a 2 round burst, but barely any ammo in reserve and mag and MASSIVELY increased recoil, basically loading a .308 in a pistol
Same goes here, if you liked the idea just put an emoji of the weapon, spitballer for the drak cus i didnt find the emoji again
it's already a pretty good perk so it might not need it, but what if resupplier could make you resupply instantly once per game, like field medic
Two Mission Types (And 1 Warning!)
A: Hostage Rescue Mission
Management has recieved an Anonymous Broadcast message from Hoxxes IV that explains that they have captured several of Deep Rock Galactic's Miners (possibly ones of importance) and are holding them hostage for ransom, demanding a ludicrous amount of Credits/Resources or demanding DRG relinquish control of the area to them.
Due to the potential importance of said Hostages or the cargo they may have had in their possession, Management has issued an Emergancy Hostage Rescue Mission.
The Goal is that a team will be dropped a safe distance away from the attatched coordinates/broadcasts origin to prevent early alerting of hostiles, and will navigate the caverns under a time limit to eradicate all hostiles at the site where hostages are being kept, and to then extract said hostages back to either the original drop pod, or to a new one that will be deployed for the hostages.
You will have to protect a squad of NPC Dwarves (whether they can become armed is optional) from the wildlife and escort them safely to the deployed drop pod.
Each of them have a limited health pool, but can be revived. (However with a longer amount of time taken to revive them, and they can bleed out if left down for too long, meaning the mission fails.)
After, its time for the Rescue Team to escape, and the mission is a success.
(Comes with our first potential Warning Idea)
Warning: Mercenary Presence
An Enemy Team of Dwarven Mercenaries has been detected in the Cavern, having been unauthorized by DRG to be there, and likely being hired by our unknown Rivals. The Enemy Mercenaries will attack players on sight, and there is usually a similar amount of them equal to players on the mission. (With 1 or 2 more give or take.)
Said Mercenaries come in roughly the same classes as Players do, and while they dont have Weapon Upgrades/Do as much damage as Players, they have more health than regular players, and they can either revive fallen mercenaries, or there is a designated Medic on the Merc team who can do the reviving.
Once the Mercenary Team is defeated, the objective is cleared. (Can be a simple extra objective like with the Lithopage Infections, or can simply be an optional issue Players must worry about, like with Rival Presence.)
One upside that could be made is that Mercenaries might attack Glyphids and other Insects, and be attacked in return, potentially alerting Players to their whereabouts if its not displayed on the scanner.
And lastly, Mission Idea #2
B: Last Stand
Mission Control has reported that a certain (Optionally Classified) Team of Elite Miners were able to locate an incredibly valuable resource on their Mission. (Could be something rarer than the heartstones, or a Valuable Data Rack/Rare Plagueheart Sample)
However, the operation has gone South due to unforeseen circumstances (Tectonic Activity/Sudden Terrain Shift or another unfortunate cause) and the Team is pinned down and reporting multiple wounded dwarves/casualties.
Due to the value of said resource, command does NOT want to lose track of said valuable resource, and has issued a Mission for a backup Team to rescue the Elite Squad and Secure the Resource.
This mission type would be similar to a Escort Mission, where the cave layout is fairly linear. Players would have to locate the pinned down team and begin escorting them and their valuable resource back to a drop pod. Along the way, Players will have to fight there way through several periodic huge swarms while protecting the dwarves they are escorting (who will prove as a valuable asset in said fights) all the way to the drop pod. Enemies will constantly spawn similar to Point Extractions/On Site Refinements, and your escortee's have a lot of, but limited ammo. That, and as mentioned, there will be anywhere from 2-5 Huge Swarms at certain checkpoints throughout the mission that must he defeated before progressing.
Once everyone is safe and the resource is secured, your escortee's leave and you either go in their drop pod with them, or you leave via a seperate Drop Pod. (Or the one the Players entered in. Up to the devs.)
The Big Blue Minecart on legs - Harry the H.O.R.S.E.
Mission Type - Volatile Collection
The H.O.R.S.E. the heavy duty brother unit to the M.U.L.E., short for Heavy-duty Operation Reactant Stabilization Engine
Miners that are regularly found to be calling the unit "Harry" despite regular warnings against humanizing equipment will face a reprimanding and a daily mandatory sobriety check for a minimum of 2 weeks
This Larger Blue unit is specially designed to stabilize volatile materials for a short time so they can be safely stored and refined, the key violently reactive mineral found on Hoxxes Maracite (pronounced Mar-ack-kite).
Due to the very short lived volatile nature of Maracite, there is zero room for dilly dallying, the unit and miners are dropped off and move towards pre-designated points.
The H.O.R.S.E. unit will make its way down to the shortest natural path to Maracite. The H.O.R.S.E. will then produce a specially designed energy field that temporarily stabilizes Maracite, allowing it to be mined. **It is advised that miners do not strike un-stabilized maracite as it will violently explode on impact. **
The miners are tasked with collecting as much maracite in the area surrounding the H.O.R.S.E. as they can before the unit runs out of charge, or is forced into defense mode.
As a safety precaution to prevent the Maracite in the horse from violently reacting to outside stimuli, and in response to the inability of miners to refrain from making unnecessary contact with the H.O.R.S.E., the unit has a built in defense mode. where upon any attempt to sufficently damage the unit, it will immediately deactivate external fields and focus on stabilizing its internal storage to prevent a catastrophic explosion.
As a safety precaution to prevent a similarly catastrophic explosion, the H.O.R.S.E. upon deactivating its field for any reason, not limited to glyphic attacks, forceful head pats, or expending its stabilizer charge, it will produce a pulse that will cause all Maracite in the area to harmlessly distinegrate with no risk to miners, lungs not included.
Miners are compensated for the total amount of Maracite collected, the mission will end when the unit has stopped at all declared spots, whether it has obtained any maracite or not.
The extremely dangerous nature of Maracite clusters require as little time be spent in an area with the material as possible, meaning the pod will arrive as soon as the mule has completed its mission for the safety of its cargo, and no later, with or without you.
A clean version of "Muddy Path" Paint - "Hazard Gallop".
For those who dont know Muddy Path adds hazard striping to some of the clothes, and i think it would be neat to have a clean version (that would be similar to pneumatic pickaxe paint).
also before i pass out - and im also not sure if it has been suggested before but
Option to take a screenshot of your dwarf with a drone and his equipment (pickaxe, guns etc.). ||i kinda don't want to run a mission to abort it just to take a screenshot and bosco isn't great at posing for photos too so uh. please 🥺 ?||
Could you guys please buff the caretaker? 🙏
It is less challenging than a dreadnaught even though you fight multiple of them during an elimination mission while you only fight one caretaker during an industrial sabotage
Option to start the pipes from the pumpjack. Not the building part, just the framework.
Reduced mission rewards for kicking a player after game start. If you host a public game and then kick players because you decided so then you should be punished.
how about a field medic cap and helmet? and add a passive ability to berserk when you are below 25% health, then for each kill with a pickaxe, the cooldown of a power attack is reduced by one second
make it so BOSCO stays unless you get a full 4 people on the team. sometimes the team just is not good and BOSCO is the only way to get things done right like getting those ceiling minerials that nobody will put out platforms for.
we heard the displeasure of our ever-smoking miners. Now that you're on the zipline, you'll be able to secure it tighter thanks to the extra insurance. This allows you - not to fall when taking damage, and for us - to modify the zipline even better! Now the ascent to the top will be much faster due to the accelerators in the new mounts. To gain a foothold in the zipline, you need to press one button, and then you will be surrounded by straps like a spider with its paws. Same procedure for going down the zipline.
Possible modifications: Decreased movement speed on the zipline, but increased defensive indicators. Now you can completely stop on the zipline! However, only if you are seriously injured and need help to get up. Well... Still better than being eaten by bugs on the ground, right?
is it possible for us to get more old weapons like m1000 classic in drg? say as a modified war stash surplus? bazookas, old assault rifles with new optics etc. - it'd be cool i think
Can we get Loot Bug hat? 
Hey, could phase bombs please detonate sooner? I can literally just WALK in and out without being caught in the explosion
If you have a perk you will get a piece of gear for it like field medic you’ll wear a medic cap or have the symbol for the infirmary on your shoulder or if you have beast master you’ll have a bag labeled “Glyphid Treats” on your hip or if you have thorns equipped you’ll see a spike on your armor or if you have hover boots you will have boots that have little boosters on the bottom of course you will be able to take these off if you like
Delete Hiveguard from game. Slowest boss with broken armor hitpoints :D
Can the Lithofoamer blind the enemies a bit if they get into whatever they have for eyes? Soap in your eyes is NOT fun, and I bet it's the same for Glyphids.
Daily beer: Greedy Lootbug
Gives additional +10 (or +20 idk what would be balanced) to inventory capacity
unstable oc idea for plasma carabine:
works like a mix of burning hell and aggressive venting.
^ - after 50% heat, burns things in front of you
^ - large cone/fan shaped AoE burn in front of you on overheat
v - weapon overheats faster
v - slightly decreased cooling rate
v - overheating costs 10 ammo
lore: some carabines, and dwarfs, survived the common plasma container failure by constantly overheating the gun. further analysis showed a peculiar crack on the magnetic container that expands as the weapon builds up heat resulting on a plasma leak, luckily to the right direction.
Helmets with Daft Punk stylings
Mission Modifier: Delicious Minerals: Makes all Lootbugs hold %50-%100 more minerals
Mission Control voice lines reacting to our (stupidly)smart ideas such as using a Bulk Detonator to kill a Dreadnaught. Using the Unkown Horror to take out an omen tower. Just lines that add a little something to pretty precise events.
Also Mission Control yelling “bullseye” when killing a dreadnaught/bulk with a resupply-pod since he’s the one who sent it.
Mission Modifier: Food Chain: Bigger spiders have a chance to kill and eat the ones smaller than them for health for example: Swarmer<Grunt<Slicer<Guard<Praetorian<Oppressor<Dreadnaught<Us: Let me know if I missed something
For hostage rescue, have a chance for a Bosco drone to spawn that can be fixed and be used like on solo missions (he has limited health and ammo tho)
For the love of Karl, give us S O M E T H I N G for killing a nemesis. BET-C can be repaired and turned into an ally, crassus detonator gives gold, while nemesis doesn’t even give bonus XP😭😭😭
BUFF THE OMEN HEHE 😈
For the love of god make C4 do no friendly fire if the driller is in the escape pod. There's literally nothing you can do about it and it just ruins everyone's fun. they just sit in there effectively immortal and no-one else can do anything to stop them. Theres not enough ammo in an entire map to kill them in there.
pump action shotgun for scout to cosplay Doom Slayer
KORLOK MUTATIONS
Yes, I'm getting bored with just one Korlok type, so I've made more in the Spirit of Labor. Each one drops a different shard type:
Korlok Kursite Vine Eradicator: A new Machine Event where we find out the Kursite doesn't just infect the fauna, but also the flora which could be how it travels more efficiently in the caves. Its 'mother bulb' has a diamond-shaped machine jammed into it, the bulb's opening pouring out that bright yellow colour we know of. The summoned adds would shoot Kursite dust at us, causing an effect like drunkeness (simulating the Kursite trying to take control). This is a Machine Event based around survival, the bulb's yellow light will slowly turn to black and then explode, causing the vines to shrivel and wither. When it explodes, the event is complete. [Drops Inert Kursite Vine Shard (a deep yellow colour)]
Korlok Traveller Bulb: A mobile Korlok boss, similar to Plantera from Terraria. It jams vines into the cave walls to move, but instead of just shooting pollen orbs at us directly, it has a secondary attack that causes a sort of mind control sapling to take control of the bugs to take our attention away from it. [Drops Traveller Shard (a turquoise colour)]
[Below could be part of a 'Weedkilling Regicide' Assignment]
Korlok Queen Weed: The royalty of Hoxxes' aggressive flora. This thing has an actual upper body sprouting from the bulb that bears a bright orange glow in it. You will find it if Korlok roots grows on floor and walls, stretching for miles. This is the second largest weed on Hoxxes, capable of tearing open the cave floors and filling it with ravenous Korlok barbs. On top of that, her melee and ranged attacks are not to be taken lightly. When angered, some of her roots will come up and try to smash or grapple a dwarf. [Drops Regal Shard. (bright orange)]
Korlok Empress: The heart, or root, of all Korlok-related problem in the area. [drops bright pink Empress Shard] (would write more but im at my limit.)
With a lot of bugs getting new and improved sound's, especially the bulks new spoopy sounds, i think the exploders should also get new sounds. Im thinking like a background hiss sound like pressure building up and then releasing, to really make you FEEL like you just got bug organs exploded all over you. So you have the normal exploder sounds, and then when it explodes in the background you hear that lower pitch sound that sounds more like pressure buildup and release, and not like a sound the bug itself makes, as well as the already existing sounds. Sort of as just a nice detail. Now while this may seem like such a minor thing, since i thought about it i cant stop thinking how nice it would be as someting to make exploders blowing up have more impact.
tap to hold accessibility option
How about a reskin for a M1000 that makes it looks like a lever-action rifle? Like a whinchester or something
how about just a lever action rifle? maybe for scout or engi, featuring high damage slower firepower great for taking out high value targets. also high potential fire rate but recoil would ramp up fast if you shot it at full speed. maybe some above average stun chance for good measure
Copy button next to the loadouts, when looking at your wardrobe/pickaxe customization/equipment. If something is copied, then a paste button will appear next to the copy button aswell. Resets when you exit the respective loadout menu
Weapon loadouts and perk loadouts to save and quickly change a build on one of your weapons or your perks. Maybe cosmetic loadouts too to change your appearance without changing anything else
IDEAS FOR GUNS:
Close range sound gun for the driller. Good at breaking armor and stunning weaker enemies
Other idea for driller is a gravity gun that can pick up terrain like the Heart stone and throw it. Depending on the terrain it might freeze or burn enemies.
A light pistol for gunner. It's a little exotic beings that gunner uses projectile weapons of more modern varieties, but what if the gunner never had to stop gunning? It's a pistol that recharges ammo!
An idea of a scout primary is one that uses the abnormal "Peircing Damage" yaaay! It shoots projectiles that go through multiple targets. It's kinda like a shrunken of sorts. It's gas powered too!
resupplier passive gives 100% grenades and utility ammo instead of health
crossplay between xbox and steam would be amazing some of my friends have xbox/win10 some have steam
A voice line for when you get all the tyrant shards similar to the voice line for getting all the plague hearts.
Loki overclocked: Hacked patrol bot firing mechanism
Locked shots cannot be angled, only fired straight
Less ammo
slower projectile speed
Max locked shots reduced to three
Much slower fire rate when tap firing instead of using locked shots
Increased damage (Fires red plasma bullets instead of normal bullets)
Weapon auto fires when max locked shots is reached
Tap firing makes the bullet be fired with much more projectile speed and have increased weakpoint damage
Slight visual changes for certain oc / upgrades. Make of that whatever you want
When you press the shout button("Follow me!" "With Me!") after shooting/doing damage to teammates it's a voiceline where you're apologizing to that teammate
The Scouts Unlockable Secondary named the Zhukov Nuk17 has a sound attributing to that of what I would assume to be a man whose never touched a gun before would fire a semi automatic at when firing as fast as they can, when actually dumping out a fire rate that would even make the heavy from Team Fortress Two jealous. The amount of bullets exiting the gun far outpacing that of the sound of firing the dual automatic pistols . Just unlocked it on Scout and thought that it was pretty annoying to see disjointed from what I was hearing is all. (I had a few examples but recorded them before I realized I can't place attachments in this channel so just ask and I can send you them.)
Add a California Girls type dance to the dance animations pool. CALIFORNIA DWARVES
An extra filter option with hardcore or farming xyz, and a option in the settings to set the lobby as hardcore or farming xyz, just to let players find their preferred lobby quicker
Mission Name: “Catalyst Purge”
Goal: Purge Catalyst
Summary: Mission Control is getting multiple readings that the DRG SCAN(Survey Catalogue Assistance Network) system requires maintenance. Miners, it’s your job to locate and purge the catalysts in order to maintain mission control’s visibility of Hoxxes IV and its unhospitable environment.
Part 1/SCAN substation take up an area similar to the size of a contagion spike or point extract. Strobing ever so faintly illustrating the need to purge in order for them to work at full capacity.
Part 2/Interact with the substation to switch it into purge mode, setting off an alarm that spawns enemies and puts a progress bar on screen that must be emptied(full->empty).
Part 3/Purging requires the DIRT(Discharging Interdimensional Residual Matter) Protocol. Occasionally a bolt of electricity will connect with an enemy from the substation making them glow and become invulnerable, up to 5 close by enemies(guests) separately tether to this host(similar to glyphid warden). You cannot damage the host until all guests are killed. Once the last guest is killed, the host becomes supercharged with a health multiplier and regeneration. Once the host is killed it releases a medium sized explosion, allowing the catalyst to discharge a portion of its progress bar. Rinse and repeat 2-3 times for each catalyst. Not destroying the guest and hosts swiftly can result in another host to spawn while one is already out. Once completed the substation will no longer have a faint glow and be back to nominal energy levels.
Part 3/Interact with the substation again to request reconnection to SCAN network. Upon interaction, 5 booster poles will be sent down(colorized). They must be interacted in order from furthest to closest to the substation(utilize terrain scanner to measure distance). Once complete the catalyst will be reconnected.
Part 4/Extract
Note: Based on the amount of time Step 2 takes, there or may not by more than 1 catalyst in each mission..
A fruit/Flower trade thing like the mineral trade but it’s just buying and selling the flowers and stuff to make beer
make it so steve cant phase throw engineers platforms (i tried to lock him under a platform so an OMEN tower wouldnt kill him while we fought it but he crawled straight through it and died 😦 R.I.P. steve)
Random chance for a cave leech not to try to grab you, so if you don't have a scout that does use their flare gun it'll have a chance to fool you
A small chance for the nexus to be pink/green/cyan (based on the biome). It will be producing normal swarmers so you won't know if it's a nexus or not
i'd hope to see a angler fish like glyphids in future update where it camouflaged and lure miners with barley bulb or other rare materials
edit: or it could just be a rival's tech
https://www.youtube.com/watch?v=wf8aSLgeKtI
A kill feed for Dwarves and big enemies and bosses so if you kill a praetorian or oppressor or any other big enemy with a big health pool
Radioactive Bulk Detonators specifically in the exclusion zone
nitra chunks that are like gold or bittergem chunks thay give you enough for 2 or 3 resupplies on their own
New Daily Brew: Liquid Nitra Gin (WIP title)
-Literally just dark morkite but for nitra
New Perk/Mission Buff: Sugar Rush
-Enemies drop red sugar on death
Iron Will should be reworked to where instead of pressing a button to use it, there’s a 12 second window where getting even just one kill will permanently get you back in the fight, like Borderlands’ “Second Wind” mechanic (until you go down again). Getting that one kill grants the current Iron Will buffs for 6 seconds, though I’m not sure what the new active ability for it would be
Power attack sound is replaced with Lowtiergod’s “You should kill yourself NOW⚡️⚡️⚡️”
Have a easter egg conversation about thinking up a new invention called "shovel"
Mission modifier: Atmospheric Ethanol
-periodically throughout the mission, the dwarves get somewhat drunk and then sober again. (It does not happen too often)
Id like to add on…
Environmental Hazard: Ethanol Pocket
A gust of ethanol gas will spay at the miner bursting the pocket with pickaxe, causing the miner to get drunk 100% for 10 seconds.
Remainder of the pocket will contail liquid ethanol where can be use to strategically to blow up and leave behind burning cluster for 6 seconds
Edit: Probably finnier if its October fest only
New warning: Maggot invasion
- There's a lot more maggots than on a normal mission. And by a lot i mean A LOT. They block your hits, bullets and other stuff, and it becomes an actual nightmare in Magma Core...
~ Also there should be exceptions for the things that kill everything around. Like a lithophage meteorite, Caretaker and more things after they end. At least the maggots should be an exception
Lead storm OC:
lead spray 
each shot now fires a buckshot of 8 pellets
extra 100% armor break
fire slower
each shot consumers 10 bullets (aka 10x ammo reduction)
slight damage decrease (to 6 damage per pellet)
Lore: engineer tampered with the lead storm minigun, fashioning it into a fully automatic shotgun. As if gunner needed more firepower.
A huge maggot/lootbug boss with a really small chance of appearance (at the start of the mission). It's really fast (a bit slower than the dwarf walking speed) and if it's gets close enough to you it eats you. After it eats you you stay inside of it and slowly get damage until it or you die. If it's magma core maggot it's also explodes after you kill it (a bit faster than the bulk), leaving barely any health to the dwarves that were inside (but not killing them). Fungus maggot also deals more damage and leaves poisonous clods behind it. After it dies it leaves a huge poisonous cloud. It takes more damage to fire. It's more like a joke suggestion but still.
Paintjobs and even maybe the frameworks for support tools. Like different colors for C4, platform gun and other stuff. Also for the frameworks you could come up with a ton of ideas
A (set-less) backblade for pickaxes that looks like a half of a shovel. To not be confused with "Reaper's claw" backblade and "Hole digger" backblade which are minishovels
Customizable terrain scanner (at least the color of the terrain)
add this beard to the game
So I'm at that point in the game where I have all the weapon overclocks, which makes my completionist bum very happy. However what does NOT make my completionist bum happy, is the next stage, which is cosmetic overclocks. There are a total of 37+36+36+39 weapon overclocks in the game. In terms of cosmetic overclocks there are 16 + 9 + 76. However, these only count for ONE class each when you unlock them. So that means that in total there are 404 cosmetic overclocks in total, which will only expand with new seasons, which is an insane grind. Maybe it caters to the most DEDICATED of players, but I think that grind can be a little bit reduced.
My solution would be that, once all weapon overclocks are obtained, maybe you could get a cosmetic core instead of a blank one whenever you would normally get a weapon overclock. It would still take very long but you'd effectively get double the amount of cosmetics per week.
You could also make it so that the cores unlock the cosmetic for EVERY class but I feel like that would reduce the grind too much and you'd basically run out of uses for the cores very shortly after getting all the weapon OCs. ⏰
New smart stout voiceline: "You know,if there's a drill-dozer,there must also be a scout-dozer! Something small,fast,agile and flyi- No,wait,that's Bosco,god damn it. "
give IRON WILL a 5 minute cooldown. sometimes 1 revive just won't cut it and it would be nice to have a bit extra to rely on in a pinch for those REALLY long missions.
I think the game really needs some sort of way to let people who went hard into one class to enjoy the others. I have a friend who has all of their overclocks, weapons, upgrades, and all they have for the other characters are a few levels. To put it bluntly, the others just feel boring as hell to them because they cant hold their weight in the games they usually could. I dont know what a solution could look like, maybe promotions making upgrades and some weapon assignments for other classes available? It would be a shame to not continue playing with them as other friends also want to play their preferred class, and the class becoming dull to them over time
Have a more direct link to the Official Wiki on here, make sure its updated with current cosmetics and stats, and differentiate it more from the unofficial one.
Make cave leeches louder. If there's any sounds it's impossible to hear them
A beer that gives a random effect from all the other beers and has a few that it only has
An endless mission, something like a big drill in a cave that mines nitra and its zone minerals, nitra will give endless ammo and the drill could be mining in waves. To power the drill just use dorretas power cells
Let us get Vampire off of a few more creatures, such as Loot Bugs and The Huuli Hoarder.
would really appreciate if the repair and build button is right click instead of [E] its very annoying especially when trying to repair pipes but is grinding instead
Recording how many eggs are mined in total by all players, and figuring out how many omelettes that would make, and offer omelettes at the bar, per year that is.
cosmetic ideas (basic but still)
- Retro-futuristic styled astronaut helmet (a glass dome/bubble) with either transparent or opaque glass (opaque would look more ominous really)
- Armours that replace some of the body parts with prosthetics (arms/legs wouldn't be hard to implement i think)
- Variation of Battered Service Helmet but with additional stuff like ace of spades/gun oil (basically battered born to drill)
- VR Headset (to not be confused with AR Headset)
- (goofy idea really) Gun helmet. Bonus points if it also comes in more armoured variation (looks more like a Streamsuit 5000 helmet)
Give us more Helmets that either cover the whole head, or offer Head, eye, and chin protection. Similar to the Heavy Duty helmet basically. More helmets akin to that one.
An another continuation of this, more overclock ideas gunner edition:
Behemoth rounds for the lead storm, increased damage, penetrates but more recoil heat and less ammo
"Lance" ammo for the thunderbolt, now fires multi-element bullets with maximum accuracy, increased damage on enemies on fire, electrocuted or dissolving but twice as little ammo, less base damage and less fire rate
"Tornado" system for the hurricane, increased fire rate, flies infinitely, explodes every 3 seconds when flies but less speed and maneuverability, has spread and less ammo overall
Autofire for the bulldog, fires the entire mag in a burst
Rico headshots for the railgun, headshots now ricochet if they hit a crit to an another enemy with more weakpoint damage up to 10 times but less charge speed and base damage
Railway for the railgun, thunder is for the thunderbolt, stubby for the leadstorm and tornado for the hurricane
Industrial sabo should be made to be as rare as escort missions are for deep dives, cause I like never see escort on deep dives
thermal insulation - armor paint style
Add overclocks to the cosmetic tree. A lot of players complain about it taking too long to get the overclock they want, especially since all the new weapons released in Season 1 and 2. I think 1-2 overclocks for each class (replacing mineral rewards) in the cosmetic tree would help greenbeards find the ones they want. If you already have all the OC's you'd get a cosmetic core/ mineral core.
Sound effect for text chat messages.
It would be interesting to see a "warning" in the style of "One bad day for a dwarf" so that a lot of existing mechanics are affected: 1) that the weapon jams with some probability and would need to be fixed; 2) so that the called drop pods land in the wrong place where they were ordered (as well as the escape pod: incorrect marker coordinates - this would be suddenness: to find that there is no escape pod in the marked location, after that the correct coordinates would be reported); 3) so that some grenades do not work with some probability; 4) so that the driller's drill suddenly overheats; the gunner's shield did not turn on with some probability or turn off early; the scout's harpoon was accidentally unhooked or blocked from use for a longer period of time; the engineer's platforms would randomly crumble when stepped on. I think you can come up with a lot of ideas under the general theme "Bad day". More randomness in routine actions - more interesting and risky situations.
dual eyepatches
Mactera are too silent for a 80kg flying bug. I can hear the buzzing sound of an bee trapped on my room why I can't hear a swarm of 10 fat bugs approaching me on a cave?
Unlees they evolved some anti gravity or anti inertia thing that I'm unaware of, just give tha bugs some flapping or buzz sound?
A better way to get the Streamer Suit. Maybe uploading a viral YouTube video, or an application you can fill out somewhere. I need purple armor color please GSG
Sometimes, I dream about cheese beer.
Overclock (Unstable): Pyramid Beam Expansion
For: Shard Defractor
The Shard Defractor now has three beams that come out like this: /|
AoE damage is increased by 1
: Battery consumption is increased by 33%
Direct Damage is decreased by 1
The lads down at RnD studied prisms and plugged one into the Shard Defractor. The result was a slightly less intense beam that spread into 3 different areas. Unfortunately, to keep up with the three new beams, the battery capacity drains much quicker.
driller pulling the pins from grenades
New goo gun overclock: bounching ball of fun(tm)
goo shots, charged and uncharged, now bounce on hitting an enemy or surface, with charge level determing amount of bounces
increased contact damage
increased arc drop
decreased puddle size
increased charge time
A headlamp upgrade in shield tree
Change the Flare Gun mod Auto Reload from T3 to T2. Feels like you give up too much light picking it in T3, which hurts the main utility Scout brings. Would be much better suited as a T2 option instead.
Dunno if it's been suggested before but a companion app for this game would be great
More fitting Rock and Stone voicelines in the memorial hall that are more quiet and meaningful
"I'll always remember you, Karl"
softly "Rock and stone, brothers"
etc.
A little quality of life with Bosco to reduce some confusion: A picture of a package box to indicate that Bosco is holding something, instead of the Mining Pick symbol which shows that Bosco is digging/mining.
Weapon framework: Ye Olde
Stylizes weapons after flintlock guns of olden days
New Achievement: Optimal Dwarven Preformance
Complete a Solo Hazard 5 mission while 100% drunk.
The main way to do this is to drink a black out stout right as you enter a mission.
Achievement specifics wise, the game will check as soon as the solo Haz 5 mission starts if your atleast 99% drunk. (not super optimal but it suck to just happen to be 1% sober just by chance.)
The the game will grant the achievement on mission completion.
Consider this the ultimate challenge of sorts, you cant really do this for an elite deep dive because dwarves sober up over time, and cant be a multiplayer mission since you could have people carry you through it.
You could make it a community challenge. Maybe even have a reward for the first one to achieve this feat and have proof of it.
reclaimable ziplines. we get way to few and sometimes we use them in the wrong spots.
make it so when you hover over perks while selecting it gives you their description
Cyro cannon overclock: Below temperature zero
Much less damage
Less ammo
Slower fire rate
Less magazine size
Cyro on the ground can freeze teammates and yourself
Cyro on the ground freezes less over time
Cyro lasts longer on ground
Much higher freeze
Enemies that escape frozen state move slower for several seconds
Lower voltaic stun sweeper's carried count from 8 to 6. Currently it easily solves scout's problem of having little crowd control, and is one of the best items in the game to get rid of tiny enemies like naedocytes or swarmers. This is also on top of a lengthy stun which gives it use against big enemies aswell. With the current held amount, you dont need to worry about saving them at all and can just press g whenever you see multiple swarmers
Make oil shale generate in all mission types, it looks pretty
What about reactive voice lines? When a Dwarf pings something, another Dwarf will pipe up with a response. For example:
Dwarf pings a Mactera Grabber
"Grabber, we got a Grabber here!"
Another Dwarf in response:
"I don't like hugs from bugs... except from Steve!"
Dwarf pings a maggot
"It's a maggot"
Another Dwarf:
"Don't step on it, it sticks to your boots for days."
Dwarf pings a Yeast Cone
"Yeeeast cone!"
Dwarf response:
"Now I'm thirsty..."
I'm sure you get the idea. These are just examples obvously, and I'm not sure how hard it would be to implement, but I think a bit of reactive chatter would be nice. I also don't think it should happen all the time, perhaps a 1 in 20 chance or something. Just to save our poor ears from being overloaded with overlapping chatter.
can we also add a button in-game that opens the wiki in an external browser? path of exile has the community wiki linked on their website, i don't see why we couldn't do something like that for DRG
Prespawn some enemies around where the drop pod will land immediately after the button is pressed at higher hazard levels so extraction is more intense. (assuming players are not too close to the landing zone when the button is pressed).
There will be a chance on a Salvage operation you can find Doretta either in the ship or around it
Make it so that you can use 5 (or other #) of error cubes to pick an overclock of your choice, or something like that. Maybe convert 1 error cube into 1 blank core? Anything to speed up the OC grind
"Ampule" (4) - Bottle with sludge inside it, stronger than a normal sludge pump shot.
"Firework" (4) - Grenade that acts as a semi-chaotic semi-homing rocket, applies fear and burning status effects in a big area.
When turning the hud off, terrain scanner shouldn't disappear
-Would love to see AI rival miners in the future.
-Underground waterfalls
-Extra XP for bringing Doretta home
A biome filled with water
Breach cutter balanced overclock:
Repulsion Engineering
Shoots shields that repulsion turrets make
Behaves similarly as such, pushing enemies back
Significant decrease in damage
Add more voice lines, mainly more rock and stone 
While probably a bit of an unpopular suggest with 25% of the DRG classes
Can we significantly reduce C4 friendly fire damage?
Reasoning: Friendly fire, by it's nature, is designed as a challenge to make players be more careful when using their equipment. It means that you shouldn't use the leadstorm minigun while standing behind your scout as a fleshy, beer filled riot shield.
When using C4, the damage reduction currently in place for friendly fire is pointless, because it is still capable of easily insta-killing a dwarf. Due to the nature of the C4's large radius, it's almost guarenteed someone will get hit if one is used in tight corridors or in a large wave. I'd dare say a vast majority of people who are dealing friendly fire with C4s, are doing so intentionally so they can troll lobbies. Kicking those players is an option that does not fix the problem, as usually once a C4 has downed the entire party, you're not going to just fix that with a simple kick.
A secondary objective that is similar to aquarks. A mineral chunk that you must mine out that is distinguished by crystal flecks in the ground. You would collect 6-8 (not sure which would be better)
More starship trooper themed armor, they look so futuristic and brutal (like in s3 battlepass, dark future, biohazard)
Upgrade for zipline in t3 that allows to mount heavy items on zipline and they will ride on a rope (like in real life)
Post-mission activity
If the mission has a Rival Presence alert or mission type is Industrial Sabotage, 1 in 5 missions a post-mission activity will occur.
Your Drop Pod will have a crash-landing because of a rival's Signal Jammers (New Bossfight ^_^ ). You will wake up while surrounded by fire and a broken Drop Pod. Mission control suggests you to go find a Signal Jammer, and also take the stuff that you collected during the mission from broken Drop Pod (It will behave like a bag after dwarf leaves and didn't deposit minerals). Next on you are going to find a Signal Jammer, surrounded by turret claster and other S T U F F.
Mission will eventually have 2 goals:
Primary: Destroy the Signal Jammer and Get new Data Cell
Secondary: Hack the Signal Jammer
After you hack/destroy it you will get a drop pod and safely leave the Hoxxes IV.
Rewards (optionary but cool):
- New Armor Skin: heavily damaged and burning
- New Emote (probably named like "I'm still standing" or "Iron Will" which will be epic standing on a data cell with a pickaxe)
If you hack the Signal Jammer you will get an addition of a skin for Bosco which will look like a data cell.
Also you spawn in the med 
||(I'm using translator)||
Voicelines when a dwarf drinks alone after a multiplayer session.
"Guys, where are you?"
"How lonely... Yes, Lloyd?"
"I hope I'll see them again..."
Make blank cores acquirable with gold or mini games. Shooting range to test guns on the ship.
When stepping outta the drop pod dwarf can say "Come on, you sons of bitches, do you wanna live forever?!"
maybe lines for when you do a specific non-killing thing to a specific enemy
that's probably unnecessarily confusing so i'll just provide an example
dwarf when they stun a glyphid slasher: "how's it feel to be held back, loser?!"
Locking on enemy for stun sweeper and S.S.G holding G button, after launching grenade shredders/sweeper will attack only one enemy (sweeper will bounce 10 times at one enemy)
T4 mod for platform gun with choose between smaller platforms (more ammo) and bigger platforms (less ammo)
It would be great if it were possible to uninstall mods using the game UI
How about "Old Fashioned" weapon models. For example, Garand for M1000, Blunderbass for Boomstick, etc
Brew-specific voice lines:
“I feel I could take the whole planet on!” (Red Rock Blaster)
“I am gonna harvest SO much morkite!” (Dark Morkite)
“referring to their teammates Welcome to the gun show, ladies HAHAHA!” (Backbreaker Stout)
-And more
After killing dreadnought:
When doing a mission that requires to eliminate a dreadnought you can find it’s head and bring it back to the drop pod, and once the mission is over the head can hang from your room as a “trophy” also, having voice lines for after killing a dreadnought for example.
“Karl would like that one!”
“This is for you Karl! Hope I can make you proud (in a softer voice)
And others I guess
New pickaxe mod idea (T3):
"Propulsion amplifier"
"We upgraded the power attack of the pickaxe so you can ride the blast wave to reach higher grounds!"
Basically you will be able to bounce off surfaces (and bugs) if you hit it while in the air.
Hitting a wall with a power attack while in the air, floor, bugs will YEET you in the upwards(wall) or opposite(bugs and floor) direction.
Yeah this is gonna be so fun.
Of course there will be another upgrade so it's not forced on everyone, like, maybe adding electro debuff to the pick idk
Make grenades upgradeable / ex : make an upgrade for gunners leadburster to fire another burst of bullets
Clean and unstable ammo overclock for LOK-1, really miss them (Have you seriously made an ammo overclock for almost every weapon in the game, but not on the weapon with the worst ammo efficiency?)
Third option in T4 for LOK-1 that speeds up rate of fire
More detailed filters in the server list, including an option to show only missions that haven't started yet (i.e. lobbies still in the Space Rig).
Arcade style mini games in the space rig
i find it weird how mactera grabbers, despite being a priority target, don't trigger any voicelines upon death. so:
Air traffic control reports clear skies!
How does gravity feel now, eh?
Grabber down! Eyes to the floor, lads!
Make enemies rotate a bit slower, its boring to try catch the dreadnought's ass to put some lead. Just make it a bit faster and dread turns into spinner lol
Easy-peasy if any of your team has a fear effect it makes them turn and run. Instant hit from behind. Otherwise someone gets to play decoy while other circle behind.
Even in solo game, just keep it distracted and Bosco hits it from behind.
Suggestion: Not sure if Season 4 has already been planned. But here is an idea for future season.
Since RockPox seems to be able to infect stone. We have to assume it can infect inorganic materials.
Idea: RockPox affects/infects the Rival-tech machines. Resulting in genocidal A.I. machines driven to eradicate/convert/absorb all organic life.
Yes - its a spin on a trope that has been done to death. But still, could be interesting.
Suggestion: (Decorative)
References are made in the game to a mess hall/canteen, yet I have been unable to find any door or signage that indicates where it might be.
Idea: In the DRG station, a door/faux door for the Mess Hall with a menu board posted on the wall to the side listing today's food options (changes daily?).
Perhaps with a sign that reads "Temporarily closed due to bacon shortage"
Refund Barley Bulbs spent on daily special if game crashes or ends unexpectedly?
Could second wind kick in faster? 4 seconds of purely running to kick in a 12% speed boost is a bit clunky
bruh moment. How about removing one bullet when using elephant rounds overclock.
Because the laser pointer already can have right click functionality (rockets in solo mode), how about making it an easy way to do ready checks in multiplayer?
When holding the laser pointer and right clicking an alien egg case, caretaker battery, power station, fuel cell, uplink, dreadnought egg, mule with the drop pod button, doretta, and any other event the dwarf will say “Who’s ready?”
For the next 10 seconds or so, dwarves will say “I’m ready!” when pressing X
Although it’ll take a lot more voicelines, GSG can also make the ready check voicelines talk about the event itself, like “Who’s ready to break open this meteor?”
Make bugs and perhaps even dwarves turn into gold if caught in a Crassus Detonator's suicide blast. For bugs, they simply become immune to all non-melee attacks, incapable of doing anything and upon killing them (they still have hp like normal) they drop gold proportionate to their hp. It should work even on Dreadnoughts since getting a Crassus and a Dreadnought at the same time in the same mission is extremely rare. Flying enemies either drop and shatter to the ground like with ice, or maybe just fall down and can still be broken - gold's pretty hard, after all. As for dwarves, they have to be broken out of their shells to resuscitate them. Maybe down them after getting broken out, as well.
Add a mission type where you fight, at least 4, hippy environmental activist Elves and their tamed glyphids.
While fighting you either choose between quickly fighting ads and leaving the elves to rendezvous ("boss rush" tactic?) or equally damaging everything to have an easier bossfight.
The Elves can either use some sort of magic-like technology to fight or just shoot you back.
(Basically a cross between dreadnought killing and industrial sabotage but you get to "persuade" those stupid leaf lovers into being less of a nuisance)
cosmetic idea
remove the eyebrows
i think this could be funny too have 0 facial hair
Please give us a Chao Garden with Lootbugs or Steeve. Also a terraria crossover with this would be fire
A dumb random idea thats stuck in my mind
Driller pistol oc: Sandwich tipped rounds
Much less damage
Much less ammo
Bugs are attracted to enemies that are hit
"We found a way to somehow fit an entire sandwich into a tip of a bullet, unfortunately there wont be enough sandwich tipped bullets for each bug on hoxxes"
Infected Glyphids and Rockpox Larvae should seek out enemies to infect if not actively attacking the player(s).
minigun overclock that converts bullets into plasma bullets
"We shoved the DRAK rifle into your minigun and it worked out pretty great. Just don't drop it, it might explode in your face."
+Minigun now fires plasma balls that explode on hit, dealing damage in a small radius
+Explosion damage from plasma balls ignores armor
-Reduced direct damage (but the explosion damage should cancel it out)
-Slightly reduced maximum ammo
-Bullets are now projectiles, not hitscan
Option to call down a BSU (Beverage Supply Unit). Provides drinks for all dwarves and will be the daily special in case you forgot to grab it on the way out or you want late joining dwarves to be able to get the buff. Or if you just want a nice cold one while on the job.
have doretta make less smoke when she blows up so her head is easier to find, or just so you can see whats going on afterwards, and defenitely not purely because i find it extremely dificult to find her head
give us a doretta themed bosco skin
victory animation where the dwarf walks in from the opposite direction then starts looking around all confused saying "where am I?"
update: idk if it was already a thing but glitched for me, a day later and it works
Wanna see a mini-mule active perk. ROCK AND STONE! to call your little buddy to you for your very own minecart on legs.
how about a 4% speed boost for the perk as the speed perk will only start working after 4 seconds
Unique firing sounds for weapon when its about to run out of ammo in mag or overheat
"Not this barrel!"
Kick blue barrel peacefully staying on the station into the barrel ball circle
Make bosco be able to repair mules and build turrets, like with pipelines
Collette Wave Cooker oveclock "Deep Fried"
The longer you shoot at one enemy without interruption , the more damage becomes.
Deep Fried
Much smaller lens
Less ammo
Minor damage debuff
This should be balanced or unstable overclock, its my attempt to make another option for single-target colette
A air horn for driller / multiclass
a suggestion for a bit of a mechanic tweak on the lok-1
when you have locks placed on bugs but not fired, they'll disappear if you start sprinting
i don't think this should be the case, i believe we should be able to hold onto locks while running, so that it's easier to get behind your enemy and unload a hail of bullets into their weakpoint, as currently, you need to either do it at a stroll, which is more often than not going to get you very hurt, or run and then stand behind your opponent while establishing more locks, which can often lead to the bug in question simply turning around again
"Karl, it's in your honor!"
Kill a Dreadnought on Hazard 5 while extremely drunk
Don't reload lobby after failed connection
Equipment menu when loading into game, cause presets aren't enough
Boomstick Unstable overclock "Quartet"
"Two barrels were additionally mounted to the shotgun in order to achieve huge damage in a short period of time, however, this significantly slowed down the reload, and increases spread and recoil. All barrels are tied to the same trigger, so all rounds are fired with one pull"
Quartet
0.66x reloading speed
250% recoil
150% spread
The meaning of this overclock is to get an insane burst in a short amount of time at the cost of flexibility and convenience.
Enemy idea
Glyphid drone
Huge armored flying ant. At first it may seem that this is a Mactera, but in fact this glyphid is the guardian and drone of the queen of the glyphid. Capable of both ground combat and the use of wings for short flight. On the back there is a weak point, which is protected by armor. This armor is similar to the one on a regular dreadnought. The rest of the body is covered by heavy bulletproof plates. Often meetings of single miners with drones ended in the death of the first.
It should be a rare and very dangerous opponent, similar in danger level to Nemesis. Also, the armor on his abdomen uses a dreadnought mechanic, "yellow scale". After death, he must leave a heart, which can be deposited for an additional reward. This makes him essentially a mini-boss
Also, you can make it so that instead of one of the sentinels, the guardian of the hive called the drone
Scale of health for Hack-C, which shows how much more damage he can take before hiding
Gun idea. Name: Glyphid adapter
Class: Scout (Why? With this weapon you should try to "choose" who to fight and kill first, and given his ability to reposition quickly, the Scout is, in my opinion,the best choice)
Type: Burst rifle with adaptive ammo
Description:
Do you think the Lok-1 or Drak-25 are futuristic weapons? Well, compared to the Glyphid adapter they are as futuristic as a broken slingshot. This powerhouse of technology uses bullets with the ability to extract information from the enemies they kill, information that is then used by the weapon to tailor a series of bullets, making them more effective at killing.
In depth description:
Rifle that fires a 3-round burst with infinite magazine capacity (like the minigun). When the weapon kills an enemy, it extracts information from it, obtaining a bonus that varies according to the characteristics of the killed enemy (and is not a bonus to elemental damage based on enemy weaknesses). Using the reload button, an ammo set will adjust based on the information gained, resulting in the buffs gained.
The weapon could stack several buffs at the same time, if it kills several enemies, or it could boost an already stored buff if a similar of the enemy who donated that buff is killed.
On the weapon there would be a screen / interface that will show an icon depicting the buff that would be obtained if the enemy you are currently targeting is killed by the weapon.
By default, only standard (non buffed) bullets that kill enemies are capable of stacking buffs.
By pressing the reload button, a certain amount of bullets will be taken from the weapon's ammo reserve, and placed inside a temporary magazine. The bullets inside this magazine will have the bonuses accumulated by the weapon up to this moment.
Once a set of bullets has been adapted, the weapon's accumulated bonuses are lost.
Reloading the weapon when there are still adapted rounds in the magazine will cause the adapted rounds to be converted back to standard rounds.
There's way too much croppa. We need less croppa spawn and more other minerals spawn, especially magnite
This hat.
"No wildlife was harmed when making this hat"
The Option to mute the game when out of focus, it has been suggested a few times already.
it would be nice to have a channel specifically for new miners and/or people with quesstions about the game
M1000 Balanced overclock "Electro whip"
An electric whip was built into the focus system, if you focus on an enemy for a moment, it will be stunned and electrified for taking a good shot. However, increased power consumption and AI tracking focus on the enemy takes energy and slows down focus a bit
Electro-whip
25% additional damage to electrified
1.33 focus time
Add voicelines for dwarfs when you call mule and its very far away (50m for example):
"AAARGH, I don't want to be here all day, why is the mule so far away?"
"sigh there will come a day when management will improve this bucket's legs so it can walk faster..."
i think you catch idea
Retroactively, lines for dwarves when you call Molly from less than 5m away:
“MOLLY! Oh wait, you’re right here!”
“C’mon, old lady! I’m right here!”
Option for weapon blueprint and paint job to be randomized each mission in the equipment terminal
Disable joining missions if you have no beard equipped
Endless mission type: As you proceed deeper into the cave, the Haz level increases and the upper levels cave in (allowing them to be unloaded)
Remove praetorians and opressors 30% crossbows resistance, this kills its single-target potential
I know it has been suggested a few months ago, but I'm going to suggest it again for visibility sake
A retry button for missions. Sometimes me and my friends fail a mission and want to retry the exact same mission and see if we can beat it by being better Dwarves. Instead, Mission Control forces us into a new mission. Karl never gave up after failure, and neither should we.
I absolutely love the ssg. It helps satisfy that summoner player in me.
I would like a gun that does something like summoning.
Like do to the study of rockpocks we learned how to artificially created it and make it control able.
Launch's an artificially made rockpocks larvae that attacks to the enemy glyphed.
Will seek out nearest un-infected glyphid (grunt, striker, or guard)
Max ammo: 15
Clip size: 1
Seeking time: 5
Reload time: 5
Infection time: 5
Damage: base
Health: base
Speed: base
T1 mods
Damage Boost: increases damage by 50%
Health boost: increases health by 50%
Speed boost: increases speed by 15%
T2 mods
Extra time: increases seeking and infection time by 2
Instant infection: reduces infection time by 3, increase reload time by 2
T3 mods
Extra ammo: increase ammo by 5
Dual infected: increases clip size by 1. Fires both shots at once. Increase reload by 2
T4 mods
Damage Boost: increases damage by 50%,
Health boost: increases health by 50%
Speed boost: increases speed by 15%
T5 mods
Extra life: upon death the larvae seeks out glyphid 1 additional time. Ammo is reduced by 5
Ultimate lifeform: can infect a praetorian. Reduces ammo by 10. Increases infection time by 2
Gunner shield overclock (if support tool overclocks are ever added):
Quantity Over Quality (Unstable)
Carry a lot more shields
Significantly reduced radius
Slightly shorter duration
New passive perk: shock bracers
Reduces the increased pickaxe swing speed from hitting an enemy(not to the point of mining, but somewhat close)
Also reduces cooldown on "missed" charge attacks(like if you accidently charge attack the air, or bosco)
When a dwarf yells "Friendly Fiiiiire!" as a result of taking burn damage, there's a small chance for another Dwarf to mumble "Was that a pun?"
theres an eyebrow on evil eye bot no eyebrows on those other three cosmetics.
I really hope thats not intentional because with cyborg eye i can make an oddly smooth dwarf. and no one likes oddly smooth dwarfs...
please eyebrows update
If we could have a 11% chance to get teleported to a secret place / level after drinking the worm hole beer we should have either a secret mission or dialogue or something like that
New beer: "Ethanol Roulette"
One of the beers from a round works like a blackout stout,the rest releases confetti,they all look identical
In solo it has a 50/50 chance for each effect
we still didn't get any beer mugs that are barrel shaped...
why.
MC separate headset? name's something like "Recruits Special"
Achievement "My poor back"
Deposit resources into a mule for more than 10 seconds at one time
message to ghost ship game studios:
if we ever get a barrel framework (and i hope barrel armour return too) the barrel in the corrosive sludge pump should replace the spinning tank.
thank you.
some more pickaxe upgrades beyond power attack could be really handy. Here's some ideas I thought up just for fun.
T3
Tungsten shaft: your pickaxe mines a slightly larger area per hit.
Composite shaft: your pickaxe swings slightly faster.
T4
Diamond point: All minerals and objects take 1 less hit to break(not terrain).
Barbed point: +35% weak point damage.
T5
Crushing blow: when a power attack kills a bug, it stuns other nearby bugs in a short radius.
Smite: if you are in midair and falling downwards when you strike, it does extra damage relative to your velocity.
Purpose built: your power attack has a much higher digging/mining radius. That's what it's for!
Hope GSG explores the pickaxe a bit more, it could really bring us dwarves back to our roots. Rock and stone!
sludge pump OC, balanced/unstable
pheromone mixture
enemies will try to pathfind through the sludge puddles wherever possible
decreased puddle lifetime
other balancing stuff
April Fools event: Tumbleweed Swarms in all biomes.
👿 🖤 🃏
Cryo Sludge Overclock:
Cools down enemies in puddles or that are hit by direct attacks
Increased slowdown effect
Charged shot provides a mini-cryo grenade effect on hit, dealing moderate instant cold damage in a small area
Damage over time for direct hits/puddles is heavily reduced
Charged shots consume more ammo
Make “It’s A Bug Thing” force loot bugs to cough up their loot when you pet them, instead of automatically killing them. This is a good idea because it would make the perk worse, and it would trick more people into taking it. 
Since sandblasted has sandstorms, glacial strata has blizzards, magma core has earthquakes, and bogs has rain, how about a "event" such as those, but for hollow bough? Presenting, tumbleweed migrations! Very rarely in the hollow bough, an event where numerous tumbleweeds blow through and into the cave system can occur. This, like real tumbleweeds, will prove to be a considerable nuisance for the dwarves, as they will need to fend their way through the prickly menaces to proceed. Prior to one occuring, mission control could report "a large mass of blips" is making its way towards the team rapidly. For extra effect, make the swarm music kick in when this happen aswell. Then, once everyone realizes its just some spiky nuisances, music cuts out and mission control appologizes for the false report. While on the topic of tumbleweeds, let's improve them! Tumbleweeds should be destructible with fire damage, and should also deal minor damage on contact, like thorns! Also, if possible, they should clump together if they make contact with one another, like real tumbleweeds!
While drunk and you salute your dwarf will forget what they will say such as “ROCK AND ST- wait what was I gonna say?” “WE FIGHT FOR- Wait what do we fight for?” “FOR KARL who was he again?” Also all of these will come out slightly slurred
Probably been said, but could we get some new "full reload" animations for some of the older weapons, specificly ones that share them?
THIS NEEDS TO HAPPEN
Get us more Managment themed clothing.
Maybe A button up shirt Ala Mission control.
mission control headset (with hair options)
Make the infirmary gown an equitable item. (maybe have a funny unlock method)
A solution to make twins less boring
- Make 1:2 heal instead of 1:4
- Cooldown for healing (1:30 for Haz 4, 1:00 for Haz5, this is an example)
- Make them be on the terrain more frequently
Allow enemy health to be set to dynamic. It would look so smooth when playing but still allow you to check health of an enemy if you really need to.
Doretta, Bosch and Molly hats. Gun charms maybe?
OHHH ok the gun charms was really similar to an idea i had! the little dangly dice in the drop pod are fun, imagine if you could get those but with various charms for your bunk! like a potted breather, a mini bosco/molly/doretta/betsy/hacksy to hang in your room or even on your gun or backpack!
New mission anomaly
MINERAL BUGS
The caves here were filled with rich local minerals... Until a bunch of Lootbugs arrived and ate them all.
This mission will have an increased Lootbug spawn, and Lootbugs will drop local minerals when killed (around 2, to not be too op). Mineral veins will appear less often.
This will only affect minerals like Bismor, Croppa etc. But not Gold, Nitra, Jadiz and Enor Pearls
Since all flares are functionally the same, either remove the meaningless “high intensity” or “medium intensity” or make them functionally different because it is misleading
Add a hat-mantle, but at the same time make it so that the face would not be visible like here - a mysterious dwarf.
New pump-action firing animation for the Warthog when the full-auto mod is not equipped.
Hide the promotion missions you arent eligible for currently. Why even have them there at all times? Only make them show when applicable
A Bosco mini-boss ala Bet-C
it appears some of the Boscos we've left on the planets surface have managed to be taken over by the very same Xynarch Charge Suckers that took down the Bet-C units... oh joy
Bosco may be lighter on firepower but don't underestimate our all-purpose-drone, this little bugger is agile and flighty, and you'll need to stay on your toes if you want to take him down, but if you manage to, you could find yourself with an extra helping hand
the attacks of a corrupted bosco:
Bosco's Guns: they do exactly to you what they used to do to the bugs, bosco will hold the guns on you for around three seconds and fire in the normal short bursts he does (in this mode bosco will follow you slowly and attempt to stay within a certain distance from you
Bosco's Rocket: it does very high damage to you, and recharges way faster than that of a teammate bosco, allowing him to shoot you with it a lot more (in this mode bosco goes completely still and a moment later launches the rocket)
Bosco's Nubbins: if you get too close to the corrupted bosco, it will go into mining mode and start trying to burrow minerals straight out of your head, this does very high damage, not as much as a direct bosco rocket, but higher than the bosco guns do (in this mode bosco is very fast and will attempt to stick as close to you as possible)
once a corrupted bosco has been defeated, it will float to the ground like a hacked patrol bot, and can be restarted like bet-c, once restarted, bosco will act almost exactly like a bosco does on solo missions, it will automatically target enemies, mine minerals if they're pinged, and all the other stuff bosco can do, except this bosco comes with no revives, and none of the bosco mods available, not even those rockets it shot at you just twenty seconds ago
i like this idea because it gives bet-c some company in the automaton section, and more mini-bosses sounds fun, also, i think an extra bosco with no revives or rockets is fine in solo and co-op
Blowing up a dread fireballs in it's mouth should do heaps of damage and ignore armor.
How about a beer thats sat in some corner
And when you drink it there are some voice lines like
Mission control goes uhhh you shouldn't be drinking that
Skins for class specific gear?
Voice line referencing Austin Powers in Gold member;
Whenever you ping a gold vein there's a chance to trigger the line "I love gooooooold, the look of it, the smell of it, the texture"
Cooperative perks are awesome so here’s an idea for one of them
Passive: Power Attack Conduction (3 tiers)
Your power attacks have been adjusted to allow conduction of the energy to friendly miners!
When power attacking a teammate:
Instantly recharge 30/40/50% of their shield
Increase their melee damage by 50/100/175% for several seconds
Instantly recharge their power attack (tier 3 only)
Unlike shield link, requires better communication and is easy to waste. Possible uses include using it on a friendly scout during a boss fight so they can swing to the boss and get a hefty power attack off, using it on a dwarf who just lost their shield and needs the power attack to get bugs off them, or even letting somebody proc their vampire perk again
Note: comes with an innate 20 second cooldown, to prevent people spamming power attacks on eachother for infinite shield
mode/mission where there aren't any enemies , you just mine. you get maybe 1/10 of what you mine (whatever's balanced) maybe up the rate of natural hazards?
When doing a industrial sabotage mission there could be a different boss that could spawn such as a giant robot dwarf that have some attacks that resemble some of the teams equipment such as a giant laser ability that would be referencing engineers shard diffracter or it could release a breath of Cryo that could freeze you referencing the cryo gun and stuff like that
driller primary that digs the terrain as part of its firing
Rename the perk Its a bug thing to Lootbug Lover, make it so when you pet a lootbug it deposits all of its minerals in a neat pile in front of them by throwing them up, the lootbug does a little spin, and burrows into the ground, it would make the perk actually worth taking
if 1 or more people are afk for more than 3 minutes(timer unrelated to drop pod), and everyone else is in the drop pod to leave, it should ignore any ironwill of people who are afk, and just pull the drop pod back for a successful mission
Add something to Bosco so that you can have it distract the ghost detonator in a haunted cave so that it is actually manageable when doing solo.
Probably repeated many many times before me which only further proves that other players would like this, so please don't simply pile on the ♻️ reaction and give an honest
or
. It would be greatly appreciated and it's my birthday wish. So here it is:
--A perk in DRG that lets you put your inventory in a tossable resource bag.--
My reasoning:
+it would only carry one (or even just half) the amount a default player inventory can hold. Can be created similarly like holding the flare button for turning off your headlamp or some other hotkey. Open to ideas here. Would like it as simple as possible for a dev to not be hassled to much to add a thing like this. 
+Promotes team skills, players can pick them up like compressed gold or an egg and toss them to other players.
-Imagine a scout dropping a bag to players below him and how useful that would be or bucket brigading team of players tossing precious minerals to a drill platform.-
+It is a solid quality of life for when molly is far far away with another player and you can't wait around to mine minerals or leave them all over in a messy pile to pick up due to your inventory being full and no place to deposit it right away. 
+We already have findable objects supposedly left behind by past miners that give minerals when deposited into molly. Making this a perk would not be to far fetched to tie into both world environment but game mechanics. 
+We already have a perk that lets us toss items further and move quicker with heavy items. It would synergize well with an already existing perk or two.
+Bosco could even be able to pick bag/containers up in single player making this perk valuable for solo players too! 
Thanks for your consideration! Rock and stone.
I was thinking it might be nice if Molly was a more active component of the team with some variations available. This would also help explain the mini mules we recover during salvage ops. I was thinking a total of 3 variations selected from alongside the mission.
The first variation is the mini mule, These are a lot faster than the current mule and would stick closer to the dwarves as each dwarf would get their own rather than share a single mule. Another added advantage is as they are faster than the dwarves theres no waiting around when the drop pod gets called as they will get there before you do almost every time.
The second type is the support mule. Kitted out with a light that can illuminate large caves and a shield recharger (instantly starts recharging shields at 1.5x speed) this mule is intended to help support the dwarves but still take a largely indirect role.
The 3rd is a reduced-size version of the BET-C project intended to be supported by dwarves to prevent the problems of the first run of the project. While it has also been reduced in power due to its reduction in size and the need to make room for mineral storage it now has directable rockets like Bosco.
All 3 variations could be supplemented with mods in solo mode as well. There may be other variations/better ways to do this but these were just my first thoughts. It is likely that waves would need to be made slightly larger to adjust for these new abilities.
In a salvage operation you can find a rusted Bosco that you can repair and have help you
Another thing I was thinking about is this game could really use a "fight until you die" mode. There were 2 variations on this that I came up with both focused in different directions so both could be implemented.
The first version is a coliseum mode where its simply a fixed arena with endless bug spawns and you are scored based on how long your team lasts. This could easily be explained with DRG branching out into entertainment and also help explain what we have been collecting eggs for this whole time. There could also be a competitive variation of this mode where 2 teams fight at the same time in separate arenas with devices in each arena to try and sabotage the other team with the goal to be the last team standing. I have felt like this game could use some kind of competitive mode for a while and doing it this way would not require any kind of rework for a direct competitive mode.
The other mode is basically a bottomless cave where the deeper you go the more resources and even things like loot crates there are. Essentially the more you keep going the more it's worth but it also gets more dangerous and you can call the drop pod at any time and if you die you lose it all instead of half. I was thinking this mode would be intended to help give a resource and credit boost to newer players and also something fun for established ones. It would likely have to be some kind of unlock you have to work for every time or setup so you can only run it once a week for resource balance but I think having a mode like this would be fun.
Also while I am thinking of it. PLEASE let us buy and sell beer ingredients in the mineral trade shop or something. Getting the right mix can be a bit of a pain when you are trying to unlock the beers and eventually you just end up with a lot of extra ingredients that would be nice if we could make a few credits off of.
more craftable beers?
I know thats a very descriptive suggestion but i think it would be fun to have a random beer added thaat would be related to ether the season or a random beer
Veteran Depositor damage reduction should work when you're near a mini M.U.L.E
The Abyss Cafeteria that has food instead of drinks that can give different effects on missions and just has some food items that you can eat for fun also when you’re full the dwarf will have lines for it like “Oh I’m stuffed” “I feel like a loot bug” “I’m full but I’m not talking about minerals”
Is there any reason we dont have skins for Molly?
i think it would be really cool to have some skins for her ❤️
Perk that lets you store red sugar like any other mineral and that acts as an extended health bar or can be given to teammates to heal them/help them heal if the sugar was in a hard-to-reach spot, maybe have it look more distinctive for QOL (45 sugar, 60 with deep pockets and that one armor upgrade)
This combined with the suggestion for added craftable beers gave me an idea for a fourth modification:
Canteen M.U.L.E.
-Can dole out smaller cups or shots of any type of Special Beer. The catch? The effects are very limited (I think like a minute to two at the longest) and you need to additionally exchange nitra/gold in order to obtain one (alongside the regular ingredient cost). Upon purchasing, the dwarf would consume the shot directly at the M.U.L.E. (Maybe this version of molly could have a screen on the side that resembles some sort of modern fountain drink dispenser?) and then they go from there. I feel like this could be really useful for things like going up against Boss enemies (dreadnoughts, caretaker, etc.) or for other things like needing to dig quickly but you don’t have a driller/Rocky Mountain wasn’t on main tap
Captured Boscos from failed solo missions turned against the dwarfs by the rivals
bag-full voicelines for specific minerals?
examples
gold: "i'm so full of riches!" "wish i could fit more..."
nitra: "hope this is enough to pump some more lead into those buggers"
phazyonite: "i'm gonna get a bunch of hats with all this!"
etc.
Make a swap to favorite weapon key to bind with [CAPSLOCK] one tap to a binded alt weapon… that always swap to a binded weapon when tap and if its the weapon when tap it goes back to previous selected weapon
Edit: long press to bind
Add cosmetic armor, "Cozy hoodie" with the hood off and on
Add a section in the Miner's Manual that explains player levels and promotions (ideally what promoting does for a dwarf!). It's quite a confusing topic for greenbeards that want to know why their friends can go on deep dives and shoot nukes!
A survival mission type where your team needs to act as a diversion for another group of dwarves on a high risk mission nearby by drawing in the nearby bugs.
Centered around a defense platform similar to the minehead in point extraction missions but instead of just being a deposit location for the team it has something similar to the Antlion Thumpers from Half Life to make noise and draw in the nearby bugs in waves when you press the button.
Add the biome variated maggots to the bestiary.
bouncy platform gun 🦍
Bosco framework with bunny ears and tiny carrots for "hands".
Skins for Molly and Doretta?
They would be applied based on the hosts set skins?
TF2 engineer hats for the DRG engineer
can we please get a sepperate version of glyphid slammers and supporter edition beer?
What about a little animation for the M1000 when focusing, rather than just zoom? For example, a slight shift to the center, as if the dwarf really aims and a small neon sight (like +)
Vincenzo "Vinny" Santorini hair when?
would be epic for explosive loadouts
remove caretaker from promotions, missions, etc. or make a version that's smaller like you guys said would do.
Give scout ability to place trailblazing markers (similar to the ones Molly leaves behind when leaving). Once placed, these can be toggled between 'Stop' , 'Proceed' and 'Caution' lighting colors/effects.
These provide little to no light, but burn indefinitely in order to mark trails or indicate hazards.
Could be placed by pressing 'F' while flare gun is equipped. Consumes one regular/throwable flare.
It's strange the driller goo gun when shooting an bug. I think it's weird shooting a goo ball on a bug that has low HP and the goo don't turns into a puddle so what if this idea could be an overclock:
so basically the OC is, every bug that dies with goo DoT turns into another "projectile" that falls to the floor but these projectiles does less damage on impact, still would carry and renew de DoT effect further until hitting the floor turning into a puddle.
small bugs may get pierced and DoT'd and big bugs would leave a bigger puddle.
higher DoT and puddle damage
turns bug flesh and bone into corrosive goo
less impact damage
less ammo
This would probably take a lot of man hours, but a visual change on weapons for each overclock?
How about dwarwen armour from Skyrim? Could be a cool reference
Achievement "I'm not a monster..."
Kill 100 lootbugs, cause you needed those precious minerals, its not your fault
Breach Cutter Overclock: Inorganic-Reactive Frequency
Reverts the breach cutter back to its original purpose, causing it to cut through terrain when it fires. This does reduce damage to organic enemies, but as a side effect robots take increased damage.
shooting range
- test your DPS
- get a readout like with the barrel game
- try different builds
- compare DPS with your buddies
- try biggest nuke damage build for dreadnoughts
enemy melee attacks and praetorian barf need a proper and CONSISTENT line of sight check. i am tired of glyphid combat feeling random and getting hit through walls
In addition to all the defense/hold out mission ideas, it would be a great chance to bring back purchasable structures like the lights and turrets that used to exist, a name/explanation for the mission type would either be a migration or horde drawn to something.
A timer to get out of the pod if the last person not in it goes down before evac, so many times 3 of us have been sat in the pod and the last one dies and despite tbem being easily recoverable we leave them behind because we were in the pod.
If the Rivals come back, they should send a group of 1-4 Robo-Dwarves (based on team size) to try and counter the Dwarves.
It’s a tiny suggestion but it would be cool if mission control would have comments if you use your markers to target another player frequently like with the condensed gold and mushrooms. My team does that for a solid 15 minutes every session so it would be cool to see!
more specific voicelines for secondary completion than just "secondary objective completed"?
like: "all boolo caps collected, secondary bonus awaiting transfer"
nerf volatile bullets to deal 150% of normal damage as extra fire damage. currently it is far too strong and you should not be able to solo haz 5 bulk detonators
please let us scan the drop pod to get the mini-mules marked on the terrain scanner, sometimes it can take a ridiculously long time to actually figure out where one of the minimules are
Rework second wind perk to give u speed boost whenever youre on the verge of death (with a cooldown)
More DRG content, please
Words cant explain how much I adore this game, you have honestly created a shining ray of light in a cloud layer full of trashy games that over monetize their game and milk their player base. There's a reason I bought the Rival tech cosmetics, soundtrack, and supporter upgrade, and if I could buy the remaining cosmetic DLCs I don't have, I probably would since DRG is a game that's actually worth spending money on
Thanks, Ghost Ship
Third-person view mode for accessibility. I realize this is non-trivial to implement but I have friends who would love to play DRG but can't because first-person games make them motion sick, which is not uncommon. A third-person mode would allow more people to play the game.
I feel like Lithophage Meteors could do with alternative cracking methods, maybe something to be added soon or in the next season, idk
Friend of a friend suggested the use of the mining lasers from Trintilyte Deposits
We already have beer, so when are we getting duel flamethrowers?
I am willing to wait.
An overclock for the flame thrower that turns its flames into flammable poison gas?
Passive Perk: Acrobatic (3 tiers)
Practicing gymnastics in your spare time has paid off. You’re able to climb better, and can transfer non-damaging falls into momentum.
-The radius for which you can perform a climb is increased.
-At tier 3, the height gained on a climb is increased.
-When falling and losing shield but not health, gain a 30/35/40% speed boost for 4 seconds.
Encourages skillful use of the climbing mechanic, and additionally allows for plays where the dwarf intentionally takes a bit of shield damage via falling to get the speed boost.
the ability to pet bosco, assuming you can't already
Laser pointer pings become visible on the terrain scanner
here's an idea: a glyphid enclosure in the space rig. possibly like a sealed chamber that has some lootbugs you can pet roaming around and with some cave terrain on the ground. adding on to this. maybe your steeve can appear in this enclosure if you manage to complete the mission with steeve still alive (in the same way that doretta's head appears in the space rig if you bring it back after completing an escort duty). you could maybe have some de-fanged and de-clawed glyphid grunts running around. and it could make sense in lore too because R&D or some other party may want to research glyphid and lootbug behaviours
GLYPHIDS NEED TO STOP MERGING INTO THE REFINERY/MINEHEAD WHERE I CANT HIT THEM
also don't like upgrade tiers that only have one upgrade option, like the zipline gun's range upgrade in tier 3, and a few others
random happy hour every so often after a mission where lloyd pours 4 beers of the day for free. Maybe every 10 missions or something, this could be an incentive for a group of randoms to stay together after a mission is over.
balanced overclock for lok where lock on is disabled but you get full auto?
Move the +15 max health from buying all 9 armor upgrades to the starting health; or alternatively to mastery 4/9.
It's way too easy for new players to overlook the need to purchase all upgrades since other masterys just award skins.
1/100 chance for smart stout to make the dwarves dumber and have them say incorrect math questions or other illogical stuff
You should be able to hack the nemesis after killing it to prevent the wave of bombs from spawning
I think this is a good idea for a couple of reasons:
It could create a fun sense of urgency to try and complete the hack minigame before the bombs go off. The bombs could even be buffed to be more dangerous, adding to the risk. "Do I have time to finish this hack, or am I going to fail and have it blow up in my face?"
The bombs aren't a fun mechanic to engage with as-is (in my opinion), as experienced miners will be able to avoid them pretty easily. All they do is prevent you from accessing the environment for a set period of time as you either (A) run away or (B) run around. This leads to an annoying, rather than a dangerous or exciting experience.
The hack mechanics are fun and I find them a little underutilized. This would be a good fit thematically and mechanically.
Most importantly, it would be completely optional! If you like it the way it is you can just not attempt to hack and the bombs would go off normally.
Expand the space rig to have that cafeteria Mission Control keeps occasionally bringing up
give a bit of extra credits and exp for any extra aquarqs/secondary objective resources deposited past the required amount
hover boots automatically activate when falling from a fatal height
Shale lasers should be able to instantly crack litho smoll shells
Can we have the ability to have Molly sit still, at least in solo, by marking her or something? Sometimes she just waltzes through the middle of combat or Baldi's Basics SWEEPSWEEPSWEEPs me through small tunnels, and sometimes it'd just be easier if she sat still when I Scout over to grab materials so I don't have to meet her halfway or just sit and wait again.
If that would ruin the immersion of working with Molly, though, I understand. Keeping up the tradition and all that 
kind of a super specific one but the Full Chamber Seal Overclock for the BRT7 is kind of underpowered even for a green overclock as it only adds 1 damage and a 0.2 reload speed increase. This really should be buffed to 2 and 0.6 to make it more worthwhile as it is by far the most underpowered green I have seen so far and honestly its more annoying by the fact it is underdoing the thing the BRT7 kind of needs most from an overclock imo.
Make the yuletide elf suit paintable, maybe add a separate paintjob of its original color as well. I was looking through #modded-gallery and that suit just has too much awesome potential with paintjobs
Give us a small bonus for over-completing objectives and having extra Nitra at the end of a mission. Something like a flat (not affected by modifier bonus) 1-2 credits per extra Nitra would be nice and its small enough to not cause people to horde it but enough that it does not feel like wasted time having 300+ extra Nitra at the end of the mission. Something similar could be done for gathering more resources than needed to complete a objective. Something like 100 for Aquarq 10 for bolocaps/apocablooms/ebonuts and 1 for dystrum/morkite/holomite
In terms of the modding menu, it'd be nice to:
- be able to name profiles instead of just having the A/B/C/D
- filter view and bulk-apply enable/disable based on verified/approved/sandbox
- be able to view the list of what's in a profile without first loading that profile (I don't count the profile mouseover because it's so much more difficult to read)
- sync profiles to steam cloud instead of needing to set them up separately on each machine
Unstable Overclock
"The Ommoran Hammer"
Description
- Turns your laser into an orbital strike
- ×like a million dmg
- ×alot radius
- 50 charge capacity
- ×alot heat
- Very Slow
- ×alot ammo consumption
- You're gonna kill someone with this
Turns the Shard Diffractor into a laser pointer which summons laser orbital strikes
Laser strikes take a while to come down after summoned and consume an entire battery charge but anything caught within is unlikely to come out whether friend or foe (I'd imagine it being like dropping a resupply pod on something but easier)
Laser Strikes create holes to the lowest part of the when summoned (If there are tunnels or a cave below wherever the strike is summoned the strike will drill through the floor until it reaches the lowest part of the cave)
While the beam is active the laser pointer can be used to move it slowly
Yes this is silly and over the top and management would never allow it but consider
I bring to you all, a massive amount of dumb OC ideas.
CRSPR
Rapid Fuel Ejection
Smaller Tank/Faster Reload
Reloading launches an explosive Fireball.
Damage scales with fuel in Tank
=======================================================
EPC
Unstable Plasma
Less Direct Damage
Charged Shots emit Arcs that do Electrical Damage
=======================================================
Warthog
Explosive Slugs
Adds Splash Damage
Reduces Pellet Count and Max Shells
=======================================================
LOK-1
Lock-On Bypass (Full-Auto mode)
(how to toggle?)
(downsides?)
PGL
Micro Grenades
+2 Mag Size, More Max Ammo.
Less Damage, Less AOE, Aim Deviation
=======================================================
Shard Diffractor
Compromised Safety Mechanism
Recharging is now replaced with the Heat mechanic.
Managing Heat is vital as Overheating the weapon will now lead to Catastrophic Failure
=======================================================
Lead Storm
Stabilizer Unit
Reduces Base Spread significantly
Reduces Max Fire Rate
=======================================================
BRT7
Full-Auto Conversion
Maximum fire rate, maximum recoil.
=======================================================
Coilgun
Overloaded Coils (Supercharged Shots OC)
Takes longer to reach Full Charge
Does massive damage
=======================================================
GK2
Burst Fire Conversion
Fire in 3 round burst, delay between bursts
increases base and weakpoint damage
=======================================================
M1000
Focus Fire
The more focus shots you hit, the faster you can focus.
=======================================================
Boomstick
Mini Shells
Less Pellets,More Mag Size ize
Flechette Shells
More weakpoint damage, less pellets
Auto sprint.
This was probably mentioned before, but we should really get a "mark all as seen" button for whenever we get new frameworks, paintjobs, cosmetics and overclocks.
To the esteemed developers, I am asking for a mode in which the pause can be used. We are parents and we have to get up from the computer more than once because, for example, the child has woken up and needs to be put to sleep. The game is great but the lack of pause in coop mode is terrible because we fail to complete missions more than once. So please parent mode with pause 🙂
I think it'd be nice to have placed way points (not pings) show up on the terrain scanner of other players, I feel like they could be more useful. Maybe just have a small player coloured sphere just like how there are arrows for actual players? They always seemed a little pointless to me, not sure if this will fix it but it's an attempt
2 suggestions. 1: Bacon shuttle could stop being late. (JOKE) 2: maybe a way to carry downed allies to safety, but it leaves you slightly slower than carrying heavy objects, and you can't fire your weapons, plus a 1 second delay to pick them up to carry, carrying only one friend at a time.
Kolrok warning where there are a lot of korlok plant ( not boss ) like the rival presence
Make mission control comment every warning in missions
dynamic music? like more epic base eery sounding when dwarfs are down during a swarm and more guitar like when going smoothly
Halloween hat where theres a swarmer sitting on your head
Dash and Second Wind should have equivalents for use on the Space Rig
I say equivalents because I imagine you couldnt have main game perks on the rig due to the same technical limits that prevent them from letting us have weapons on the rig, so having clones of them that are for Rig traversal only is probably the best bet, having Dash alone would just be a nice QOL thing I feel
Swarmer on your face, recreating the facehugger from the Alien franchise
Lower infected spawn rate pls
I know this has probably been suggested before, but can we please. Please have it so resupply pods, hacking pods, and all other vertical shaft creating mission control pods are ignored for pathfinding for molly. I'm sure there is a way to make it so the holes they dig can be marked somehow so molly won't use them when the drop pod lands.
Nothing is worse than a complex cave system, with the drop pod miles away and molly decides to climb up a 50m+ vertical shaft where a resupply pod came down earlier leaving the team confused on the way out.
An R&D hallway on the rig where we can see upcoming weapons or other easter eggs like a Hoxxes wildlife research
Goofy suggestion for a Gunner weapon.
Literally just the main gun from a tank. Single shot, massive damage, super loud, and massive recoil. Like, enough recoil to knock the Gunner back a little.
I don't expect it to be stupid powerful enough to one shot Dreadnoughts, for obvious reasons, and it being a single shot weapon might also mess with Gunner's usual role and specialty of laying down consistent fire.
I just thought about it, and it seems like a fun twist for something that could come later down the line, whilst also fitting with the fact that the Gunner would definitely lug around a barrel he 'appropriated' from a tank.
Also, because the idea of some mad lad using a tank gun as a mobility tool to effectively give themselves a double jump is equally as hilarious to me. It's got recoil, might as well use it!
Also, slappable Goo Sacks when?
Second wind is not only underpowered but i think a little boring right now. It has 1 effect while other perks like resupplier have 3. I think it’d be interesting if it had an additional quirk of giving the dwarf +35% movement speed for 3 seconds after being revived, along with a buff to its main effect
Idea for overclock for pickaxe. only for driller though
holding reload either A) empties the clip for no reason or B) continuously plays the gunsling animation
Mission modifier: Generous Mission Control: Mission control will give you more money for the gold you bring in in addition they will give more ammo and health upon a resupply and they will make a resupply pod cost less
objects you can pick up/throw should all have small enough windows of time between dropping/throwing and being able to pick up again so that you can always grab > throw > scout grapple > grab - this works for aquarqs, golden nuggets, bittergems, etc. but does not work on the holiday event item.
3 new mission type suggestions.
Search and rescue
Maybe a crew shuttle went down or maybe there are just some dwarves MIA that need to be recovered. The job is to locate and extract them or their bodies. These dwarves could also be used for a new random event providing an end of mission bonus if they are still alive as well as additional support firepower.
Live sample recovery
The boys in R&D need some live gliphids this time and its your job to go and get them. You get specially issued tranquilizers to sedate the target gliphids then bring them back to a holding unit for extraction. Careful not to damage them while sleeping as they might wake up again and you also get a bonus for the healthier they are.
Hive assault
We are going in guns blazing this time. We have found a queen and need her gone. We are sending you in with some modified BET-C units that are driven manually and a heavily armed drill dozer to breach the queens chamber. Destroy all the eggs, kill the queen and make it back alive.
Small thing, but it would be cool if we could spectate Steve when we are down :p
Make a way to check current mission (modifier) rotation without entering the game or space rig. Like checking the phone or Discord. Perhaps a channel in this group with automatic posts every half hour.
https://www.youtube.com/watch?v=0PFPjiCdYc4&list=LL&index=1&ab_channel=Pacagma This as a dance by the Juke Box, there is a very small chance the juke Box plays California Gurls and if it does play, every Dwarf does this dance lol. Would be so funny.
Give "the abyss" mask from the cosmetic tree an actual visor, I was severely disappointed when I unlocked it and it showed the dwarves eyes
I'm pretty sure I'm not alone in this, I wasted my scrip for it c'mon man
I'm not fully sure how this would work but imagine this scenario: you have completed your objective and your team has all made it to the drop pod when suddenly, a bulk detonator explodes and heavily damages the M.U.L.E. and the drop pod, rendering it unusable (and maybe even drops you into another cave). your new task is to repair the mule and call in a second drop pod to get you out. it would essentially be a salvage duty to repair molly. though you'd likey still be able to deposit in her, she wouldnt be able to move.
Also it would go GREAT with the biohazard suits and the glowing visor would be awesome
This may not be a popular one but I am going to post it anyway. The Huuli Hoarder needs to be reworked entirely. The way this thing is currently implemented it is just not fun to deal with, particularly in single-player. First off half the time the thing escapes before you even know its there as very often the first time you notice it is when it screams then you are sent into a frantic dash to find and get next to the thing in the next 5 seconds before it escapes. Even if you do manage to actually get the drop on it most of the time it will run up a wall to where you can't keep it from escaping and even if you do manage to keep up with the thing there is a good chance it will just glitch through a wall and get away. Honestly I am for removing its ability to entirely escape from the stage but even making it so it can't escape for a minimum of the first 30 seconds after it is startled and won't get startled by environmental damage (or Minehead turrets as I have had those trigger it a few times too) as well as make some kind of noise before being triggered to let you know it is there. This stuff would go a LONG way to making dealing with this thing barrable. As it is implemented right now I would say it is the single worst functioning thing in the entire game. I get it is a lot of resources but as it is it almost might as well not exist at all with how hard it is to kill.
"Sandwich Time" could be a victory emote to sit down and open a lunchbox, pulling out a sandwich
4th driller primary: "9000 PSI HYDRO-JET"
"The good (if slightly unhinged) folk at R&D took some inspiration from their once-a-decade visit to the Hoxxean Waterfalls, and decided to turn high-pressure water into a weapon strong enough to destroy bone. Simply hold down the trigger for several seconds and then use extremely dangerous water beam to obliterate any nearby creature! Its name during development was the "Super Super Soaker"!"
Has mechanics most similar to the Engineer's shard diffractor. When you hold fire, sprays a cone of water, that just moderately slows any enemy at first. Over several seconds of sustained blasting, the cone becomes more cylinder-shaped and gains range, damage and slowdown until it becomes like a beam. The beam can be shot for several more seconds at which point the gun overheats. The jet's damage and slowdown decreases with range, and it has a maximum range of effect. Unlike the shard diffractor, does not have a battery, nor a recharge time, so the beam starts firing immediately on left click.
Stats (not final):
'Pressure' is basically how long you've been holding the trigger, something like the overheating in other guns. It is immediately set to 0% when the trigger is released.
Damage: 0 - 12 Kinetic, increasing with pressure
Water Consumption Rate: 13/s
Full Pressurization Time (time to reach 100% pressure): 3.5 seconds
Overheat Time (once at 100% pressure, time to overheat): 3.5 seconds
Water Capacity: 350
Enemy Slowdown: 30% - 90%, increasing with pressure
Max Range Damage and Slowdown Multiplier: x0 - x0.75, increasing with pressure
Cone Width: 240 - 1, decreasing with pressure
Range: 12m - 20m, increasing with pressure
Overheat Duration: 5 seconds
Compared to other weapons: Same consumption rate as shard diffractor, has 12 damage while diffractor has 7, has 50 more ammo than diffractor, neurotoxin payload OC gives 30% slow, collette wave cooker has 120 shot width, turrets have 20m range and wave cooker's overheat duration is 2 seconds
I think this weapon is unique because it turns the overheat mechanic that so many weapons have into an essential function for the weapon's usefulness; it requires a different playstyle since a left-click won't really do anything. It also is the first driller primary to be (arguably) better at single-target than crowd control, although both have their advantages and disadvantages in this weapon.
lessen the likelihood of sabotage and elimination missions in promotion missions. i feel like without a shadow of a doubt they always have both in every promotion and its just so draining since those are my most hated mission types. maybe im alone on this one but yeah
EXP / Season EXP / Credit rewarding activities to do on the Space Rig, I would want this for whenever I'm waiting for a friend to join up and I have something with a small reward to do rather than sitting in my weapons menu or letting my dwarf dance when I go to the bathroom or smth like that. for a few recommendations for these activities they could look smth like. Cleaning up a bit of Rockpox that got let loose, finding and catching a malfunctioning Bosco thats flying around, correcting a satellite thats outside, finding a few parts for a broken terminal (one of the decorative ones as to not impair the player), picking up some trash found around the space rig, or even mopping up some of the oil stains found around the space rig. the activities could be initiated by the player by the associated object Broken Terminal, Mop and Bucket, those vials of spilled rockpox in the medbay, a garbage can, one of the boscos by the bosco terminal. Either that or they occur randomly after accepting one at a separate terminal. When started by only the host in a multiplayer lobby you take the task on with your crew, all tasks would give a small reward as to not overshadow EXP gains from the normal game just something to do without much time or when waiting on someone.
a quotation from mission Control could sound something like "I got something new here for you, Miners! The good folk in R&D are back at it again, and this time they have some new policies for you miners to follow. I sigh (shuffling through papers Mission control mumbling) Ahh here it is! "Overwhelming negative status of quality of employee residence, and the treatment of the Company issued Deep Rock Space Rig is unacceptable. Quality and care must be taken to the condition of the Company Issued Deep Rock Space Rig by employees and associates of the Deep Rock Mining Company in the future." They're essentially telling you to do your chores, so get to it Miners."
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Perk -Drop a resource bag with all minerals you carry to be deposited later.
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Random mission event - Resupply pod computer malfunctions, lot's of supply pods dropped randomly all around the team.
Tools used to build and repair stuff should share the paint job of your pickaxe
Another Tier 2 Modification for the Gunners Zipline Launcher:
Reinforced Latch: increases the damage threshold that causes you to fall off of the zipline by 15%
To make pox infested glyphids weaker but also more interesting, a new weakness - They have a cooling rate of 0, and take more fire damage. If they’re set on fire, they will remain so until dead or externally cooled. Every class can set things on fire, this needs a certain approach to exploit, and it works thematically. Fire tends to be a weakness of the living dead.
Chance for rockpox infected dwarven zombies to spawn on salvage missions
a special mission control voiceline for when a dwarf gets back in the drop pod at the beginning of a mission
I would like to suggest a Weapon for the Driller, as next weapon it would be nice to get a Pile driver remodel to a weapon, i think that would perfectly fit for the Driller
I would like to suggest more soundtrack. It is great but could us a few more tracks
More perks
Scouts grapple hook being able to pull small objects towards the scout
Upgrade for Bosco that replaces the rockets with scout's flares, allowing the player to choose either between either better combat performance or a support role in the form of providing light
Gunsling animation where dwarf: Takes the magazine/clip out of the gun and inspect the ammo in it, then puts it back in
We have friendly fire voiceline when somebody gets shot by teammate. What if our dwarf shout out when shot their teammate? It would be funny combo.
"Watch where you're shooting, MORON!"
"Then dont run in my fire first, IDIOT!"
Some more example:
- DAMN IT! This one could be a good land shot, but YOU got in the way!
- Hey! Your lead is in supply pod! This is for BUGS!
- Stop figdeting or I'LL make you stop fidgeting!
- MOVE. OUT. Your elephant fat ass!
- These buggers learnt to yell dwarvish?!
I know, it will work on accidental shots and not on purpose shooting, but ut would be fun to hear two dwarves yelling at each other
Does anyone remember when certain facial hair items used to remove the front plate of armor sets yet could still be covered with a helmet? would be really nice if that front plate had a manual toggle, in the wardrobe.
QoL suggestion
More dynamic ui options like
Show resource count when within 7m of molly
Show ammo count when firing then hide after 3 seconds of not, and also Show count when switching weapons for 2 seconds
Option to show equipped OC icon next to the ammo on the Hud, etc.
I know someone already suggested smth like this, i just advanced idea a bit.
Mission type: Distraction
"Alright roughnecks, a team of miners in a nearby cave system are trapped, they are surrounded by hundreds of sleeping glyphids. The minerals they extract are very important to us, so they have to get off this planet. We will send you and a diversion station, whick will attract bugs. Your goal will be to activate the station when you are ready and begin defending against the huge clusters of bugs coming from the nearby cave system. You need to repeat this process 3 times to make the other team's evacuation safe"
Generation should have pattern from refining i think
New unstable bulldog OC
Exothermic casing
^ additional 225% damage to frozen targets
v Slightly smaller mag (3)
v less ammo (-6)
And -50% ammo ups
v Slower rate of fire (-.75)
Knocking on the Dreadnought cocoons like on the litophage tanks. Bonus if you crack pregnancy jokes whilst doing so.
"I feel it kicking!"
Add rare easter egg darkest voicelines after killing dread from MC:
"Their cursed champion falls!"
"Monstrous size has no intrinsic merit, unless inordinate exsanguination be considered a virtue."
"The bigger the beast, the greater the glory."
"A victory - perhaps a turning point."
Switch the effects of fat boy and rj250 for april fools
Revert tcf nerf and make it a clean oc. Maybe balanced with an ammo reduction
Remove sweet tooth movement speed bonus and make it allow for red sugar collection when at full health (it would be put in your inventory, having the same amount limit as other ores), which upon taking damage would start a regeneration process restoring health and consuming red sugar per second
Make it so that the unique classes only option applies in the lobby aswell! I hate that i have it turned on and they can still pick other classes because the mission hasnt started yet
Kindly update DLSS dll from 2.3.1 to 2.5.1 it is bonkers how good the lastest DLSS works on DRG. My jaw just dropped -3 floors
There is a useless passive ability.
**strong arm **
I propose to add the same bonus for throwing grenades and С4
This will also make the perk more logical, as it's weird that it only allows you to throw heavy items and flares with a lot of momentum. However, grenades do not receive this bonus.
When designing custom loadouts for characters, we currently have the ability to choose an special Icon as an indication of the loadout. But, sometimes a single icon isn't enough of a reminder. (at least, not for my slow brain)
Suggestion: Would it be possible to enter a brief text description or name (16 characters max) at the top of each loadout?
An indicator on the UI element for the engineer turret when the turret whip mod from the Warthog Auto 210 can proc again. Right now we use the smoke coming off the top as an indicator but in the heat of battle it’s hard to tell in the mix of everything exactly when we can shoot it again.
Mission Type: Evolved Hunt: A dreadnought Hiveguard has evolved in its cocoon and has hatched into something stronger. R&D has been keeping a close eye on it and discovered that it is in hibernation. Your job will be to get to that cave find it and destroy it. This boss will be able to summon swarms in between fazes as it calls Glyphids grunts, Slashers, guards, and Praetorians. It will be bigger than a dreadnaught will have more health and will look armored and it will have some of the other Dreadnaughts abilities.
New machine event: Corrupted Drilldozer
A deactivated drilldozer with 3 large Xynarch Charge-Suckers attached - two at the sides, one at the back and one fuel tank lying nearby. Once the fuel tank is inserted into the drilldozer, the event begins. Drilldozer will go into hover mode and attempt to drill the nearest dwarf, dealing extreme contact damage. Bugs will also keep spawning. The event ends when all Xynarch Charge-Suckers are destroyed. After a 5-second countdown, the drilldozer explodes with the force of a Bulk Detonator, except that it does not create explosive fragments. The fuel tank can't be inserted if Tritilyte Key hasn't been used. Due to the drilldozer being heavily damaged, inserting the fuel tank takes as long as pushing all 4 buttons from other machine events.
If/when we get more guns, I want a big iron (he had a big iron on his hip) and a comically large spoon for pickaxe
Make lok-1 able to aim for vents of caretaker and hiveguard, so it will be good choose on elimination and sabo
Disco lights
If all the players are dancing a disco sphere will appear on the dance track and the ships of the ship go out, letting it be illuminated only by the sphere.
Note: The sphere can be a barrel.
Note 2: It could be activated with a wall button as well as the gravity claibration system.
Balanced Overclock idea for Engineer's Deepcore 40MM PGL
Sparkle Rocket:
Unnafected by Gravity
Explodes Multiple Times
Pretty Colors
Smaller AoE
Slightly Decreased Damage
Got the idea from the lunar festival event's decorative firecrackers. Figured that if the Deepcore can shoot a mini nuke, why not a firework?
the ability to see in more detail how a cosmetic item from a forge will look like in a store
Hurricane overclock: expired explosive rounds
Less ammo
Projectile speed is randomized from being 50% slower to %50 faster
Rockets slightly fly off of where the aiming reticle is and sometimes are not tracked
Increased damage
Increased blast radius
"we have leftover expired fireworks from our last lunar event that can be jammed into the weapon which means less ammo, it's less likely to hit your target but you know how dangerous expired fireworks can be, just don't blow up a finger or two accidentally with it"
Warning: Experimental Rival tech
Mission control: "The Rivals have taken their time making their next move, now they're trying intimidating the Hoxxes wildlife, good news is that the bugs can see the Rival bugs as not them"
-Random special enemies like wardens, grabbers, menaces, and glyphids (not including bulks) become Rival bugs
-Rival bugs are tougher but slower, steam vents are their weakpoints
-Bugs sometimes attack Rival bugs
New plaguefall event: Lithophage Elimination
Lithophage contagion spikes have landed around a few dreadnought cocoons causing abnormalities.
Affected dreadnoughts will be considerably stronger but also more rewarding. They also will each have a plaguheart that has grown within their shells allowing for a nice experience bonus on top of the mission.
New style for eyebrows
more armor upgrades/different armor models have an effect on gameplay
add some steam profile items
A perk that displays nitra veins on the map
This is mainly just me wanting more frameworks, but, what if item frameworks were added to the main shop?
Perk Idea: Plumber I-IV
You know and have done everything there is to know and do with pipes.
PASSIVE: You assemble and repair pipelines 5/10/15/20% faster!
ACTIVE: Press R2 (or LMB if on PC) while constructing or repairing to double the rate of construction/repair! (Lasts for 30 seconds, takes 2 minutes to recharge.)
Option to Tweak or disable Lens Flare.
LF is one of those effects on games that completely destroys the immersion and visuals. The idea of it is good but when poorly implemented its the only thing that the player sees, making a fast pace combat atrociously awful to look.
I'm not sure if anyone thought about this, but why isn't Mission Control yelling at me for throwing firecrackers at the biotanks?
Bestiary upgrade: after you've killed some number of a creature, you can get more detailed data on it, such as vocalisation sounds.
three words. Unusual hat overclocks
Unstable utility overclocks
Bugs withing the flares sight line are slowed by 10%, but duration is half
Bubble shield is now more of a wall that does 75dmg a tick to bugs walking through, but +50% duration
Drills now do significantly increased damage and mine in an even larger area, but 2 hit all terrain
Plastcrete gives a 15% speed boost and a 10% slow to bugs, but doesn't reduce fall damage anymore
New mission modifier:
Abandoned Machinery
/
- Guaranteed a BET-C spawn.
- Chance for a Lost Helmet to spawn is doubled.
- Abandoned Supply Pod spawn chance tripled.
- Swarms are now twice as common. Glyphid spawns within swarms have also increased.
More armors unique to classes. Similar to MK# maybe other variations with their own tiers. Currently feels like there is so much variety in terms of beards and hats but not so much for armor.
Strange idea : Have the planet's hostile lifeforms (stabber vines, leeches, bees) actively 'attack' and cause friendly fire damage to Glyphids in range (And likewise, Glyphids will learn to stay away from them). I mean, there probably isn't any reason they'd be allied with each other (besides meta reasons of course), so perhaps some interesting interactions between various lifeforms on Hoxxes IV might be a good addition? (That and it might introduce some amusing tactics such as luring Praetorians into stabber vine range, and etc.)
On April 1st, turn the abyss bar into a salad bar. (I'm not sure if it would be funnier to have the dwarves be extremely angry about this, or just pretend that it's always been like this.)
A new anomaly
Loose Soil - due to a certain creature (?) present in the area, the ground is looser and breaking a part of the ground opens a wider hole.
This could be useful in just speeding up some stuff like mining through dirt if you don't have a driller.
Dreadnaughts have a chance of dropping compressed gold on missions with gold bugs.
SirSwag (I think) mentioned this over a yeah ago but he mentioned a seed code so if you really liked how a certain cave generated or objectives spawned you can send or share them to other people or redo it with different equipment
Mission Concept: Interception
Map Color: Brown
The rival prospecting company has capitalized on Management’s odd decision to not retrieve the bodies (and sometimes heads) of various Drilldozers, allowing them to not only steal, but completely turn them against Deep Rock Galactic! Miners, you are tasked with finding and completely destroying the repurposed and redesigned Drilldozers!
Interception is essentially Escort Duty, but with the roles reversed. Instead of protecting Doretta, you’re now here to destroy her before she reaches a heartstone!
You and your party will drop in some ways away from where the Rival Tech Automated Drill Unit (in voicelines referred to as ‘evil doretta/dotty’) is active and drilling towards a nearby Ommoran Heartstone. It ends up being rather simple to find it, Rival Doretta is pretty loud, and you can detect her path with the terrain scanner (provided you’re close enough). Once you find it though, things get wild. Rival Doretta now has two drills, one on her front, and one on her back (yes these can and will hurt you, she sometimes hits pieces of material that cannot be drilled through, requiring her to backup as she finds another path, although this rarely occurs), as well as numerous escort drones and her own mounted turrets alongside her tread covers. Rival Doretta takes damage similarly to how the caretaker does, having to damage ports/vents on her sides to get her to expose her head. Her mounted turrets act like simple blaster or barrier turrets (the turrets can respawn after being destroyed), and also like the caretaker, when her health is low enough, she will begin firing off phase bombs and swarms of shredders.
As for her escorts, she is tailed by crowds of patrol bots, occasional waves of shredders and standard stationary turrets that are deployed when Rival Doretta has to refuel, meaning you have robots AND various bugs to deal with as you attack Doretta.
When Rival Doretta requires a refuel, in addition to the various turrets she sends out to protect herself, she sends out groups of Refueling Drones, roughly Mactera Grunt-sized bots that congregate near Oil Shale clusters and slowly siphon them. They don’t attack the miners, but they do move about as they siphon, and are strangely durable, save for the weakspot on their bottoms. Like normal macteras, freezing them will instantly destroy them (even though they resist cold). Destroying them is not required, but they can buy you time as more drones need to be sent out to account for lost fuel.
The mission can be dragged out to a climax where Rival Doretta does reach the heartstone, where you need to frantically beat at her weakspots before she cracks open the Heartstone. Standard RT bots will encircle Doretta as the Heartstone follows its standard phases; robots will attack the floating rocks that appear, and phase bombs are deployed in order to destroy the laser crystals, regardless of her current phase. If she succeeds, she will then destroy the Heartstone and the mission will be considered a loss.
Upon defeating Doretta, she will explode in a more dramatic fashion, knocking away nearby dwarves similar to how the Caretaker explodes, or Heartstone ruptures. Rival bots will appear and begin pursuit alongside standard swarms after calling down the drop pod via Molly.
“The Lunch Break” Update.
You can pack a sandwich, and the dwarves will all shout “Lunch break!” Throughout the mission. And then you can stop what you were doing and eat lunch. It would heal you if you were low health, boost your health so it’s higher, and give you a speed boost until the mission is complete. The catch is, you have to complete the main objective before the amount of time it took for Lunch break. For example, if lunch break was called at 10 minutes in a mission, you would have 10 minutes to complete the mission and be in the drop pod for a bonus, probably giving a boost of 10% more xp or credits. Lunch break timing changes depending on the mission. Industrial sabotage, dreadnaught elimination, and Morkite extraction would all have longer times before lunch break.
Also, depending on what you put on your sandwich, you will get different boosts.
Emotes of all the perks
Support and traversal tools skins and textures
Some sort of futuristic fur-coat armour cosmetic?
Bonus points if it comes with arm patches (miners unions, class patches etc.)
fix the total makeover achievement, it's bugged
The ability to customize Lloyd like you can Bosco
Could be something in the drone terminal like
”BDD-2947 (Beer Dispensing Drone) ‘Lloyd’” and then you’d have frameworks and paintjobs and stuff
When joining into other lobbies Lloyd would use the hosts preferences
If you keep a beer held or sitting for too long it can spill or no longer be foamy or when you run and jump your drink can spill (This wont effect special beers)
in addidion to last suggestion, improve the "liquid" physics of the beer being drank, something feels off about it dissapearing from the middle instead of swirling with the horizontal level
a cool thing would be to customise your bay
since revolver does not have any animations: can we replace its hammer by something else? (like seen on the rival tech framework)
There absolutely should be a warning when you're entering a modded lobby. I just joined a chinese elite deep dive with players who seemed to know each other and it was a weird lobby. I had infinite carrying space, i could deposit instantly, there were SO MANY bugs, like a seriously obscene amount of them, i had like 50 grenades in my pocket, and frankly, i wasnt interested in playing modded and i feel like i should have been given a warning
Edit: Gunner resurrecting multiple times, him going up ziplines using the zipline boost, him using an endless amount of the sprint perk
mole tincture
platforms 1/3 smaller but double the amount of them to make up for the size difference. maybe make them rectangles. or ovals.
Platform in the shape of ijkdenem profile picture. (Legit suggestion, mission control platforms)
Make it so that bugs can't hide their weakspots in the ground like this
Special Beer Concept: Nitra-Gin, proudly produced by The Seventh Dwarves Brewery and Smoking Barrels Brewhouse
”Grab a gun... and a beer!”
“Original Recipe”
“Unique Spices”
~flavor text on the menu logo
Costs 2 Barley Bulbs
Regular Potency (+16%)
Effect: 1.44x Nitra
mined
”A bittersweet, spicy and foamy concoction that will ensure whoever imbibes this Drilldozer-fuel-scented brew will never go into combat with empty arms! Patrons can’t quite figure out what the red, crystal topping is, though... it’s certainly not red sugar.”
Collab with dead space?
Just two small ones:
-
Allow the host of a lobby to make someone else host, that way if just the host has to leave, the entire party won't be disbanded (If this is already a feature that I've missed, someone lemme know plz).
-
When buying drinks, have Lloyd dispense four mugs regardless of player count. I find it a little annoying when I wait two minutes for a 3rd/4th player, decide to buy drinks, and then they show up just as the drinks are finished pouring, forcing someone to have to buy a whole second round or just have some players go without drinks/buffs.