#suggestions
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Pickaxe throwing pvp minigame via beer smth close to prop hunt
a smart stout voiceline about the drinker knowing the difference between a rock and a stone
The Xynarch Charge-sucker is really cool, a parasite feeding on a non-organic organism is a really interesting concept, but it kind of sucks that we've only seen BET-Cs infected by it. I'd love to see a mission based on eliminating a large war machine, or an army of Boscos that have been infected by Charge-suckers.
tldr; customizable bedrooms would be cool
This game is built on a lot of customization so we can make our Miner more to our liking, I think we can take this farther by being able to customize our "room" so that whenever we join up with another miner we can show it off. maybe a bobblehead here or a poster there and being able to change the bed covers or maybe changing the kind of pillow we have or maybe add a sleep mask hanging on a bed post or on top of the covers. we don't ever get to really sleep or do anything besides look at perks in our room so this could be a cool new way of adding interest to another area. the room is pretty cramped so I understand if there isn't much we can change but I still think it's a cool thought
When you promote a dwarf, you should get overclocks for said dwarf
There should be a deep scan loadout icon and maybe a couple of other new ones too
OC for 40mm to dig terrain & minerals (like nuke but less harmful pls)
Shrapnel Rounds for PGL which fire a burst of hitscan “bullets” on impact, a bit like the Leadburster but fewer shots overall.
Different material/size statues depending on number of promotions for each class, please
Random Scout reworks
Overclocked firing mechanism: +25% chance to stun on non-weakpoint hits
Impact defection: ×1.25 bounced projectile damage, -75 battery capacity
Overturned particle accelerator: slight reduction in the damage buff, slight reduction in heat and spread penalties, double projectile velocity
Zhukov T3 mod idea: Weakpoint shots have a small chance to inflict slowdown
Engi ideas
Warthog
T5 mod: Cluster split
50% of pellets ricochet into one nearby enemy upon hitting a target
Mini shells: +50% chance to inflict double blow-through
Smart rifle
AB module: +3 ROF
Base weapon: +18 ammo
ECR: 'original ammo reduction' -18 (-36-18 = -54)
Executioner: same deal (-12-18 = -30)
PGL
T3 pressure wave: 500% Armorbreak within 50% of blast radius
Compact rounds and RJ250 switch their ammo buffs
Breach cutter:
Return to sender: +1sec projectile lifetime
LMG sentry:
Hawkeye system: enemies pinpointed by the laser pointer are met with higher damage and ROF for a duration
suggestion, make it so that we can see the HOST as well on the "recently played with" section after a game, it only shows your 2 teammates and NOT the host
Way to open other players Steam profile when clicking them in menu
A scout gernade which makes a hole in a wall big enough to fit into to make getting high up minerals without an engineer platform easier
Maybe someone already posted it here but being able to customize with frames and colors special tools, like Sentry for Engineer, Drills for Driller. Flare for Scout etc... Also Maybe adding new supporter customization and that could be skin for mineral bucket we see when we deposit minerals, Dwarfs usually complain about being tired of this rust bucket so they can finally get new bucket which will remove the getting tired of this old rust bucket voice line and replace it with new something like Oh my this is such a fancy bucket
Ladies and gents, I present u the barrelball.
Player 1 (keeper) stands on the right side of the ring, trying to prevent Player 2 (kicker) from scoring a point by kicking barrels back. Once the hit is scored, players change positions. Keeper is not allowed to move once in position (exception: drunk)
(Jet boots preferable, playing this drunk is hardcore because you'll get evaporated the moment you stumble)
There's also a left side gamemode that makes it harder for kicker to score because of how ring speed changes and ring center gamemode that makes it harder for the keeper because now he has to rotate 360
maybe a titanfall ahh mech for fighting against grown dreadnoughts
Server list filter to hide games that already have my class
Make Bosco have 1 rocket by default, t2a gives 1 more rocket, t2b - SmЯt OS for Bosco to not be stuck on an oppressor when there's a vape cloud of shockers incoming.
Fungus bogs inspired OC
Deepcore 40MM PGL
Nerve gas grenades with very tiny explosion, only applying some flat stun, but the projectiles leave a trail of damaging gas behind. This inflicts suffocation against players standing too close. The smaller grenade size means you can stow three more, and the cone of DOT gas also scales with explosion radius ×0.5
Wudup
Neon band. It would be cool if it was possible to change color for any bands as a separate option from the framework
Corrosive Sludge Pump Unstable Overclock - Toxic Fumes
With an additive that causes volatile evaporation, your corrosive sludge puddles will now emit toxic gasses, giving it a much larger area of effect, and the gasses are flammable, but the additive makes it considerably heavier, meaning you can't carry as much of it, it is more affected by gravity, and the puddles will evaporate very quickly. Also, don't tell management where we got the additive... Please.
+Toxic Fumes (deal Poison damage, and can be incinerated, but doesn't deal a lot of damage, and shooting the puddle with heat weapons doesn't work, it probably needs to be another Driller)
+Much larger area of effect (creatures still need to contact the puddle to suffer slowdown and corrosion though)
-Less ammo
-1.25x gravity on projectiles
-Greatly decreased puddle lifetime
-Less direct damage (subtracts solely Kinetic damage, Corrosion damage is dealt in full)
The wave cooker lens should rotate when you activate either of the tier 4 upgrades, I think it’d look cool
In mineral trade when holding ➖➕ buttons the rate should increase smoothly, not by steps.
Idea to make the game funnier and more fun is throwing in a new a new
Mission detail(side note I don’t know the proper term but think of gold rush) where the divers have schizophrenia and see things that aren’t their but the way to make it funny is make it all look like poorly rendered bugs and by poorly rendered i mean pngs of the bugs
You should be able to see your custom avatar on the player list in the bottom left corner of your screen
add a cheers mechanic where the glasses clink with team-mates
Please add more loadout slots, it hurts my soul to change cosmetics on a character i have played with a long time and take a screenshot if i want to change back to original. Theres just no reason theres no more loadout slots because it takes a long time to create a character with all the skins, frameworks, pickaxe and armors with all the paintjobs and its a fun part of the game to create unique dwarfs
New Gunner Primary Weapon:
Heavy Laser with a satisfying spool up sound and flash that stuns any nearby enemies.
Uses two battery charges as ammo and the animation has the gunner open a side compartment to change them.
Overclock ideas:
-The gunner opens the side compartment only to take out and use the same batteries again but with switched spots, giving the weapon a full reload at the cost of half the ammo and with reduced damage.
-The gunner has an exo suit charger with him, allowing for very slow ammo generation at the cost of 10% movement speed loss.
-The Laser beam bounces off of enemies and into other enemies with reduced damage.
EPC unstable overclock idea:
Bouncy Shot.
- It makes charged shots bounce off of terrain like a big, heavy bouncy ball. They're affected by gravity, pass through bugs and damage them, and do a little AoE splash damage each time they bounce. The bouncy projectile explodes after either a set amount of damage or a certain amount of time (like the springloaded rippers).
- Affected by gravity and projectile bouncing can be difficult to predict.
- Charged shots cost more ammo.
"Export loadouts" button. A simple button somewhere that writes a text file with the options chosen for each loadout for each dwarf, plus all weapons, pickaxes and Bosco. This would make it easier to share one's crafted look with others, or to keep a register of how the dwarves looked at some point in time.
(for screenshots of the dwarves, I'd still prefer the "photo booth" in the Space Rig, as previously suggested in #suggestions message ).
Buff the Grenade Launcher's ammo please. It's not as effective as Engi's other 2 secondaries, and it having less ammo than them doesn't help.
Make Combustive Goo Mix also trigger on chemical on-death explosions (Subata's T5C and Wave Cooker's T5B), to allow more flexibility for secondaries
An LMG as a new weapon, or an Overclock that stat-wise modifies a fitting weapon to one (maybe GK2?)
Basically like a T1B Thunderhead except it shoots regular bullets and isn't as inaccurate:
A massive magazine and a massive reload time, could be balanced out by reducing damage adequately.
Allow the player with shield link perk to self boost it's own shield... sometimes there is no teammate alive to boost, and on single player it becomes useless
Idea for an unstable OC for any weapon; but it would be most fiting for the minigun.
Huge damage increase + reload speed / heat generation reduce (without jam see next....) + more ammo.
The weapon have 5% random chance to jam if it happens you get vulnerable + you lose the ammo chambered in the weapon if it's reload base weapon. If it's a heat base weapon you simply overheat.
This OC sounds like an awful idea. But I really don't get why not a single unstable OC get such drawback. It's frustrating for sure. But it would make any weapon more realistic and since it's a risk deliberately taken by the player, if you are not into it you can pick any other OC.
A cowboy cosmetic pack 🙏🫶
Please, I need more loadouts, there's so many cosmetics in the game, so many different builds I can make for specific levels, difficulties, risks, etc
Can we please get a way to use perk points in the trading market, or as experience, or something for after all perks are purchased?
More perks in general would be nice
Enemy Suggestion - Q'ronar Sprayer
This variant of the Q'ronar is, admittedly, even nastier than its rolling brethren. It cannot use its folding ability to roll, which is a relief, but instead they can roll themselves up on their extremely hardened carapace to spray corrosive acid around them... Not fun. Fortunately, they aren't exactly fast, and their small mandibles means getting attacked by one up-close isn't as dangerous as it may seem at first glance.
Basically, a huge Q'ronar that has the ability to curl up before launching acid projectiles behind itself, diagonally and straight up, leaving behind temporary acid puddles that hurt on contact (like Core Spawn Crawler blood). However, it is quite slow (around the same speed as a Bulk Detonator), can't roll around (if it folds on a slope, it won't roll down because it actually grips the ground to stand fast), but its armor is slightly stronger than a Shellback's, and it has a bit more health.
Maybe there could be a Youngling variant on the Salt Pits, just like the Shellback, which would basically be a slightly better armored Glyphid Grunt Slasher without the damage bonus and slowdown. Has the same-sized weakpoints as a Shellback.
Weapon Suggestion
The idea for a new primary weapon for the Gunner would be a version of one of those semi auto grenade launchers that has the drum magazines that hold like 6 grenades.
I don't know exactly what it'd be called, but I think that the idea of this sort of weapon would be to not only give a nice crowd control weapon to the gunner, but also have almost ALL of it's OCs be more focused on changing what munitions' it uses rather than trying to make it more complicated than it needs to be.
I'm all for a clean ammo OC that maybe gives an nice 12 to its max ammo, but I'd much rather see such a weapon change a bunch via it's OCs, but not in some gimmicky way.
Sorry this one's so long guys.
Late Game Mission Type/Mode
I would like to see the GSG devs add in a good old fashion horde mode or mission type that acts in very similar way, as well as possibly upping the cap for players in groups of 4, adding 8 and 12 max players as an official part of the game.
Maybe they could make a longer mission type that's somewhat similar Deep Dives, in that it's a longer than normal mission. And it could be great for grinding, but it's very challenging, especially with more players and all.
I would personally say that maybe the such a mode/mission type could be based around DRG losing a large payload or something of resources that they want you and possibly a few other teams of 4 to go retrieve from enemy territory.
Maybe they could have the mission be about protecting an mobile armored resource platform of sorts (which I think could be called Matilda or something like that) while it goes through enemy territory, but it's the job of the players to not only protect her, but also bring a bunch of resources and such back to her to complete the mission.
And I would also say that this kind of mode and deep dives should all have considerably higher chances of of not only events, but cargo crates and bet-cs and other such things.
A bit of a pointless suggestion, but I wanted to get it out there and see if others agree. I personally love the taste of the Oily Oaf and the kick of the Glyphid Slammer, so I was wondering if maybe Management could give us a fourth Company-Issued Beer that has a similar great taste as the Oily Oaf and with the kick of the Glyphid Slammer. Just a little idea I thought I'd put out there
New mission type: cargo hauling
(Im just not good at these name things)
The mission takes place in a wide-open cavern, sometimes with a side section or two blocked off with dirt. As the dwarves arrive, a mineral shredder is dropped down shortly after. The mineral shredder is where the dwarves deposit, as well as acquire some mission-necessary equipment. The goal of the mission is to feed titanic klustrite, which is a little too heavy to simply carry, into the top of the mineral shredder to break it down. Only 2 to 4 klustrite is usually found in a cave, depending on mission length. To move klustrite, dwarves can either try to push around it themselves, or use the hooks, ropes, and pullies supplied by DRG in various ways. After each instance of klustrite is shredded and deposited, the dwarves can call in the drop pod while simultaneously sending the cargo into orbit.
i’m not entirely sure if this idea is a good one, but if you have feedback, lmk!
New mission type: “RC vehicle” something! I can’t think of a name rn
The dwarves are sent down to extract and transport cargo, like an escort, but they can’t carry it. The thing they need to escort is this big rock or piece of rival tech, something heavy and valuable. Luckily, the dwarves are sent down with a new companion, Karry! (Like the name Carrie but like if you were carrying something)
Basically, they have to escort a vechile/bot like Doretta, but they can’t be anywhere physically near her, due to some gas or dangerous ground or whatever.
If you’ve played CoD Ghosts, think of the map Mayday from the Extinction game mode, where you put the drill on an RC car and you have to protect it, but you can’t be anywhere near it. I’d add more but I’m out of time rn irl, I’ll make a part 2 with more detail and fixes and whatnot
Kinda a weird one but I'd like ANOTHER rocket jump overclock. Like rg250 is good, but having another type with multiple grenades loaded in the clip and waaay less self damage would basically mean rocket jumping would go crazy in the community. To be clear i think rg250 is good but have a larger clip would be peak
(I want a light speed engie)
It would be helpful if the equipment terminal showed the explosion time of grenades!
Improving Gear Modifications
Honestly, it's that simple.
It'd be a really nice QoL change if the devs not only filled all the weapons and possibly the tools gear modifications, but also maybe added in a 6th tear to them as well.
The reason I even suggest a 6th tier of gear modifications buffs is more so because if you just look at them in the menus, there's actually enough room for them to fit in without clashing with the OC slot.
I just think it'd be also nice to see some weapons get a few of those mods moved around, like moving the Autocannon's magazine upgrade be moved to Tier 2 and its max fire rate faster being moved to Tier 4, and then having a new buff be added in the empty slot.
Loot bug mini boss if you feed it a chunk of gold, gives you more gold on drop
Golden lootbug but nitra
When looking into lobby show if a player is doing the same assignment as you with the logo.
I want to stick with someone on multiple games !
Make the aqwarq missions less painfull. Please please pleasr give us molly.
press E to shut a breather's mouth
(This is a needed follow up to my last suggestion shortly above)
So to put it shortly, instead of a traditional zombies mode, Call of Duty Ghosts has a horde mode more similar to DRG with DRG like enemies. This game mode is called extinction, it’s really fun I recommend giving it a try. Back on topic, one of the maps, Mayday takes place on a cruise ship with a bunch of these aliens (glyphids, I think they’re called) and the game mode centers around protecting drill from aliens and repairing it, and you carry it around to destroy these hives to progress, just like DRG. On mayday, one of the bigger harder hives you destroy with the drill is at an area you can’t actually get to. So, you put the drill on a little RC car and it goes up to destroy the nest, but because it’s so far away, you can’t actually repair it.
However, all that doesn’t mean Karl for the aliens, so they can still damage and destroy it, and you have to give it covering fire while stuck in a very small and cramped room that is also susceptible to glyphids.
Please please watch a snippet of this: https://youtu.be/4cDosUnohks?si=Lo-QhnaYwWKH53TY
cut to 21:58 to see one of the players place the drill on the RC car, cut to 23:05-26:28 to see specifically what I’m talking about. Something like this but DRG-ified would be so fun. I know about Doretta at the end of escort missions, but your not forced to be away from her and your always available to repair her.
This might be unnecessary and I might be asking a lot, but please just hear me out. Change it so your cut off from other players, or a needed robot companion. Instead of a drill, it can be an object that drops/drills in like the drop pod or point extraction or triangulation missions. I’m not wording it very well, but please hear me out
Chat during mission loading phase
add a board of all of the communitys favorite qiutes by the abyss bar
Omen is by far the most formidable tritilyte key event, mostly because every single one comes equipped with a radial pulse gun. I think we should nerf that by making the projectiles come out slower and/or able to be jumped over on an omen platform
Might be a bit pointless but how about bullet customization?
Imagine shooting green flames with the crspr, light-blue plasma orbs with the Drak or pink bullets, if you feel like it :P
The current perk system needs a rework, let me explain why first though
The meta has been quite stagnant for a while, the nerf of thorns even reinforcing it further (no longer killing the flying electricity shits)
It's not that the existing perks are bad, it's that they're WAY too situational and the "meta" are the perks useful in the most amount of situations
Here's the idea and it's pretty simple yet always effective
Small skill trees as final level to the perk leveling, you can only have one effect, but you have 3 to chose on top of buffs you'd receive from the perk
Let me give an example:
Strong arms allows you to throw heavy stuff further and faster, but what if it allowed you to pick up friendly dwarves and toss them too? It'd be great for helping downed teammates to move from disadvantageous position, or to reach certain ores if you don't have a scout on your team
Or another example, it's a bug thing is normally a meme perk, but what if it had lootbugs work as a proximity mine for glyphids at the cost of their loot instead as long as dwarf was near it, if strong arms had variation to pick up and throw bugs, these two would synergize
Do you see the potential?
Unique lines when petting a dead Steeve, honoring their sacrifice and exalting the status as brother of the dwarves to the lost soul who shall now go to bug heaven
Special mineral cosmetics available to buy from the terminal for a ridiculous price, just for us to dump these rocks somewhere.
For example hair and beards with pieces of magnite or enor pearls tangled in for 1k of their respective mineral
new bar games!
It would be really cool if there were specific depositing animations for large items like gunk seeds, enor pearls, eggs, etc.
Instead of dropping whatever we have in our hands if we're holding something heavy whilst rock and stoning, maybe we can raise the heavy object up and in front of ourselves triumphantly.
Nothing worse than having a compulsion to rock and stone while carrying something up a zipline over a cliff.
The other end of the zipline should dig a little deeper inside the rock, it would make it easier to land safely on the other side
make shard diffractor volatile impact reactor OC, benefit from mod tiers when can be applied, like for example the magma should be affected by the slowdown mod or damage against electrically affected mod, like sticky flames, sludge pump, cryo canon hazards can benefit from the mods. this would not be op, since magma from this OC don't count as environmental heat source(while while sticky flames does), and magma don't actually have a hit box area, since as with right now the magma affects only creatures who is standing/stepping(grounded) on the magma, it can't affect a mactera even thought the flying enemy is fiscally touching the magma on a wall or floor while the sludge, flame, and cryo all can do this
I think Mc should have more voice lines on whatever your doing or achieved. For example, he would say something whenever your standing still, falling from a high place, or even getting crushed by the resupply pod, and getting little achievements such as 1000 gold, he would say something, or whenever you get a chunk of gold, he could say something as you take it out.
Just for fun, but it would be cool if they added a permanent beer mug in the ceiling of the drop pod since players are always throwing their empty mugs there, getting them stuck and all.
Can we get the ability to have 5 dwarves in one game and lighter palms?
Maybe we could have a level where we see the outside of Hoxxes? Or another nearby astroid where we could be on the surface and then have to go into the caves to go deeper!
An unique mug for the Leaf Lover's Special to give it an unique charm and flavor to make it clearer to greenbeards that it's not a drink for proper dwarves and to keep it from tarnishing the reputation of the default beer mug used in a couple victory moves
Dragon ball refrence cosmetics
Custom Armor
Make Dystrum more common as a secondary mission. Can't even remember the last I saw it.
If the devs ever feel like driller's axes need a beefier sound design maybe they could get inspired by this masterpiece https://www.youtube.com/shorts/K6mi8MFPoog?feature=share And if this makes you want melee weapons in DRG ... I totally understand now, I'm sorry it took me so long to realize it. But we are NEVER getting it ! (sorry)
Regarding Rogue Core,
Is there any intention to break proton/linux support? I know with games like Vermintide 2 they use a specific version of EAC that will cause Proton players to be kicked. DRG works wonderfully in Linux via Proton and I would hate to see it be incompatible.
Add the high poly A P P L E
Shooting/throwing an explosive into a near-dead barrage infector while it's charging its attack causes it to "swallow" the explosive before detonating into a mushroom cloud of bile.
Optionally it could have a unique death sound that's a long burp mixed with the sound of a balloon deflating.
Splattered weapon skins. Would be so easy to just change the yellow of Acid Washed to green and change the name to Splattered. Splattered beard colors too. Could make the beard black as default like the weapon skins too. Allowing the bug guts to contrast and pop quite nicely.
Custom beards
New rock and stone voicelines
New Active Perk: gamma ray
With the laser pointer out, pressing RMB/LT on an enemy will flood them with a burst of energy, dealing very slight* damage and stunning them for a considerable amount of time*.
*besides the cooldown time, these are the variables that change on leveling the perk up
Add an exceedingly rare chance for the Jukebox to play Windrose's Rock and Stone song, and most dwarves do Metal-related dances, including an Air Guitar if this happens.
When you ping a large bug (pretty much anything bigger than a grunt), add a chance for the voiceline to be “HEY LOOK, IT’S YOUR MOTHER!” in multiplayer
I wonder if Switch 2 could happen?
I remember seeing that DRG never came to Switch because there wasn't enough ram for terrain destruction, but now that bigger games are coming to the system DRG could be possible
The next Supporter pack needs to include a supporter version of Leaf Lover's Special.
Some perk ideas, along with the icons I imagined for each one of them!
You should be able to command Steeves and hacked drones by pinging them, and then pinging the thing you want them to target
Aight, just spit ballin' here. Daily Special: Purple Flow. One part Dark Morkite, one part rum, one part grape soda, and half a part food dye. Makes it so when you mine any mineral, you have a chance to get a little phazyonite. (Probably a 10% chance to get 0.5 units every time minerals are added to your inventory.)
Sort/filter servers by ping/latency
C-walk dance, add that Ghost Ship
Diversify Spring New Hats Mission Assignment.
If ya ask - What do I mean by that? I answer - Every Assigment that includes NEW Spring Hat have ONLY Egg Hunting mission type. I dont have problems with this "feature", in fact I understand this approach. Its Great EGG Hunt after all. BUT I have a problem with that fact that Assigment ALWAYS pick the SAME mission. Cos if this players forced to play on the same mission over and over for 3 or even all 5 missions, Before Biome Timer Resets. Cos for example - In 2024, me and my friends was playin on the SAME Egg Hunt Mission in Crystalline Caverns with 4 Eggs over 3 times in the row. It was Repetitive and just Boring. Even with the fact that caves was different.
I Suggest to make a Script for Spring New Hat Assignment which will change to another Egg Hunt missions in other avalible biomes. For example - I finished mission with the 6 Eggs in Sandblasted Corridors, before biome timer reset. Assignment, istead picking the same mission with 6 Eggs in Sand-Corridors, picks 8 Eggs Mission in Salt Pits and so on. Thats what I mean by "Diversify".
So GSG, if ya read this - I BEG you to change how this Assignment works. Cos - Its NOT FUN to play on the SAME mission in the SAME biome for over and over. In the end my suggested change will only benefit this assignment. Please .:(
How about instead of just armor, there can be clothes and stuff, and funny apparel, or more accessories like hats and stuff
A giant RGB rainbow version of an afro with a clown nose.
Enemy Idea: Xynarch Spider-Demon
A much more foul member of the Xynarchs that, instead of being what can be described as an electro-parasite, is a collaborator of the Naedocyte. In exchange for its electricity, the Naedocyte protect this spider-like monstrosity, with those who are near becoming supercharged and gaining the capacity to arc electricity between eachother and dwarves, not to mention its intense electromagnetic radiation disrupting the shield of any Dwarf who comes nearby. Fortunately, this monstrosity is weak to external electrical signals, and its reliance on the Naedocyte means they are not particularly dangerous if the accompanying Naedocyte are neutralized.
TL;DR a spider-like Xynarch creature that surrounds itself with Naedocyte, greatly increasing their range and damage, but doing nothing to their health or defense, while also having a deceptively weak melee attack for its size, along with taking extra electrical damage. The "boosted" Naedocytes would also get a telegraphed "zap" attack that can be dodged with enough room, though standing next to arcing Naedocytes is like standing on the Caretaker's electrified vault.
glyph slammers should give you a buff that deals 2x more damage against just glyphids
there should be more maggots, like how the ones in magma core explode or the ones in fungus bog release a smaller praetorian death cloud
for example, the maggots in sandblasted corridors should release a sand explosion that, instead of dealing damage (such as the ones in magma core) give a shortened sand storm effect (like a few seconds)
For April fools, rename the game/every mention of the game to Rock and Stone Simulator
Cold as the Grave (t5b on the minigun) I think could lower the temperature of enemies slightly when the heat bar is lower than 50% in addition to what it already does; while it probably wouldn't reliably freeze enemies it would help keep enemies already frozen by driller/scout for longer
Having Proper Difficulty
I know this'll probably ruffle a few feathers, but I'm going to say it anyway.
I really think the devs should change how the higher difficulty levels actually challenging instead of relying on old and dumb things, like upping the damage of enemies and such.
Normally I wouldn't mind if slightly bigger enemies might do a little bit more damage on lethal difficulty or something, but doing that for all enemies is just dumb and comes off as the devs choosing the lazier option than say making more special spawnings or something of that sort.
And I understand that there is some skill involved, but I know there's a difference between legit challenge and cheapness.
I honestly just think that it's so stupid for things like a couple of swarmers who are spawned behind you to be able to down you because they do like twice or whatever times their regular damage on Extreme or Lethal difficulties.
What I mean is that instead of just the standard mactera, grunt, swarm, and such spawnings, they could maybe try to include a few more configurations and or make the things like the spawning of a dreadnaught be a bit more likely on extreme or lethal difficulties.
But this is kind of also why I wish the devs would add in some more late game stuff besides just the deep dives, or at least improve them. But that's a whole other topic for dicussion.
Greybeard here, been playing since update 19 and since this Monday I have over 5k hours in game. First time suggesting something, so I'll keep it simple and just mention some tools that feel to be underperforming.
For Engineer's Turret, I feel some small changes would make it feel better. I'd recommend changing the base ammo from 425 to 450. The LMG MK2 upgrade should have +3 damage instead of +2. If it performs too well, maybe drop the ammo cap from +15 to +10. And the Defender System should have +6 damage instead of +5. If it performs too well, I'd suggest increasing the scan angle penalty from ~160° to ~145°.
For Gunner's Zipline, there is also a small change that would improve it. I recommend changing the base max angle from 32° to 38° and the Upgraded Connection Joint new max angle be 44°
Thank you for reading and I can't wait to see more from DRG and GSG. Rock & Stone!
I like to see a victory pose where the dwarf grabs a Leaf Lover Special, thinking he got the old school oily oaf beer, realizes what it is, exclaims in disgust or complains to himself, then pours it on the floor and then toss the mug behind himself.
UI: Re-locate the "back" button on the class selection screen upon joining a lobby to the bottom-left instead of the current bottom-right. It is easily mistaken for "confirm" (which usually sits in that position in other menus of other games) and produces funny moments of choosing a class and then having to rejoin because of a mis-click.
Idea to re-implement the Jelly Spike Slinger (this enemy pictured):
Naedocyte Irukandji (Fungus Bogs regional enemy)
An unusual member of the Naedocyte. This Naedocyte actually feeds on the potential energy found inside the cells of living organisms, using poison spores collected from fungi and the Naedocytes' innate ability to generate high voltages to fling toxic spore clouds electrified by the friction between them to immobilize prey, then moving in to digest their cells with a corrosive agent. In what is thought to be convergent evolution with the Mactera, it can also carpet-bomb the area below itself with acid spines, though its low durability and the crude nature of the acid spines means it isn't as painful as one would think, and the flammable nature of its spores means it can be easily incinerated whenever it tries to attack.
TL;DR a Naedocyte that can throw (flammable) clouds that deal toxic and electrical damage with a very quick dispersion time, and can do a carpet-bomb attack with less-damaging Mactera spines (deal only about 1/3rd of the damage, but they cause slowdown on hit), and possesses both a zapping and a corrosive melee attack. Only barely more durable than a Cave Cruiser, but usually appear in groups of 2-3.
sorry if this has been asked before
ability to favorite cosmetics
A button that pastes your current loadout to all others (after confirming). Remembering to click every button whenever I change my pick slightly is a little annoying
If you get frozen while r&s it freezes your character with a raised pickaxe
When you and another dwarf raise your beers, and they hit, there should be a clinking sound 🍻
Or, when you're close enough they automatically clink to each other (maybe hold like shift and v on keyboard and right bumper and joystick press on console)
There should be a perk where you can hang onto a wall for 5 seconds with your pickaxe
A button to clear all weapon skin badges so you don't have to manually hover over each one
The dense biozone doesn't feel densely bio enough. Could you make it more full of plantlife? No need for it to be bioluminescent like in the azure weald, just much more lush in general
I think it would be cool to have more bug interactions.
For example I think it would be nice to have a perk that guarantees a lootbug to drop minerals when pet.
Or an overclock for a sludge pump that would allow to press R and activate some sort of vacuum which would suck in the septic spreaders or a mushroom goo in fungus bogs into the gun and refill some ammo.
A weaponized Rockpox armor that would give extra shields for breaking bugs armor trough integrating their broken off shell into itself also sounds cool in my opinion
Tone down or just make a cap for stationaries. Ever since season 5 came out, a good half to three quarters some days of missions have an absolute over-abundance of stationary enemies, and in certain missions it is infuriating. In refinery missions and salvage operations (and sometimes egghunts) where a lot of enemies spawn at the start of the mission, having those extra stationaries sometimes makes it feel like it's impossible to start the mission unless you one tap everything in like less than a second.
Victory Pose: Petting Steeve. Steeve walks out from behind your dwarf, you pet him, and he does the little roar he does when you pet him, and he stands there as the mission screen ends. It's like the lootbug and swarmer ones. Maybe three versions (guard, grunt, and slasher)?
2 small suggestions regarding plant life for Dense Biozone and Sandblasted Corridors: Add pudo shells (ceiling plant that leaked harmful liquid) back to biozone, and add some cacti back into sandblasted corridors, along with some small grass patches. The pudo shells and cacti add more life to these biomes, and make Hoxxes feel more alive and wild. (looks real nice too)
Going’s stomp perk. Does exactly what it says it does on the tin. Falling from 10+ meters on a glyphid completely prevents fall damage and does scaling damage. So 10 meters would be like a pickaxe power charge (I think those do ~30 damage) but like 75 meters could just CRUSH a pretorian.
Each class would have consistent ways to activate it too.
(The original idea was to ride the glyphids like a rodeo bull that functions like doing a manual in a Tony Hawk game, but I don’t think that would work very well)
mission modifier that makes the level slightly darker, flares and headlamps slightly less effective, and has a veeeery rare chance for a leech hissing sound to play
(bonus points if the dwarves are terrified when they're in the darkness)
Seperate the facewear and headwear please. I don't get why they're still unseperated. Let us wear masks, glasses etc with our choice of hats/hair ontop of it. Like why do we HAVE TO BE bald to wear domed operator glasses or the eyepatch
Little quality of life idea :
A setting option that let you adjust advanced controls for over cloak this suggestion is especially targeted to heat base weapon with OC using R key.
- Cryo cannon - Snowball
- Cryo cannon - Ice spear
- Powered Minigun - Rotatory overdrive
All of those OC use R to activate a special action like a burst DPS or cooling the weapon, but I'm used to use R with other weapons to manually reload in between waves of enemy or while fleeing. You guess it, I waste a lot of ammo and DPS for nothing due to miss click, It's frustrating to unlearn reflexes that I'm use to have with other weapons.
This particularly is an issue for those 3 OC, because when I use Scorching Tide with the Flamethrower, I can't miss click since to activate the perk since it requires to press the key for a short period. And I feel like this should be added as an option for the 3 OC I mention earlier. (So people that learn or like to use those perks on instant action can keep it this way).
In addition, I'd like to suggest to update the description of those OC with what key need to be pressed to use their perk. And add an audio or visual information when the weapon can use the perk (for Ice spear and Snowball) ;
Ice Spear was one of my first OC unlock for the Cryo and I remember trying to use it for the first time, and be confused why the spear don't shoot every time while pressing R, probably because I didn't know I need my weapon to be cooled to use a full chamber to shoot the spear...
An idea I had recently was a firing range area of the space rig where you can test out different mod combos and overclocks on fake bugs to both practice your aim and as I said earlier test out different combos. Maybe it could even have different challenges such as 'kill 5 glyphid grunts in 10 seconds' and you could earn mini rewards from completing these challenges like weapon frameworks or paint jobs depending on what challenge you're on
bigger rooms, and let us customize them; like some different furnature or junk you can place around
Not very useful, but once you get to a certain point you run out of stuff to spend money on and I think this could help, not to mention the ability to show off your interior design
Shallow Grotto biome, but adjusted so it doesnt look like a mish-mash. (many have suggested this prolly so i wont be suprised to see a ♻️, but I long for a new biome)
make acid spitters unable to start spitting until 1 second after they finish their spawn animation
Cleanup/destruction missions for the extra structures in missions ex: the drillevator, the box that doretta comes in, point extraction, etc.
drastically up boscos ambient light, such as when he's following you or mining
ragged..? raggid..? stout, anywho it makes your dwarf ragdoll and jump randomly all over the place
Snakes. Could we get a snake alien/monster?
New Passive Perk: Kinetic Slam
While falling at any speed that would deal fall damage, the following effects apply
All fall damage that would be dealt to you, were you to hit a floor that frame, is also converted to power attack damage.
All power attack damage is doubled.
If you kill an enemy with a power attack before hitting the ground, fall damage is reduced by 75%
Hurricane Overclock that uses smart guns targeting system to lock on to bugs when you charge it, where the rockets become heat-seeking missiles.
sticky flare upgrade, im so, so tired of them rolling away when im out of flares or just you know falling from a funny throw
An legendary deep dive mission called the search for karl that you have a 1% chance of getting after reaching lvl 1000(cant remember how deep dives work i havent played in a while)
Lead storm, according to it's description and reasoning for 0% move speed....
shouldn't be a complete inability to move when shooting.
...it should be an inability to move anywhere but specifically BACKWARDS when shooting...
...with a ridiculous and impractical amount of movespeed if you do.
Like, *"2010's Speedhacker PTSD" * levels of speed, nothing slower when moving backwards while shooting... ever.
If you fear that this would be overpowered, then you're wrong about the weapon...
You don't fear the weapon's newfound mobility....
-# It's going to be used by dwarves to turbo-yeet off cliffs cause they can "totally make that jump".
You fear the ONE dwarf that'll learn to play the game using the minigun overclock for movement AND NOTHING ELSE.
Rockpox detonator
Enemy Idea: Nayaka Snatcher (Sandblasted Corridors and Salt Pits Regional Enemy)
Fierce competition for the Glyphids over the Q'ronar, this monstrosity with genetic ties to the Nayaka Trawler roughly as tall as a Dreadnought resembles a monstruously large mole with mineralized "furry" plates over its body, which mostly seem to be composed of different minerals. It attacks Dwarves and other prey by attempting a unburrowing attack, using its enormous claws to slash at its target and jaws to bite, though the feelers on its snout can make scramble it, allowing it to be finished off it Dwarves can score a decent hit on them.
In the Sandblasted Corridors, its armor is composed mainly of a really odd sandstone, using a strange "sweat" to consolidate the sediments into armor, giving it decent resistance to firearms, but poor resistance against pickaxes and the jaws of Glyphids.
In the Salt Pits, it has been known to snatch and kill Q'ronar Younglings, sometimes complimenting it by eating the many salt crystals found in the region, giving it more brittle armor, but greater agility.
TL;DR A Dreadnought-sized Mole Monster that uses the Dreadnought Lacerator's "Unburrowing Attack" and has conventional melee attacks. Can be stunned (like the Nayaka Trawler). In the Sandblasted Corridors, its armor is Medium, and takes extra damage from Melee Attacks, and in the Salt Pits, it has only Light Armor, but has no glaring vulnerabilities and moves slightly faster.
Can one of the lines from Mission Control for pinging gold/bittergem and mushrooms please be...
"I'm surrounded by idiots"
A corn cob pipe cosmetic.
"the Charleston" - a tailored ballroom suit, complete with a bowtie and coat tails
"Looking quite dapper if I do say so myself"
a short interactive tutorial for each class would be pretty neat instead of only having it be available as gunner
sound gun
Long time fan of DRG here.
I've always wished to have a more CQB oriented primary for gunner; so perhaps a belt fed heavy shotgun that can deliver those much needed horde clears and single target dps. Yes I am aware most can perform this! But shotgun that can eh hem Rip and Tear would be nice!
Mods could be a mix of slug rounds to incendiary/white phosphorus to channel our inner war criminal. I enjoy capabilities that every gun brings!
NEW GRENEDES FO 25LVL OF THEIR CLASS for SCOUT magnetical pod you throw them into wall and CONNECT to wall or floor... and all TECHS of elfs and exklude sentrys and BIG bois and heavy armor of some bugs like you destroyed it and additionaly YOU CAN STICK TO THIS BIG MAGNET and scout CAN SWITCH POLARITY OF THIS MAGNET that will change polaritY USING E BUTTON and from vortex it will be a magnetick levitation and "unbreachebl" wall for shredders had 100 hp
i would definitly want to see a back mounted mining laser (this laser technology is made with morkite) and i think it should be a replacement for drillers titanium drills and i even have stats for it :
drilling size = pickaxe
drilling speed = drills
drilling strengh (damage for rock and bugs) = pickaxe
-can overheat
-earned from license assignment
-can mine ore
-has overclock wich makes EVERY rock and ore one hit at the cost of the laser over heating faster
ps.i did have concept art but i cant post for some reason
pps. i came up with this during an exam
Core and Stone...something's wrong...Rock and Core?...wait...
Rock and Stone Miners and Developers!
There are suggestions for the next season, which may come someday...
- Shooting core crawlers. A subspecies of ordinary core crawlers, but armed with something similar to firearms. Their weapons consist of a bone (or stone) base with protruding crystals (which usually hide the core stone) used as ammunition.
They are divided into three types of creatures:
Light crawlers. They are fast and maneuverable, keep their distance, and attack with fairly powerful sniper-like shots. They are not armored, so they are easily destroyed.
The main Crawlers. Standard crawlers, but attacking from medium close range with rapid-fire or shotgun blasts, depending on the distance to the Dwarf. They have medium armor and are the main attacking unit.
Heavy crawlers. Slow heavy crawlers attacking with explosive projectiles. They are heavily armored, but they have weaknesses and are extremely dangerous.
- Crawler is the core carrier. A highly mutated subspecies of an ordinary crawler that fused with a core stone. A very dangerous opponent who uses crystal shields when in danger. Attacks using the core stone with powerful laser-like pulses. He is able to create portals to another part of the cave, which complicates his destruction, and also calls on other crawlers to help. The cave where the core carrier is located has been greatly transformed.
A new stealthy type of warnings in caves:
Hallucinations. It hides under the guise of other familiar warnings. But it becomes clear that something is wrong after landing on Hoxxess. Mysterious crystals in caves cause dwarves to hallucinate in the form of attacking enemies that are not really there, and if they lose eye contact, dwarf teammates can become like shooting crawlers. In single-player missions, players can see unknown dwarves in the cave. The hallucinations weaken and stop as the mysterious crystals are destroyed.
That's all for now..
A new beard for next year's easter that's stuffed full of broken eggs and bullet casings. Call it "shells and shells".
Hive cave environment with giant Mactera “dreadnought” equivalent
I wanna fight bugs inside a giant beehive
Rocket longer. Big booms
a mission where the cave needs to be collapsed so the weight crushes a glyphid coccoon cluster
Give the jet boots on the space rig the cooldowns of the drillevator jet boots.
a mission where the cave needs to be collapsed so the weight crushes a glyphid coccoon cluster
of course with the option to just take out the cluster, but nabbing the mins n blowing things up like a micheal bay movie sounds better
Any chance for an OC for the M1000 that gives it a Scope? Asking for my partner! 👉 👈
A mission where you set up defenses and survive for a certain time
special voicelines for drinking a leaf lover's?
Yes someone right above me just said it but I really do want a siege mode. DRG has all the resources for a siege mode.
-large quantities of enemies, ✅
-a reason to have a castle thousands of meters underground, ✅
-turrets or sentries, placed by teammates or built in to a structure, ✅
-weapons and builds capable of horde clear, ✅
-lore reason/setting, ✅
-fun gameplay and unique mechanics, ✅
My idea is shrimple, similar to how you have to protect dotty from bugs, but to the scale of a castle/fort/outpost/mines of Moria.
You’re in a castle (or a DRG drop pod equivalent) that you need to protect from a siege of bugs. Castle is as big as most spawn rooms, if not even bigger. There’s 3-5 Gates you must protect from getting destroyed, each one having much more health than Dotty. A single glyphid would take 2-4 minutes to destroy that gate, but let’s say, 40 of them? Like 20 seconds.
The idea is that there is this invaluable company asset or Hoxxes ore that DRG can under no circumstances lose to the planet, maybe like some Classified files or info on Rivals, a key to a vault like in Borderlands, whatever. However, instead of a bar or health bar, this item is on a timer until it gets extracted. So even if nobody is near the castle, that timer would still tick down. You don’t need to be near it, but the bugs can absolutely not mess with that valuable.
Each gate has seperate health bars and can be repaired with rock or wood, rock being the mined terrain or wood from, something probably a pod.
It’s okay if the gate(s) fall, the valuable still has a health bar, small but it’s there.
The castle has high ground, archer holes that are basically one way walls to shoot out of, good spots to use ziplines, stairs, it’s the castle. Think of Helm’s Deep
This is a long mission, the game will tell you “hey this mission is a minimum of 45 minutes, willing to proceed?”
I think this would be a sick mission type, killing bugs in a goddamn castle, I’m out of characters but pls GSG
We need beer, that will create beermental
Clean OC for the M1000 "Spotter"
- Charge shot spot enemy on the map for few sec letting the team know a threat along side a voice line (just like pointing with the laser pointer. Can be toggle on/off
- Small damage increase in base damage.
Unstable OC for the hurricane "Autonomous rocket"
- The weapon work in a similar way of the lok-1 smart rifle where you can lock on target then the missile fly to it's target autonomously. One missile is shot at a time you can't lock multiple rockets before shooting.
- Fly speed is reduce (to help missile guidance)
- Reduced fire rate
Dunno if it's a thing yet but cross save bonuses with each DRG game since there's now 3 with each having a different playstyles of gameplay. So some sort of additional incentive to getting each would be nice to have as they would give rewards to the other games in the series.
Beer buff tweaks
One that definitely needs a buff is Dark Morkite. Give it +20% mineral deposited bonus (including morkite and dystrum, but excluding nitra, gold, phazyonite), instead of only +20% morkite mined bonus. Will work well with Mineral Mania anomaly.
Add a new beer that reduces damage taken by environment effects by -15%: poison spores fungus, exploding plants, magma, radioactive crystals, etc. Also reduces elemental effects applied per second to the dwarf by -35%: burning, fronen, corrosion, radiation, rockpox infection, etc.. Stacks with Elemental insulation perk.
Add a new beer that reduces damage taken by small enemies by -40%: glyphid swarmers, deeptora bees, larvas and rockpox larvas, rival shredders and naedocyte enemies.
Add a new beer that increases walk and sprint speed by +15%
Add a new beer that increases reload speed by +15% (something wild-west themed)
Add a new beer that increases total resource bucket space by +15 points
Make this suggestion channel as forum :)
add support- and traversaltool customisation pls
I know that this one is "Recycle Request". But I will still send it here anyway.
Add Dark Future PaintJob for Pickaxe and MegaCorp for Bosco. Its kinda unfair that those PaintJobs for DLC's STILL wasn't added after 5 years. Considering the fact that Support DLC 1 has Pickaxe and Bosco paintjobs, despite the fact that this DLC was released earlier than Dark Future & Megacorp ones.
Again, I know that this suggestion wont be added cos of GSG have other things that ya working on for DRG. But after 5 YEARS I think those PainJobs deserve to be added to the game. Players is gonna be happy if ya do it! It would be ideal if you added them in the Season 6 Update by adding them to their DLCs. As it should be. I hope that adding them is not hard.
[And pictures are just reference how paintjobs can look like]
breach cutter overclock that lets you use it to mine terrain and minerals? cant decide if it'd be clean balanced or unstable, would prob need to have a lot of downsides if it's 100% unrestricted on what it can cut. if it's clean, it'd have to be very limited. ig its up to what the devs decide on?
still, itd be fun to use a mining tool as its intended, instead of for slicing apart bugs (not that i dont mind using it for that)
Add some more traversal stuff
A second version of this event's hat, without the bunny ears but with only the little chicks? they are so cute. pretty please?
If a Cave Leech would grab you while carrying heavy objects (Jadiz, Aquarq, etc) it grabs the thing instead and holds it in the ceiling for a few seconds
Suggestion:
Add Core Stone theme in Steam OST DLC
I'd like it if you were to tweak the glyphid dreadnoughts' roar so it's even mightier and scarier than the glyphid oppresor's
let me throw things like aquarqs and mule legs at bugs and cave their skulls in (enough to cripple a grunt when fully charged) it'd be funny
Make the visible Hoxxes planet more detailed. So when you look out the window in the space rig Hoxxes looks larger and more detailed so it actually looks like a planet instead of a big rock ball.
Let me take Steeve back to the space rig like you can with Doretta’s head
Add a very rare salute quote
"FLINT AND STEEEEL! wait-"
Guys, hear me out for mission idea
Underwater caves
Submarine mining equipment
Dwarves launch submarine at the top of cave after landing, and can man things like defensive turrets against underwater glyphids, and robotic appendages for mining (depositories on the sides of the submarine)
Swarms would damage and breach the submarine, requiring maintenance and fighting in the halls.
Easter egg: if at least one of the dwarves is intoxicated, the regular soundtrack is replaced entirely by an endless loop of drunken sailor
Can we get a way to import our save files from the windows version to Steam? There's tutorials online but I'm very nervous about doing that because I have a MASSIVE amount of progress on the Windows version and I want to switch to Steam.
Fix the reload cancel and rapid deposit. All players should be able to reload/deposit at the same rate without doing weird hacky stuff.
A class-specific victory emote for each dwarf.
Driller roasts a swarmer-on-a-stick with his CRSPR 🔥 
Gunner blows smoke off of his mini-gun 
Scout flies in w/ his grappling hook
Engineer is seen tinkering with an odd device, which blows up in his face
💥
Could be included in the next season cosmetic tree??
What if you pet engineer turret?
add more cosmetics in the shop
for a potential future purchasable cosmetic pack for the store, give us a military/tacticool themed one to help go along with some of the nice military head pieces we have currently.
a hopper to let us pour millions of credits at a time into Lloyd’s tip jar
Shard defractor unstable overclock idea; Volumetric beam: effect radius is converted to beam width and beam is given blow through. Damage is calculated on how much of the beam goes through the target. Drawbacks: firing pulls directly from the ammo reserve with a significant charge time increase.
Let people see what beer I have if I haven’t started a game yet, like maybe a picture of the beer next to the mission in the server list?
smart rifle OC.
Type: balanced.
Name: Pheromone Control Rounds.
Effects:
bullets now have a chance to make enemies attack each other.
slightly higher accuracy.
gun starts firing as soon as you pull the trigger.
gun loses lock.
Description: "the bullets in the gun now no-longer lock on, however, the gun A.I can now control the glyphids for a short time before the control chips within the bullets short out. do remember that the bigger the bug, the harder to control the Pheromones, so you will need more ammunition to handle the load."
i made this suggestion becausei felt that it would be a nice change of style, going more for CC (crowd control) than CD (crowd destruction). i also feel as though some people will enjoy having more minions, since the turrets and the shredders aren't enough for some people. (me included, sorry guys.)
so i noticed that some overclocks fundamentally change the guns that they're applied to, usually with new models or assets. things like cryo bolts, pump action or the plasma mines...
thinking about a possibly unstable overclock for the boomstick that makes the barrels really long, similar to actual double barrel shotguns. giving it tighter spread and less recoil in exchange for something like... slower reload speed, slower firing speed, and MAYBE slightly less ammo depending on how much you tweak the numbers?
i think it'd be a fun little thing to use (because i dont like the crossbow).
What if there was an OC that could produce AoEs on enemy deaths afflicted by cryo/burns. When an enemy dies, it leaves behind an icy/smoky fog that applies more status buildup respectively on enemies that walk thru it?
I know this is fairly vague, but I really want a way to avoid the slowdown you get after regular melee attacking enemies. Maybe add it as a secondary effect of skull crusher ale, new perk? I don’t know
Add a toggle for controller vibration on steam plz 🙏
A taunt/pose menu to make your dwarf do one of the post-mission poses during a mission or on the rig.
Put molly back in the On-site Refining and Point Extraction missions. They're honestly just annoying without her. The Aquarq can still require the central hub to deposit like how the Corestones need that special drop pod to deposit. In exchange make the missions need a bit more Aquarqs to complete.
A kitchen in the Abyss Bar with more options for things to spend the beer ingredients on. Maybe make some more plants and critters in the maps collectable to use as recipe ingredients.
A few more unique functions for each class, maybe as armour upgrades:
Digger swings his pickaxe a bit faster than the rest.
Gunner revives dwarves a bit faster than the rest.
Scout runs a little faster.
Engie Fixes stuff and builds pipes faster, and hacking minigames are a bit easier.
None of these should be more than a 10 to 20% buff over the rest.
Thrown flares upgrades. Faster recharges, different colours, brighter lights, further throwing, etc.
Lloyd' Tip Jar has a random chance of changing the Beer of the Day to something else.
Option to change the colour of Crosshairs because the transparent white one gets lost in the background too easily.
add a chunk of compressed gold to the lobby
let me throw glass bottles at the bugs (grenade idea?)
on that topic it'd probably be instant damage like an impact axe but also cause splash and maybe a bleed effect? similar to an incendiary or HE. maybe have 8 of them. maybe give it to engineer too lol
Some more hat/headwear ideas:
- A long braid, as previously commented in #suggestion-discussion message . Perhaps a medium-length braid as well.
- We already have beanies, berets and a Scottish bonnet (the "tam o’ shanter"), but I don't see a boina (Spanish-style beret) around.
- We have the "Frosty" top hat, but there's no proper formal top hat... accompanied by a frock coat armor. For the gentledwarf who knows his attire for formal occasions...
furious patch becomes eyebrow
Idea for voice line:
After petting the doretta chance to hear,, drill baby, drill"
The nose on the bunny cosmetic NEEDS to wiggle
cool mision typ idea
setting up the cartaker on rivall planet
Idea I had for an upgrade or clean OC for CRSPR,
Clean OC: Flaring Beacon
A new combination of illuminating agents in your fuel now light up the area while your sticky flames burn, or while firing your flamethrower. Additionally, this new combination slightly increases your reach!
flames now mildly illuminate the area while firing or while your sticky flames burn 
reach +3 meters 
slag launcher for driller
Ear hair hat cosmetic
I know AFK mode has been suggested & discussed before for in missions but what about in singleplayer? Bosco will just follow around you and not progress anything
The enemy you shoot at cannot attack.
I'm sorry little Glyphid Grunt Slasher, but in the last three seconds you've had three kilos of lead in your face and poison eating away at your body, I don't think you're really capable of attacking me on the move.
Shard Diffractor Clean Overclock - Thermal Glass Focusers
With further optimization to the lenses, your weapon can fire a higher-density beam, and improved wiring on the battery means it can recharge faster!
+Slightly increased direct damage
+Slightly faster recharge rate
Meant to invoke greater single-target DPS options for Engineers, nothing more
More terrain effects:
like a bog that slows you down (but not light bugs) and you can set it on fire.
Or quicksand.
ice slides.
idk other things like that.
I think that movement is one of the more neglected thing in all shooter video games. DRG definitely has it, but I feel like the generated terrain could be doing more things.
A fractal moustache that sprouts mostaches at the edge of it
new biome that's entirely fleshy, similar to something like in terraria that I've forgotten the name of?
its called the crimson i think
Suits, driller's is slightly ruffled with the tie over the head, engi with an older style, gunner with the cleanest and a bowtie, scout with a rental that still has the hanger across the shoulders in the back. And a slimmed down weapons style (spy style kinda) to go with it.
Make a free demo version of the game where you have access to the tutorial and hub area? Think it would help get people that are skeptical about the game to have a better idea of the vibe and style the game goes for.
You can customize steeve and add a hat and neck peice
give us a proper red and black weapon paint job skin, blood moon's red is more orange then red
Small suggestion idea, if I buy a drink and bring it in the pod, I want it to be down there with me during the mission..just cause I think it be cool and sometimes I forget to drink a special drink and the poof it’s gone, but I know that could cause problems but at least a daily oaf, safe for work and if ya get a bug pet you can have it drink ya beer for the fun of it
Skills Rework
ok I will explain my position.
First of all: skills have not been updated for a very long time. (Kind of since the release)
Secondly, there are very few of them. Compared to the number of weapons and overclocks, skills are clearly lagging behind. Even on their opening takes a very short time after which you just get hundreds of unnecessary stars.
And the most important reason in my opinion is that many of them are either useless or meta. I don't know a single person with a rank above 50 who would play without iron will, with iron will also logically always take vampirism to not fall.
The point of some skills I just don't understand, like hover boots, it feels like it doesn't even work, it just stops you in the air for a split second, instead it could be made as temporary flying boots like the ones you find on location that you get for a couple minutes. Or strong arm, throwing flashlights that far just isn't necessary, at least you could get something more useful instead. It's a bug thing it's just a joke skill. Elemental insulation is useful only in very rare cases on a frosty location or magma and that's it. Also meta is field medic. It's almost like iron will.
What I suggest. First, add new skills to have something to spend stars on, it will add variety and motivation to perform tests for stars, perhaps add new levels of existing ones. Secondly make the old ones more useful.
I can also suggest a more experimental idea. Make a kind of skill tree like in Darktide. Yes, perhaps it would not suit the DRG, but if it is simplified it would be pretty good. Let's say a separate skill tree related to the abilities of a single dwarf class that we would pump not until the first upgrade when but until we collect stars, so it would add pumping and for the later stages of the game when you have already discovered all the overclocks. However, there is a balance to be struck here and not go to extremes, maybe something like this will be in Rogue Core who knows.
In addition to this (in reply) suggestion:
Add second option for daily beer, so players can select which one they prefer more - this will add a bit of variety on how future mission will go.
This will reduce frustration when Dark Morkite is on the screen - they can select the other one (which is never worse than Dark Morkite). Second beer should never be the same as the first one.
Beer buffs do not stack - only one beer buff can have an effect - drinking second beer will remove effect of first one.
Near the Abyss Bar add second screen, so two daily beers will be shown on two separate screens.
If new buff beers will be added in future, the value of having second option will grow.
HEAR ME OUT:
A MUSTACHE AND BEARD SET
MADE OF ROCK (OR STONE)
(EBO-)NUTTY IDEA for a new mission type: NO DWARF LEFT BEHIND.
The unthinkable has happened: the exit drop pod of another team, from Space Rig {42, 86, 99, whatever}, suffered severe damage on its way down and has been rended inoperable; worse yet, its doors can't even be closed. The dwarfs down there have been holding off their position for hours with their dwindling supplies and strength, under constant attack, waiting for an extraction that can not come from their own space rig. Space Rig 17's orbital position just happens to be the closest and it has volunteered for a rescue mission.
In concept, the mission is simple: you will go down in the Space Rig 17's drop pod, which will land "relatively close" to the damaged one, pick up the dwarfs and take them to your own. Those one to four dwarfs to rescue may be either dead or unresponsive and will need to be carried, or (in the best case scenario) they will be conscious, but exhausted and capable only of walking, in no shape to fight anymore.
This is, by its nature, a difficult mission. The way between both drop pods is infested with local hostiles, coming in constant swarms. No minerals available to mine or pick up, although the Interplanetary Miners Union has credited this mission with 80 or 160 units of nitra, for one or two resupply pods.
[...]
[see #suggestion-discussion message for further info]
Rework Gunner's incendiary grenade,
-
Why ?
The incendiary grenade is the most underwhelming grenade of the gunner's arsenal, it's only usable in clear open space against only grounded enemy, it doesn't kill grunts rapidly and has a very limited area of effect, if you compare it to the sticky grenade, who can be use for high single target dps, or to the tactical lead burster who is undeniably the best jack of all trades, who can be use to clear room form celling enemy, on cloud of enemies and to kill deadly threat as Bulk detonator, and to finish the cluster grenade to the opposite spectrum of the sticky grenade, who allow large area damage. The incendiary grenade really feels situational, and limited. But it as cools synergy with the gunner weapons, and it's always a good thing to put bugs on fire for the team. -
Idea to buff it :
Any of the fallowing options -
Bigger area of effect (meaning being able to light flying enemy more reliably) to justify to only carry 4 of them.
or -
Increase the amount carried from 4 to 8 and reduce the damages, so the team can enjoy using their own perk on burning enemies.
or -
Increase the duration of the effect, I haven't mention it earlier but it's the only grenade that doesn't unleash all it's damage potential immediately, added to the limited size of the fire puddle, it doesn't even, give you enough time to kite enemy in into it, in the best scenario possible. It's also terrible as a panic button unlike all the other grenade...
overclock (probably a balanced one that decreases range) that gives the flamethrower a vertical spread for better crowd control?
Move choke on warthog to tier 1
If u choose this over supercharged feed mech or oversized mag: you can't magdump bugs up close as fast but your damage becomes more consistent on range while still being able to take loaded shells or ammo, its sort of like a weaker, less extreme MPA.
It would also be a good pair for cycle overload mayhaps.
Can we have a way to pause a mission to switch to another mission?
I am playing with my two kids, one is two mission into breach the core, and me and my other kid have accepted the easter one. There seems to be no way to for us to all do the season easter one together, without first commiting many hours into doing the breach the core first? More annoyingly I have breach the core and haven't done it, so I would have to do it for her, then we'd could do the easter one, then we'd do breach the core again for me?
This seems like madness?
A new game mode that is sort of like round based zombies from cod where you have to survive and kill waves of glyphids with each wave getting harder. It could be like a drill dozer situation where you have to defend something from being destroyed while it does its thing. I understand if this is like a bad idea but I just had this thought and I think having to survive wave after wave with it getting harder and harder to survive like zombies is cool. It gives you that feeling you get when the numbers are stacked against you but you fight to the end anyway. Who knows maybe you could use some new mobs for this mission like a glyphid queen… or another mission that’s a raid boss like the care taker but it’s an adult dreadnought or queen. I’m just spitting out ideas about this I wanna see. Like a new giant enemy and a horde mission and or game mode. Thanks for reading .
ROCK AND STONE MINERS 
Nishanka Boltshark overclock.
Type: balanced.
Effects: bolts are now saw blades that bounce between enemies. significently less bolts.
description: with some slight modifications to your crossbow, you can now launch sawblades and take out my glyphids with one trigger pull, however, you can't carry as much as before due to the sawblades taking up so much space in your bag. at least it doesn't take up any sandwich space.
Give us the ability to pet it.
Silly Idea,
german and english voice lines with Russian accent.
I bet it would sound perfect 😍
(dwarf sound pack and theire voice lines)
We add a new promotion exclusive game mode
Planetary FOB defense
A research FOB site gave out a request for immediate support due to an extremely large horde being on a direct interception path towards them, they have "highly classified" reaserch that needs to be exfilled off site
The dwarfs job is to defend the site and slow the advancement of the glyphids,
corporate is more than willing to give the team military grade gear to ensure the mission is completed
(upgradable tanks, and bet-c units)including
"experimental upgrades for their normal gear"(ie something similar to tf2 lvl 3 sentry)that they're considered giving to all space station mining crews
It’s probably been said before but nitra loot bugs

A smart stout voiceline where the dwarf figures out how everyone comes back from a mission even if some are left behind, before the forgetfulness kicks in and they suddenly feel very relieved.
voiceline from mission control commenting on forged weapon overclocks ...
A misson where you have to take down a colony of glyphids with large expanse cave generation. The player and team would have to go from swarm to swarm taking out hordes. In this bugs will not periodically swarm you, you will come to them.
This is kind of like a elimination but like instead of big bad bosses you get nests to go put down. And you'll have to bring tons of nitra per usual.
a modifier/threat (i dont remember what theyre called) where instead of mining nitra in the cave, you have a set amount of resupplies to get through the mission. amount depends on whats the most balanced, idk what a good amount would be. 2-3?
Turning the glyphid inner tube from the summer event into a hat.
Routine purge/ Preparation purge missions where we have to kill a set amount of bugs?
Make it like one of those mission ending parts in left for dead 2 where you make a lot of noise with some machinery
Players should be provided with a bit of nitra to get some extra ammunition but they gradually have to mine the cave they're in too to get some more so it's not just a monotone bug killing mission
They are done in a largely crowded bug population area to lower their numbers for an upcoming mission to give it some lore?
Perk overhaul
Doretta hat. That is all
I've said it once, and I'll say it again: make Bosco stop automatically engaging the Huli Hoarder
Add Bulk Detonator tunnels to the cave generation. They feel quite genuine for a cave, and would give the feeling that there were Bulk Detonators moving about.
Add an overclock called ‘Heat Seeking Missiles’ to the Hurricane. Remove 100 total ammo, 10 from magazine and add 0.5 seconds of reload time. And don’t forget, reduce the rate of fire. Also, how do I post in #drg-chat?
I'm probably not the first to point this out, but the Milestone Icon for Haunted Cave implies that there could be variants of the Unknown Horror. As of now, this is not the case. And I see why; a ghost version of anything other than the Bulk Detonator we have right now just wouldn't be as threatening. For this reason, I propose a total rework of the Haunted Caves hazard; rather than an invisible Bulk Detonator on your tail at all times, a different ghost bug would follow you each mission. An unkillable Oppressor, an unstoppable Shellback, or an unrepentant Grabber. But then, here's the kicker. During the escape the Unknown Horror we know and love comes back, making the escape that much more urgent.
A playpen station where you can either customize or buff your Steeve you create on missions (eg. Hats or unique markings on armor plates, stat increases or sharper/metal teeth for increased damage)
I once had a dream that I was in DRG, in the sand biome, and I was going through a narrow (Morkite mission type) tunnel. When I reached the end of the tunnel I discovered it was an opening in the ceiling of a very big cave. I approached the cliff, looked down and couldnt believe my eyes, I saw a HUGE amount of bugs going in a circle around a big stone (actually sth like a core stone lol). I was totally amazed by it, because it looked absolutely breathtaking.
And I knew that if I shoot one bullet, the whole circle would scatter, and the ludicrous amount of bugs would creep towards me. Terrifying but super cool dream.
It is a thing in real life and is called "Ant Mill": https://en.wikipedia.org/wiki/Ant_mill
Would be amazing to see this in DRG someday!
I had this idea for a pickaxe perk that when you power attack and hit a wall while falling it would stop you.(also I'm new to the sever)
I want to be able to carry Steeve's dead body into the pod like Doretta's head.
And just like how Doretta's head shows up in the lobby if you bring it, I want a little candlelight vigil for Steeve with a little urn of his ashes so I can pay my respects and thank him for his sacrifice.
I’d like to see my level in each season in the ”season selection” tab.
Buff the damage up mods on big dmg per shot weapons (m1000, bulldog, pgl in particular) they're usually outcompeted by ammo ups
Clear indicator for when a pipeline is connected, but not yet fully built.
New unstable shard diffractor overclock: prismatic lense
fires 3 colorful beams in a tight triangle, which spreads apart over distance. Each beam deals 50% of the damage and heat of the original.
reduced ammo and charge capacity
reduced AOE damage radius
PLEASE give Lloyd little beer barrel arms like on the barrel skin on Bosco! It only makes sense because beer comes out!

I suggest a official way to play in VR on DRG, i heard the devs team already have this idea listed but i just post this here as a reminder if they forgot because i can't wait for a VR mode in DRG, it would be so awesome

Simple buff ideas for 1 mod and 2 OCs for Cryo Cannon
Add a secret setting that removes all your animations and makes you go into a reference pose. It wouldn't be useful but funny. Also it would carry into missions until you get hurt
You can still salute when down, but the voice sounds really weak
Loot bugs should have a small chance to drop other gems like jadiz and holomite
Strong arm's effects should also apply to grenade throws
Shard Diffractor OC Idea (new name Crystal Storm)
I recently tried to get the High Score in Jetty Boots. As i am not very good at it i got some 34/35 scores. And i thought i would be funny, since Management already reacts when you play and gets pissed about it, if there would be a voice message that roast you when you just fail with a score of like 34/35 or even get a roast when you finally get over 35 like: That was a waste of time, can we now get back to work
New unstable boltshark overclock: fragmentation heads
special bolts splinter and launch bolt fragments on impact, spreading their special effects over more area
special bolts are no longer retrievable after fragmenting
significantly less special bolt ammo
Please let us place turrets on Dorreta, since we can place them on the Drillevator.
- necrothermal catalyst should trigger also due to hellfire or any other coilgun effect, including the trail
- turret EM discharge should be allowed to trigger at 50% status on the sentries
PLEEEEASE make a grunt modifier, i love grunt swarms and if the cave was full of floods of grunts it would be super fun and chaotic slicing through entire seas of chaff 
Make the button to call down the drop pod actually animated for coming out
Like, the back deposit port of molly closes up (if open) and the back wall folds out, then the button raises from a hole in that section, and does this faster in reverse once it's pressed.
Instead of it just popping in and out of existence.
Uuuuh let us mount and ride on top of glyphid grunts we are able to tame. This has no practical use whatsoever besides the fact it'd be funny seeing a dwarf ride into battle on a glyphid
We need a camo version of the bunny ears: https://deeprockgalactic.wiki.gg/wiki/File:Bunny_Bun_Bun.png
for april fools replace driller’s drills with mini handheld dorettas/drilldozers
make it so after saving dotty in an escort mission, you can pick up her head lying around the space rig, which will annoy mission control.
Warning Idea: Cavernous Fatigue
An anomalous toxin in the air is making it harder for you to muster your strength! Better have your weapons properly oiled and adjusted reloading systems!
Effects: It takes 1 additional hit to mine rock (fortunately not minerals due to that Dwarven Motivation), and reload speed on all weapons is decreased by 10%. Driller's Drills will also break rock slower, and all environmental movement penalties are increased by a flat 5%. (I.E when Webbed, you will be slowed down by 55% instead of 50%)
Hazard Bonus - 15%
Class exclusive beer(s): either two possible ideas from this
1: another basic beer, but its effects or responses are different depending on the character equipped (probably easier to code idk?) or a beer made exclusively for that said class ie Scouts Chaser or something, if ordered for a team each respective character will get their drink
OR
2: everyone gets the classes that ordered said beer and the effects only affect the said class.
Example: gunner buys gunner's gambit cocktail everyone gets a gunners gambit cocktail, but only those who are gunners who drink it will experience the full effects, others will either only get partially tipsy or partial of gunners effects or nothing will happen or like in the first example everyone experiences the drink the same, its just gunners signature beer
Beer and/or mission modifier that allows you to break gold with one hit
drunk reload animations and more hipfire spray
petting steeve every once in a while restores health (every once in a while - on a cooldown timer so it cant be abused, you cant still pet him as much as you want but health wont be gifted)
smaller effect or suggestion:
low gravity modifier should also affect mags as they are expelled from the gun and bounce around
I'd say being able to look at terrain scanner while downed would be massively useful (especially for navigating your topographically challenged friends)
It would make sense to add more cometics presets cuz currently we have 6 being 1 whatever and 5 for each season
It would be nice and probably would cause literally no downsides if we had more so that you can have a preset outfit for each season and one fluid fit that you just change around
For people who don't make fits based around seasons it'd be nice because more space for creativity is always awesome
Another Beastmaster Perk level that gives Steve a little saddlebag, giving you +15 carry capacity while Steve lives. Maybe a different value for each type. Guards give +15, slashers give +10, grunts give +20
BREWING INGREDIENT TRADING STATION!
I cannot tell you how many times I have needed to buy malt stars and yeast cones. Making beer would require less energy and time and you could sell them if you really need,
I got a new hat yesterday, and was very sad to discover you couldn't have a moustache!
Please make it so most hats that dont cover your entire face don't cover up your moustache, or at least not small ones. Even better, add eye cosmetics to pair with other hats. Thanks 
Add hazard level 0. (maybe April fools ) There only spawn glyphid grunts and they have pacifiers and baby hats (they won't do damage ) . When they attack you they get stunned and die with a bullet shot/pickaxe swing and explode in confetti. - 90% xp
Add animations when you activate a terminal. Specifically the Deep Dive terminal. Add an appropriate hole for the Tritylite Key to go into, turn it and have a loading bar or something saying maybe ‘VERIFYING’. For the pickaxe terminal, grab your pickaxe and push it into the slot on the terminal. Wardrobe, open the door and enter it. Every other terminal (equipment, promotions etc) will have an animation where the dwarf clicks some buttons on the keyboard and could have a voiceline like ‘Bootin up the old PC!’
Add 1 or 2 more Corporate Issue beers.
please add an option in settings to move the game over to other monitors, the process of moving it out of fullscreen and downsizing the resolution is very tedious
New clean “hurricane” guided rocket system overclock: bumper heads
“A specially made rocket head allows the missiles to harmlessly bounce off of terrain and dwarves, but not bugs.”
missiles can bounce off of terrain and teammates up to 3 times, turning around upon doing so.
for the love of Karl, make the scalebramble more visible when it's still armored.
Beer ideas:
📸 Helles Flash
Strenght: 20%
🟨 Effect: Flashbangs you and makes your vision briefly blurry and bright (make the mug look similar to other beers, as a prank)
♒ Seismic Saison
Strenght: 40%
🟨 Effect: Your body and screen is shaking, similar to earthquakes on Magma Cores
🔫 Bock Booster (special)
Strenght: 20%
🟨 Effect: Your weapons reload time and overheat recovery is 30% faster
Dark Morkite (rework, I'll never shut up about it)
Effect change: You also gain faster pipe build and repair rate on On-Site Refinery missions and you can break Morkite Seeds in one hit on Deep Scan missions
it can be so cool if a training zone was added as a firing range to the spacerig as a large zone with ballistic dummy and targets and friendly fire (with rubber bullets for the lore) to test weapons and new overclock, for the player to not have to go on a mission to test their weapon comp (to gain some time and efficiency) and plus a friendly fire zone is very fun
hear me out, the possibility to engage arm wrestling match against your friend, on a table, in the spacerig. The minigame is about pressing a key the fastest, the winner gain a bit of cash from the looser and it would be hell of a dwarven game
Nishanka Boltshark X-80 Clean Overclock - Aluminium Head Bolts
Using a specialized aluminium alloy, your bolts are lighter, allowing you to carry more of them, and their construction means they can pierce slightly deeper into enemies' flesh
+Slightly more ammo (+4 normal Bolts)
+Slightly increased direct damage
SUGGESTION: It would be cool (and righteous) to have Nitra added to one's mineral bank for any leftovers deposited during missions and never used... the way it is now feels like DRG is basically robbing you of them (since they were deposited anyway, hence the company got them), or they just disappear, defeating the team's effort to mine them in the first place (context perspective). Every player should have an allotment that scales down with their rank (e.g. a rank 10 player gets 1/1, a rank 100 gets 1/10, rank 200 gets 1/20 etc.). Maybe keep this a thing just for completed missions (failed ones would have DRG keep the whole of it as some sort of reparation for the added costs of having to eventually rescue you). For the sake of balance, one's personal reserve could only be used once per mission. The stored amount is hazard-related: you can only use what you previously saved from missions of the same hazard level.
Phazyonite could be tradable as well.
Advantages:
A valuable help to greenbeards, and a rare bonus to be carefully used to veterans;
Nitra could be tradable, giving miners more options to plan ahead and one more resource to manage;
DRG would still make a profit from selling it to you (!);
A mini-assignment could be added to enable this feature for players who do want it;
Daily bargain prices would be welcoming to (broke) greenbeards;
When every cosmetic is bought, unusable Phazyonite can be turned into credits;

More consistent lore- and gameplay-wise;

Two more minerals would make the Mineral Trade Terminal look cooler!
Disadvantages:
The coding time needed to implement;
Same as above.
LEAD SPRAY REMAKE
What is Lead Spray did NOT increase spread AT ALL however the RoF switched to semi automatic and there is a 0.5 second interval between each shot so you can’t spam like you can with the Subata.
Beer ideas:
☕️ Cup ‘o Joe (specialty drink)
gives a 5% speed boost during the mission for running, mining, and depositing, etc
🔩 Buckets of Brass (specialty drink)
Weapons have a 10% ammo increase, and also get 60% out of the resupply than the regular 50% with other players, regular 50% if solo. (my friend said this, I’m just bringing it into fruition @frank ravine)
🥤Karl’s Hard Lemonade
You burp up lemons.
Conspiracy theorist tinfoil hat.
Suggestion: Bosco Auto-Revive Timer
Hi there!
I’d like to suggest adding a timer mechanic where Bosco will guaranteed revive you after a certain amount of time, no matter the situation.
During an "Industrial Sabotage" mission, I got downed on top of the Data Vault itself — during the initial phase of the boss fight, when you have to shoot the exposed corners to disable its shields. Bosco kept flying in circles and couldn’t reach me due to the boss’s shape and movement. I ended up spinning in place like a carousel for 10 minutes before giving up and closing the game.
I really enjoy the game, but situations like this can be frustrating for solo players. A timed auto-revive could really help prevent soft-locks like this.
Rock and Stone!
In the unlikely event where Bosco cannot reach a downed player after a set amount of time (15 seconds for example), Bosco will zap you with an electric beam similar to the electric crystals, reviving you that way instead. Optionally you could have Bosco make an attack sound out of frustration.
Hey it would be nice if we can have steeve on the space rig
When someone is downed on the top of the caretaker, and it is spinning, it's impossible to revive them unless you have field medic active perk.
I suggest that your view spins with the caretaker when on top of it, as you have to be looking at the downed dwarf to revive them.
Or like some other solution, just make it so we can res them normally thanks 
Disable aim assist on consoles, so i can properly aim with any weapon
Edit: Make it an On/Off option. That's better.
We have one for Gold and we have one for Morkite
I propose a special beer that grants say a 20% bonus to mined Nitra.
Call it Nitra Express and pour it in a bullet casing 
I feel like industrial sabotage gets repetitive as it's always just the same routine with the same struggles
I think there should be more things that could happen during the mission while fighting the caretaker and destroying the power stations so its never really the same routine like
• While hacking the power stations there could be a special type if bot that would steal 1 teather pod and you would have to chase and destroy it to retrieve the teather pod (after 1-2 minutes if the teather pod is in the ground it will blow up and hacksy will fabricate a new one)
• During the caretaker fight it could spawn a slightly stronger nemesis that when you kill it would make it go to the shooting the eye part
• Sometimes the robotic appendage would be the one on the nemesis when it would grab you it would slam you onto the base of the platform until the electricity went off and then throw you away which it would then leave
• While hacking the power stations Patrol bots could rarely send out emps which would temporarily shut down hacksy's computer for 30s or you could go over and help hacksy which you will do the same thing as hacking a patrol bot and it would turn on the computer when you finish it
Those are just a few ideas just to spice up the mission just a bit more so it doesn't get repetitive
OC Ideas I had:
Tunneling Beams (name debatable) Breach Cutter OC:
An overclock that makes the breach cutter beams spin at a very fast rate and remove terrain!
More Ammo, longer beam duration (?)
Smaller Beam width, less damage, (idk anything else?)
Shrapnel Charges/Shells, Boomstick OC:
By putting small charges into the shells, shooting an enemy will cause a small explosion, sending shrapnel into enemies in an area behind it! Point away from face.
Probably mediocre damage to enemies behind target, possibly more damage to first target?
Less Ammo, Longer reload (?), either slow rate of fire or magazine capacity reduced to 1(?)
(Still debating the upsides and downsides with this one)
Those are my more thought through ideas that I especially liked may add more! 
Make second variant of space biker hat which will match your uniform paintjob
I really wish the Engineer's platform gun had an upgrade that made thrown flares stick to platforms. It would make traversing complex caves a bit less frustrating especially while playing solo/without a scout
I want to give the Friendly Perk another tier that raises it to 80% reduced Friendly Fire damage
Give us a toggle to disable collisions with objects like players and environmental objects like tumbleweeds, pumpjack pieces etc for our server. DISABLED BY DEFAULT but can be activated in settings
what if dark morkite reduced the hits required to break minerals (or anything besides basic rock) by 1, rather than it's current effect?
Buff Zhukov NUK17. Make it properly consume ammo (it shouldn't consume 2 ammo units for only one shot fired, or make it deal damage equivalent to 2 shots). Also new OCs for this weapon:
Clean OC: Pew-pew time!
Upsides: Slight increase in damage (+2)
Balanced OC - Pain in the rear
Upsides: Increased WP bonus (+30%), increase in direct damage (+4)
Downsides: Lesser max ammo (-80) and mag size (-10)
Unstable OC: Electro-minelets
Upsides: Electrocutes enemies
Downsides: Lesser ammo (-100), lesser direct damage (-4)
give platform gun an optional upgrade to emit light (replacement for one of the reduced fall dmg ones maybe)
What if "It's a bug thing" gave you extra minerals from a lootbug when you explode it with the perk? Maybe like 30-50%
I honestly believe that Vampire perk could use a small adjustment(or however it was called originally, pardon me).
For example:
you get 1 hp from killing anything that's size of Swarmer;
5-10 hp from killing anything that's size of Glyphid Grunt and a bit bigger;
25 hp from anything that's size of Praetorian and bigger;
And 50hp from killing bosses like Dreadnoughts.
add the flying rocks to the bestiary, they are an enemy you have to kill so it doesn't really make sense why it's not in there
I tend to be someone who spends a lot of time customizing the outfits of my dwarves, and I can't help but be slightly frustrated with the options available for armor and weapon color schemes and texture options. I understand that much of it is intended to be unlocked with time, but even after buying the DLC's I wish there were some sort of option to combine or splice together the textures I like from each set. So here is my idea of a solution:
I was thinking an option could be added to the cosmetic screens for armor and weapons that allows for an "advanced" customization screen which would allow you to select any of the textures you've collected from a pool and apply them to selected parts of the armor. Additionally, I think a color wheel and/or some sliders for hue, saturation, and brightness would go a long way for this "advanced" customization screen, and perhaps even the ability to alter the position of specific assets on armor and helmets with a coordinate based slider system, for extra precise placement.
I would enjoy very much a photo mode in drg where you could pose before and after missions with your squad in some configurable poses and places, kinda like xcom 2 has. I would also want to be able to take a photo with my own 4 classes together.
One of my biggest wishes for this game is that it had overclock trading and some form of gambling
it'd be really nice if buttons for choosing cosmetics for your dwarf would be moved a little to the sides so there would be more space to take screenshots of our loadouts. or perhaps a button somewhere in bottom left to hide/unhide the class tag and the buttons (position of where it could be is shown in the screenshot)
Not sure what to name it, but i had a dream about a region comprised of a greatly densified gunpowder-esque rock. When blown up or set ablaze, the terrain will catch alight in various, beautiful colors (the colors being because of impurities in the rock), and be eaten away at by said flame until there was a much larger crater than when it started
Overclock Idea for the Leadstorm Minigun: Wind-Up Key
Wind up the minigun by holding the fire button, then release to fire a stream of up to 300 bullets. Weapon Overheat starts while winding up, and bullets are consumed while winding up, as opposed to when firing.
Positives:
-
Significantly increased Rate of Fire.
-
Accuracy increases while winding up.
-
Reduced Heat Generation while firing.
Downsides:
-
Reduced Max Ammo.
-
If the weapon overheats or is switched off before all bullets have been fired, those bullets are not refunded.
M1 helmet with white writing on it "Born to Drill"
is making limb and chest armors have different slots so you can mix more armor together to complicated for this game? (for skullcrusher armor itd need to be the full set for the buff)
Add to temperature insulation upgrade on driller's armor. Make it so it halves self burning/self freeze percentage as well so that we dont burn ourselves or freeze ourselves and our team instantly upon burning/freezing pretorian gas clouds - fungus gas
Make a class has a gun that shoots tactical nukes the one downside is they can do team damage and damage to themselves
It'd be great if there were subtitles/captions for important sound cues like stalker chittering, mactera shrieks, and mini-mule beeps available. I'm hearing impaired and I love this game but it is frustrating not having access to so many major sources of information at all. I have no way of knowing if there's a mactera grabber in the cave until it rushes me, or if there's a stalker behind me until my shields are destroyed for a full minute. Like, I get that in a game this heavy on stuff happening outside your field of view, being limited to it like that is just gonna be tough, but I really think a few more captions for sound cues could go a long way!! I know I'm always just gonna occasionally turn around to find a praetorian two centimeters away from biting my beard off no matter what's added, but getting some warning when there's an exploder just off screen about to burst like everyone hearing would make the game much more accessible!!
some mission variations
Industrial Sabotage Variants
normal: 2 power stations
Router: 1 power station and 1 router in another room: if the router is not destroyed. Patrol bots and shredders spawn frequently once starting the objective(s)
Bunker: 1 power station but has a room between it and the caretaker room. that room has several of different turret types and a turret controller but no bots spawn while doing this
prospector: 1 power station and 1 prospector that is a mandatory mission objective
Nemesis: 1 power station but it is guarded by a nemesis instead of turrets
show that an enemy is an elite enemy on the elite enemies modifier when they're pinged
I’m sure this has already been mentioned but either cross platform OR let me have a one time transfer to get all my progress from steam to Xbox or vice versa.
the ability to add an extra hat on top of helmets that prevent the use of facial hair. i know it's technically equipping 2 hats, but the helmets wouldn't fit in with the beard/moustache slot, and i feel it'd give more fashion opportunities to helmet-bearers.
allow auto-reload mods to stack with born ready, so if you have 5s born ready and auto reload 5s it becomes a 2.5s auto reload for that weapon
Add a button to remove all notifications from the weapon modification menu.
I though of this and I think it would be a nice little Easter egg so right when I played the tutorial I though it was like doom 2016 so I think it would be funny to add a dopefish reference
Overclock idea for an autocannon: (not sure if this overclock should be balanced or unstable)
"Double Trouble"
This autocannon model uses a new smart accuracy system and smaller experimental shells that contain two different explosive mixtures that, when in contact with each other, cause a very powerful explosion that can even stun an enemy.
🟨
-The autocannon fires from two barrels at once.
-Initially, the spread is 130%, but with each shot it decreases by 10% up to 70%. After 2 seconds without shooting, the spread begins to increase again to 130% at a rate of 10% per second.
🟩
-Hitting one target with two shells causes a powerful explosion that deals additional damage and stuns enemies with a 25% chance.
-Slightly more ammo and magazine capacity.
🟥
-Less damage and explosion radius of single shells.
-Slightly less direct damage.
-Lower rate of fire
a type of enemy that makes a drumming sound that gives a damage buff to nearby glyphids (like an offensive warden). it should have a small variant that spawns in large groups and a large variant like a bulk detonator that makes insane amounts of noise and continuously spawns in more glyphids
(i want to make "drums in the deep" references)
Clean Overclock for the colette wave cooker
Turntable Systems
"As a side effect of adding more microwave parts, the wave cooker can now rotate enemies to expose their weakspots."
Makes enemies caught in the beam slowly rotate horizontally to the surface they are standing on. Larger enemies rotate slower than smaller ones. Press reload to toggle direction of rotation between clockwise & counter-clockwise.
Thermal Exhaust Feedback needs a nerf. It already has one of the best upsides out of any OC the plasma carbine has, and its downsides are negligible. The heat generation actually works in the weapon's favor because its whole shtick is maintaining high heat values, and the overheat duration penalty is pointless if you're using it properly.
I think it really needs another downside, I personally wanna see it take a hit to its max ammo.
There should be half as many starch nuts. I’m drinking a lot but still keep accumulating stockpiles.
make scrips universal, like make every event give the same scrips that can be used on every cosmetic tree
that the props can see the hunters' pov (in hidden dwarf)
Salvage operation spawning pipelines, ziplines, platforms, disabled turrets, broken dorettas or stuff like that, it would be really cool and immersive if you could find stuff that you actually use in missions instead of mini mules that you never use. Also the mini mules can get some new use in other missions, or even deep dives, so you get to understand why they're abandoned in salvage operation
Make an option to add more cave leeches on haz5 plus
Enemy Idea: Q'Ronar Ankylorhino
+Q'Ronar Ankylorhino Youngling (Salt Pits Regional Enemy)
The Ankylorhino has confirmed genetic ties to the Q'Ronar Shellback, but rather than mobility, the Ankylorhino has very dense armor. Its speed isn't exactly something to sneeze at, being comparable to a Glyphid Praetorian, and its huge horn, aside from hurting a lot, can send dwarves up into the roof of a cave, potentially to their demise, but fortunately, its horn can be broken off with sufficient firepower, severely impairing its knockback ability, but its damage isn't too affected.
In the Salt Pits, Ankylorhino Younglings have been spotted, being much faster than their elders, but also far less damaging, less armored, and their knockback is nearly nonexistent.
TL;DR A Glyphid Praetorian-sized Rhinocerus Beetle enemy with Heavy Armor plating all over (and its abdomen is a Weakspot, but is usually armored like that of a Mactera Brundle), and a breakable horn that slightly reduces damage dealt and nearly nullifies knockback when broken. Younglings are the same size as a Glyphid Grunt, and only slightly more damaging, but can still deal decent knockback.
book of grudges.
it's a book in the memorial hall that tracks how many times you've died to an enemy. as an example, you die to a rival shredder, you can see it increased by 1 from 8. it'd also tell you how you most recently died and have some humor, such as, telling you "you were mauled by a sand shark, which is why you were told not to wear sandwich body spray" and "a glyphid dreadnaught decided that you would be a good chew toy, bosco thought otherwise. buy him a pint, will ya?".
you'll unlock the book of grudges after your first failed mission and an assignment telling you to "get revenge for your fallen co-workers"
I actually kind of don't like how Core Stone is almost always cheesed with ziplines because the Corespawn are so difficult to deal with outside of that cheese. I think their spawn rates should be toned back, and then also give them a ranged variant to prevent zipline cheese.
Anything that is kick placed or inserted into the drop pod arrive with you in the drop pod
Bosco for engi to replace the turrets.
:)
It would be nice if lost pack give cargo crate cosmetics once the lost pack reward pool is empty instead of just a message.
Please have more playable tutorials that teach new players about the classes
I say this because I've noticed many people are actually useless, as if they need to be taught how to play from other users
Also, callouts to specific teammates to give instructions because, especially for on site refinery, people simply refuse to listen to me as a driller
(Beings that scorching tide and Snowball exists, this may seem a little overlapping in design, but what the heck)
CRSPR Flamethrower Unstable OC: Fuel Belch
Pros:
When holding R, you charge up fuel that gets shot out at enemies. Depending on how long you charge with R will be the amount of fuel used in the belch. The minimum charge cost is 5, with a maximum of half the magazine depending on the mods chosen. The following stats describe the properties of a Fuel Belch:
- Every 5 fuel increases coverage area
- Every 1 fuel increases heat damage vunrability by 2% (vunrabilites do not stack. The current greatest application of vunrability will take initiative for the duration)
- Sticky flame heat dispersion and damage radius is applied to enemies that have the status effect "on fire" when coated in FB, and heat damage dispersed is increased by 3 for "Current Intensity Temperature per Second" in the calculation
+100 max ammo
+15 magazine size
Cons:
-6 direct damage
Delay between pushing the trigger and firing
+0.75 reload time
Coated enemies eventually lose their FB coating after 3.5 seconds unless ignited
Subata 120 Unstable OC: Gyrojet Reconfiguration
Pros:
+16 direct damage
0x base spread
+25% weakpoint bonus
+100% armor breaking
Cons:
bullets have very slow velocity and accelerate over time
deals less damage the closer you are to the target, as the bullets need to accelerate get to full damage
-3 rate of fire
-4 magazine size
Each promotion increases the mineral daily deal value by 1% since the dwarves have more experience
And each tier increases trading value by one credit
(For example if you have all dwarves to legendary you have got 24 tiers so you can buy at 126 and sell at 74)
Make the sentires not waste their entire magazine on the Caretaker when the eye is not pointed towards them
add the rammer from the drg board game
Clean overclock for the boltshark: embedded barbs
standard bolts embed into enemies
power attack an enemy with embedded bolts to push the bolts deeper, increasing power attack damage by 100% per embedded bolt (additive- 1 bolt is double damage, 2 bolts is triple, etc..). Bolts stop being embedded after enemy is power attacked, and are destroyed.
use the grappling hook on an embedded bolt to pull it out, tearing off huge armor chunks in the process, or dealing good armored damage to bosses. (Bolt head is destroyed in the process)
Dear GSG. DRG is awesome! But I would love it forever if you could make it so that the dwarves' guns also get a valid hitbox for resurrecting. Or remove the gun from the outline. Especially with gunners and with a lot of stuff on-screen I often find myself accidentally targeting the outlined gun, but that never works. (Dead gunner for illustration purposes)
Should add swarms of Q'ronar yunglings intermittent with shellbacks similar to how the game has isolated swarms of praetorians or mactera.
praetorian variant, but its different and instead periodically spits a rock at ya at terminal velocity rather than the usual green acid
Option to remove aim-assist/slowdown on controller.
There should be different voice lines for pinging Molly if the primary is completed. Stuff like “let’s get outta here.” Or “did we forget anything?” Just some simple stuff that indicates you’re ready to finish the mission.
PGL 40mm Balanced Overclock: Drill Rounds
Pros:
300% armor break bonus
When you hit an enemy, it will stick into them dealing a large amount of damage over time while massively slowing them. This damage is increased if aimed at a weak weakpoint (Duration: 10 seconds, Tick Intervals: 0.25, Damage per tick: 25. 50% Weakpoint damage)
All area of effect damage is turned into direct damage, and instead of dealing explosive damage it now deals melee (Explosive damage mods increase direct damage)
When shot into terrain, it boars into it exploding shortly after causing terrain damage (A.o.e mods increase terrain carve)
Cons:
The round at the end of its life cycle explodes non-lethally. This effect doesn't destroy terrain if shot into an enemy
-15% m/s projectile speed
-150 projectile velocity
+0.5 reload time
Ima say it before I forget, Idea for a new Dreadnought; Night terror, A combination of stalker, web spitter and menace.
It has very little armor, to none but is very fast. Its goal is to separate and eliminate with quick and very lethal attacks.
It has a few methods of attacking,
Stalk; Terror will go invisible and go for light sources around the cave, maybe scout flares on the ceiling, or burring flares on the ground, it will eat a few, Terror may occasionally make a quick close attack and slash wildly
Spit; The terror will act like a gyphid menace and appear somewhere invisible on the ceiling, firing a quick burst of slowing webs, it will move spots when it is hit and will do this a few times
Eliminate; Terror will appear near by and will B-line to the nearest dwarf throwing its full body at them, if it takes a lot of damage it will back off, this single slash does massive damage and will mostlikey insta-kill
separate; The terror will lung and attempt to grab a dwarf, it can be interrupted during or after, the terror will drag its victim like a sand shark far away from its team, it will then try to attack the lone dwarf
I was going to make a demo art but didn't, the Terror's melee attack disable shields. At half Hp (or less)the terror gets a new ability
EMP shock; The terror quickly reveals its self, roars, and emits a massive AOE of shield disruption, this disable all shields temporarily
The terror is a hunter, and lives for the game, when you are fighting it it will spend long amounts of time simply hiding in the walls. its quick attacks will make you checking behind you, looking for a faint shadow in the dark, fail to see it and it could cost someone greatly.
I think DRG is missing more bosses, while a think making a new mission type might be overkill, adding more drednaughts would be a simple way of adding more.
Even if it's not added, I think this idea of an enemy would be a dope idea. I hope people read this and consider this idea!!!! - Hurricane324
I think the color packs of the entire game should be shared between every cosmetics, instead of being separated as in dwarf colors, pickaxe colors and so on. Also colors packs shouldn’t be exclusive to certain dwarves, if i get a new color i should be able to use it on whatever dwarf i want, for example on the battle pass cosmetic tree if i spend a point to get a blue color pack, it shouldn’t be for scout only
When you look out the big window on the space rig, have the reclaimator ship be visible. It doesn't have to be obvious, maybe just a speck floating around the planet. Also have it work the other way around, where you can see the space rig from the reclaimator ship.
new voice line when taming a glyphid
"You... are Steeve!"
a little ping sound when someone joins your lobby so that players can alt tab while waiting for players to join in the hub and not having to tab back to the game every 5 seconds (exaggerated) to see if someone joined
For ziplines, give the player at the high end of the zipline the ability to stay and 'crank' the zipline in order to boost the ascension speed of other players using the zipline. Could be used to rescue someone who fell down into a pit full of bugs or when the escape pod lands in an inconvenient spot. Feels like a fun and unique way to promote teamwork
might be just me having a skill issue, but still
have the Omorron jail NOT!!!! almost instakill the drilldozer panels. cut it down to 60-65% at least, during swarms its very unforgiving and doesnt give much time to react and fix the drilldozer
Make 3 revive's for bosco by default pls
And also make him repair mini mules like he can connect and repair pipelines but he can repair mules? Rlly?
Could try a little event or something to test how well this gets received, but it adds a little change in gameplay.
Since they're dwarves, It just could add a change i suppose. Add some sort of magical element? (for lack of better term). Nothing crazy, but for each class, have another type of support tool. Scouts could blink, gunner could setup portals or a bigger shield, driller maybe can summon bots to drill minerals for them or mine faster, not sure about engineer. some stone to charge their sentries.
or you could add this with grenades and make it so some of them are consumable and give different effects / chargable and do more.
I would suggest different missions but cant think of any as of yet, would prefer different types of monsters though into the loop. But I saw some stuff with rogue core, and think its a really cool idea, has some things that could be implemented in this
Elder glyphid grunts that can sometimes be tamed without the beastmaster perk.
These special grunts will fake attacks before wiggling their butt like Steeve does, after which they can be tamed like normal. They take full damage from weapons until being tamed though, so it's possible to miss unless you're paying attention.
There could be a mechanic where they become more likely to be tamable at lower hazard levels, making the idea of a Steeve army more a fun gimmick than anything actually practical.
Beers that have cosmetic effects in the caves, so your glyphids can have googly eyes, corpses can be launched way further than necessary, or shiny minerals could have a rainbow sheen.
Could we look into making bosco grab things like ebonuts and/or fossils? I can send bosco to mine aquarqs and jadis and bosco will deliver them to me, but fossils that you can just grab off a wall he cant, when playing a class like gunner or driller i cant always get to the fossils (run out of ziplines or driller fuel)
In DRG or Rogue Core can we look into female dwarves? My wife loves playing DRG but she constantly is looking to make the character more feminine/cute and is struggling. I'm sure she's not the only one wanting a female character to play.
something like this in the shop when you buy all the items there
Add blocking of players from your view... and maybe add a blacklist for words in server names? C'mon... or ban these people
Make further prestiges feel more worth it 🙏 , or make matrix cores easier to get. I cant wait a week 😦 Ill gladly do a haz 10 mission if it means 1 more
A beer that makes a floor is lava in the space rig, It Will be cool for times that you are waiting for a friend
big exploder robot enemies modifier
This but with things like Bha Barnacles and those glyphid egg side missions. Im a little driller greenbeard and my pistol doesnt have good enough accuracy to hit those barnacles from afar.
Shellback dread because i think shellback dread would be better idea then mactera dread
Beer Idea
Time-Paradox Beer: Whenever you drink this beer, you have about 10 seconds to do anything. Once the time is up, the game sucks you back in reverse from those 10 seconds. Anything you said or did is done backwards. Saluted? "!enotS dna kocR" is then said when it reverses. Kick a barrel? It flies back to its original spot. Do other things? Well ide assume if everything was thought of that would be great but I can't do that and this is just a silly little idea :>)
So, Controller input on steam... it kind of sucks unless you have an Xbox Controller or a controller with strictly the Xbox featureset and glyphs, my question is can there be proper SteamInput support implemented for controllers? I am asking because on a Switch Pro Controller, I like using Gyro-Assisted aim but if I use the default Gyro-as-Mouse configuration, the game will flicker the keyboard keys if I ony make a slight rotation with the Gyro, also the Glyphs being Xbox glyphs while I am using a Switch controller, or god forbid I try using a Dualshock 4 or DualSense 5 controller, the glyphs will not match in the slightest which can and does cause irritation to players.
Rift spawn idea, a special kind of spawn appears that takes the body/form of a dwarf. It takes all their weapons, bonuses, upgrades, stats (hp and shield), and overclocks. And basically mimics them, this could be considered a mini-boss or a greater enemy. But it would let the great company Deep rock galactic know that the rift creatures are evolving, this could tie into a new update letting you breach INTO the rift going to kill as many as possible, only made for the strongest dwarves. This is just an idea for an enemy, but letting us break into the rift on certain missions would be pretty cool
A sink you can pour drinks you don't want into (ie. leaf lover's special or Randoweisser) so you can order new ones without drinking the ones you don't want. And if you pour out the good beer, the other dwarfs get mad or something.
A neat idea for a mission type I had in a dream a while ago: It's kind of like a reverse drillevator mission where you find oil shale to fuel an abandoned drop pod. Each time the fuel limit is reached it would rocket the dwarves to a different section of the cave, with more and more swarms of dangerous enemies each time they travel to a new area. On the side of the drop pod there was a machine to pour the oil shale into, but pouring it into the machine wouldn't fuel the drop pod. Instead it would form a big golem guy made out of oil shale to help you fight the enemies. So it was basically spend your resources getting oil shale for the drop pod, or use your resources to make golems to make getting more oil shale easier. Some additional things would probably have to be added to make this viable in game, however. Along with the new mission type there was a new biome as well. It was like a sunken suburban town with fully explorable houses and structures, all decaying and crumbling in the deepest parts of a big cave filled with purple mist. Idk it was just a weird dream I had that I thought had some cool ideas.
Enemy suggestion
Hoxxes Biocrustacian (as in crust of the planet)
A large crab enemy that isn't a part of the Hoxxes Glyphid or Mactera family. Like many other creatures, it is in its own classification. These beasts hide in caves, undisturbed by most other fauna like lootbugs. They blend in with their biome of choice and are nearly indistinguishable, except for up close revealing that the groves of the ground are that of the separation of its shell and the actual floor.
When disturbed, most likely by being stepped on, the Biocrustacian will boom out of the ground sending any unfortunate dwarf high in the air. They shuffle side to side like that of the glyphid septic spreader, but can charge forward quickly swinging their claws to push their aggressor back while slowing them momentarily. Lastly, as expected, the Biocrustacian can use its massive claws to crush you if you get to close. They are weak to acid and piercing damage, but cannot be completely frozen like that of a Qronar. They resist the element of the biome they originate from.
They have valuable claws which are composed of precious materials, so if you do have to fight one, the reward isn't just surviving a big funny crab
Give bosco the ability to shoot bha barnacles instead of just lighting them up (no pun intended)
Add a lobster type bug that only spawns In the dry water place (I forgot the name of it) the lobster should be a boss of some sort or maybe a opressor type thing but stronger
It's moves set would probably be tail slam and obviously a claw attack and grab
Weak spots would be the eyes and you could use your pick axes to crack it's shell open to do more damage
Extras
Maybe add a blue version and a ebonite version also
Also add a armor set made from the shell of the lobster
This is obviously not getting added but I'm bored at 3am so why not
SHORT PERIOD OF IMMUNITY FOR JOINING MID GAME
Everyone has been mauled by glyphids right out of the pod at least once, whether it was by a swarm, unrendered enemies or even a black screen.
I think that 2 or 3 seconds of immunity might solve this problem.
- Make base PGL, base DRAK, base Warthog and base Subata deal a bit more damage. For old players it will not be noticeable, but for newer players these classes (especially Engi) will be better.
- GIVE US DUAL SUBATAS PLS.
- Fix Zhukovs, make every ammo unit deal damage instead of two ammo units doing damage as if only one shot was fired. They suck without Embedded Detonators.
- Give an option to reconnect to a deep dive in case of accidental disconnection (I encountered at least 3 cases when I couldn't reconnect after network error during DD)
- What is HJSCUNK error? This shit often does not let you join lobbies that are clearly not full and not in process of starting/ending.
Add the option to turn perk points into credits as once you get all perks the points become worthless.
Okay i got unmuted (yay don't ask it was just my stupidity) My reason is why it's better because you should have a chance too escape a dread and the only type of enemies you can't escape is Mactera's also it would force players too use cryo nades and canon even more then was because you could just insta kill every flying enemy i'f u freeze them (sry engrish is not my native)
Paintjob's like salt crystal royalty standard or Company Special (especially this one) should be class painted
And salt crystal is the most one that suffers from that you can only use it on engi because the colours of a paintjob doesn't match with colours of other classes royalty standard is okay if u grind and this is the problem royal standard kinda works with Harbinger but you still have too grind for it (oh and i forgot too change driller hat on one of the screenshot's whoops)
And the company special just don't make sense like "I fully upgraded my warthog... Why am i getting blue" that was my legit reaction when i got it first time so please make some of paintjob's class coloured
Why am i typing this?
Because i like salt crystal and royal standard and i wanna use them more ;-;
Can we please get at least half health or even full health after being revived? Coming back into a swarm at 5% HP is just not fun to play.
Make Crisp melt Goo from Goo Bomber's or atleast goo in fungus bog's so more people would use it
After building a sentry it should switch to last weapon used. Now it always switches to primary.
a paintjob that looks similar to the default dwarf's armour on every other armour
I don't know if I'm the only one, but when I play alone and at the end of the game I see that Bosco has been left behind, I always feel discouraged and sad for having left a teammate behind, even though he's not a dwarf, I don't think we can leave him behind like that.
Ability to pick up downed Dwarves and revive them in a safer position
A pip-boy-like stylized menu for some of the game's features, like changing builds and cosmetics, viewing the in-mission map and selecting missions. I thought of this while watching gameplay of Rogue Core, that the upgrades selection menus would look nicer and less artificial if they appeared in-game instead of a pop-up. I think this would give it more flavor.
i think it would be a lot of fun if the game had a lot more items like the jetboots that you can randomly get in the caves, i have a lot of ideas but im gonna submit them one at a time, not all right now ofc
first item: beer barrel
once the dwarves find the lost beer barrel in the cave they have to do a lockpicking puzle to open it and each dwarf can have drink out of it, doing it will make enemies that bite the dwarves get a short stun until the end of the mission, their blood alcohol is really high after drinking that ale
My idea is that instead of his grenade slot, engineer will have 4 shots of the fat boy projectile - while still maintaining freedom to pick whatever secondary they like. For this, either a fifth grenade will have to be added or an old one to be removed - maybe proximity mine? I don't know, I just feel like using vanilla fat boy is so ssituational and valuable that it's not worth it just because of the damage you miss out on by saving it "for the right moment" the entire game - putting it in the nade slot will (IMO) solve this!
make it so you can pet dotty's head in the space rig
I'd like to have mission control acknowledge Doretta rescues; maybe saying that the company can at least salvage the drilldozer's AI or something. If you don't rescue Doretta, maybe he could acknowledge that dwarfs tend to be sentimental about her, and say that her AI is uploaded to company servers remotely just before destruction. No game balance effects, no worries about it affecting mission flow, just a little extra flavor.
Grenade suggestion for Engineer. "XL Venus Flytrap"
"A casual farming tool used to protect crops on some planets modified to hold oversized flying bugs."
A non-harming deployable trap with multiple uses. Checks if anything is above the trap at all times when still usable. While usable it will glow from green to red progressively (depending on charge). When a flying enemy is detected and the trap is still usable, it connects to the enemy by a glowing wire (color based on charge) and drags them towards the trap to the ground. It will keep hold of the enemy forever until it dies. However it can only hold three at a time meaning the bugs have to be killed manually to be used again. All bugs will be stunned for a while when grabbed but after a bit bugs like macteras can fire at you again. Once it is fully used it will no longer glow and start smoking, will also create an electric "pop" sound to signal it's been fully used.
Charges (per grenade): 12 (debatable)
Bugs it can hold at once: 3
Damage: 0
Magazine (how many the player has): 2
(If anyone has ideas of what to change then freely say)
Let us knock Dreadnought eggs like they are sample containers from Seasons 3, 4 and 5
Grenade idea for driller “Universal Primer Grenade”
When you tap the grenade button you hold out the grenade and there is a gasoline icon that if you throw it by holding the throw button then throw it onto a swarm the swarm gets covered in gasoline then making them more weak/susceptible to the flame thrower and slower.
But if you hold out the grenade and you tap the button again it changes the active setting to a lightning bolt icon that works similarly to the void spell from clash Royale the more enemies you throw the grenade at the less damage it does and the less enemies you throw it at the more damage you do and it stuns (every 2 seconds half a second stun for 30 seconds) but if the enemies are frozen in from any method the stun effect does dot (damage over time) the dot is weak but after the freeze is over it resets the timer on the stun effect but after the first freeze the dot goes away.
Then the final setting for the U.P.G. is a thorn icon when you throw it down there is a highlighted circle on the ground and when a swarm walks over it the thorns pop out of the ground then work like barbed wire but it does no slow so only gets a two ticks per glyphid but if you shoot the patch with the sludge pump it slows the bugs down then spreads the sludge.
The U.P.G. could be a product of a chemical reaction that r&d did by accident but they realized they could do this to help out chemical weapons user Driller and it can also be proced by the gunners incindeary grenade and the scouts cryo grenade.
NEO-TEKYA armor paintjob — we all need it
Grappling Hook modification idea: anchoring shot
When put on the grappling Hook, you can hook onto enemies, pulling in light enemies and pulling you toward heavy enemies (preatorians, oppressors, bulk dets, etc.)
Engineer's new secondary: Propeller gun. Shoots a propeller that can destroy terrain for the same amount of its lifetime or runtime. The weapon functions a bit like a mini-gun in concept, where it needs to be charged. The only difference is that once charged, it fires a single large projectile that can pass through medium-sized enemies and destroy terrain in its path.
Rad and ice bulk detonators that spawn in their respective biomes
Only a text for miners when calling Molly: "get over here you box of rocks and stones!"
Trans/Pride Themed Armor/Weapon Skin would be neat ^w^
Allow us to pickup and use these on the space rig.
more stuff to do after reaching lr 4, like maybe after u reach lr4 on all classes u can start with new classes like if a new crew arrived to the station to start a new "adventure" in maybe a different galaxy with new planets and stuff
In season 6, a ship from Rogue Core can be seen in a window not far away.
Balanced OC for Zhukovs "Speedster's Feed Mechanism":
Upsides:
Fire rate is increased for each gun by 5 points thus bringing shared fire rate to 40
Every unit of ammo does damage
Downsides:
Huge recoil
remove the requirement of having to be alone in a hosted lobby to promote your character.
my guess is that its done because of technical limitations.
if that means that the host has to check a box that hes okay with reloading, so be it. Temporary blackscreen because of lobby voodoo, so be it.
Promoting alone is a real vibe kill.
Proud dwarfs you finished your mission with can't watch you ascent?
I've seen a lot of amazing lobbies get fractured by the host having to promote, and then you can't find each other afterwards in the lobby overview.
This is something that doesn't do anything with the gameplay but more likely for the bar the only ever solid food we ever eat is the best worst beer but what about a sandwich bar we always hear about sandwiches in upgrades descriptions and also our dwarves even mention sandwich time yet not a single sandwich is to be seen I was wondering if you can have the bar Also Serve sandwiches
paintjobs for support tools like the zipline launcher
please dear gods of devs. give us a button during drillevator going down that is playing the elevator song from the abyss bar 
Change the iron will trigger from ”jump” to ”use” to avoid accidental trigger.
New Pickaxe Modification: Springloaded Momentum
greatly reduces your power attack charge by default, but it will increase based on your velocity, sort of acting like the jackhammer from ultrakill. Would probably be most useful for scout or engi if you have RJ250 Compound or something of that nature.
Its a bit niche mind you, its probably not the most versatile creation of mine, but I think it could be cool if done right.
An idea for a possible gimmick mission type that is not selectable on the missions tab
Crash landing:
Make it so there's a % chance (like idk 5%) every time you launch a mission. The drop pod will malfunction and crash lands into a random biome, your mission is to survive an ever increasing in size and difficulty hoard of enemies until extraction.
The survival timer and scaling of the swarms depends on the haz level selected in the original mission, with the higher the hazard level having more swarms and a longer time to survive (let's say up to idk 30 minutes?)
You still get access to a molly and mission control is still able to communicate.
And some quality of life stuff, if you manage to get crash land on an assignment mission, and you successfully extract, the assignment mission gets completed so you do not waste time.
The biggest issue I find with this is the cheesing of the mission with stuff like bunkers, how to solve that I dunno, maybe force the dwarves to be constantly on the move in order to traverse the caves to the extraction drop pod drop location?
I know it's a running joke that yall can't add cross play but generally your game would be 100 times more popular I really want to play with my friends from different platforms
fire versions of bugs that spawn in magma core
Dark future (DLC) - pickaxe paintjob
Mission idea: Invade a glyphid hive and pump it full of Scout's pheromones to make 'em all kill each other.
I always feel like I‘m leaving Bosco behind after each solo mission. So my idea:
You can ping the escape drop pod, your dwarf will say something like „Get in there Bosco, we‘re leaving“ and then he flies in so you can leave with him. Maybe even show him in the mission end screen or even in the rig.
Maybe a weapon wheel? Always feel like the gun switching is a little meh. It could be a setting if need be. But ROCK AND STONE!
slag cannon for driller
a medium sized mactera variant that fires a single huge slow moving barb that causes slasher's Cripple effect on hit
A bit early but, Elf ears for Halloween, that would be spooky
I’ll show myself out
minor quality of life improvement: allow scrolling on/near the numbers in the mineral trade menu for increasing/decreasing the amount quickly, this is a pretty standard interaction on number selections throughout UI design (windows, mac, gtk, Qt, web, ...) and allows much faster precise input.
scroll up increases the value by 1, scroll down decreases it by 1.
below is a screenshot with the numbers and a box roughly expecting where the scroll area would take effect, although a larger box for it could be drawn
For „the year in stats“ a mission success rate
What if certain pickaxe parts had different perks?
Like diamond cutter had a chance for minerals mined to drop more?
Or strikes with big hide parts on dealt more damage to armor?
Or spring loaded allowed the pickaxe to swing faster with each consecutive hit?
Or chasm-borne cliffhanger allowed for better ledge grabbing?
Seasonal challenges that aren't per-mission, for instance "kill 50 praetorians" or "collect 1000 nitra"
Challenges all requiring a number of missions makes longer missions an objectively worse choice than short & easy ones...
A 5th class, the Cyber-dwarf. Rescued from a Rival Tech holding facility, he uses weapons based on rival tech turrets and robots, like repulsor-wave emitters and burst lasers. Color his weapon emissions blue or green instead of orange, so they can't be confused with Rival attacks despite looking similar otherwise.
His traversal tool is a two-way throwable teleporter beacon that can be used by other dwarves. They can be either picked up manually to be retrieved, or retrieved remotely like Engineer sentries, when no longer needed. Since they're thrown, they have limited range, and unlike gunner zips, you can't hang on them to dodge melee bugs. Transportation between them, however, is instantaneous, and there's no range limit between them when placed.
So on Point Extraction, you can drop one end at the minehead, and the other at the place you're mining. When you get your Aquarq, you hop in the 'porter, deliver, then hop back in to get back where you were. When refueling Doretta, you can keep one end next to her for easy delivery, and instant reinforcement if she comes under attack. You can set up teleporters across a room when fighting dreadnoughts, and hop in the teleporter to kite them or dodge big attacks. This may require a cooldown between teleportations to prevent abuse.
As a 'hidden' bonus, since he's a mix of Dwarf and Rival Tech, hacking malfunctioning Rival Tech patrolbots is easier. Hacking DRG equipment - like the jetty boot crates - is harder than normal.
He uses lightweight sticky flares. They're essentially somewhat weaker light than medium intensity flares, but are thrown further than normal and stick to surfaces, letting you stick light right where you need it.
His voice is midway between the Gunner and Engineer (basically, an ideal baritone) but with a slightly synthesized/robotic quality to it.
Core-rupted Rival robots that strayed deeper into the caves
Give the escape pod an actual name, T.A.K.C.!
don't know if it has been suggested before, but adding the possibility to add mods to grenades (wouldn't need to be as extensive as primary and secondary weapons, more like the pickaxe power attack, adding one tier of mods that lets you choose between three-ish mutually exclusive upgrades)
Lootbug swarm modifier. More lootbug spawn than normal. That is the ONLY change.
Remove axe throw self dmg. TF is the point
Add freeze resistance to driller's armor upgrades, he doesn't only use fire you know.
Add new taunts for V instead of just pickaxe lifting. Give us hand gestures like raised fist, rock and roll flip the bird etc
Make friendly perk affect traps/environmental hazards activated by the player deal less damage/freeze/burn on players. Example: gas in fungus bogs lit by a player on fire or by freeze do less damage and or not freeze players caught by it
Pirate DLC
New armor frameworks with paintjobs that look like some pirate coats idk
New pirate hat
New weapon frameworks that make guns look like flintlocks
New pickaxe framework that adds pirate hook to pickaxe customization
New craft(able) beer RUM [I BEG PLS]
Two unrelated things
Make magnite a little more common because it seems literally everyone runs out of it specifically 😔
Make engineer's turrets not shoot at the caretaker when they don't actually have line-of-sight of the open eye (they love to waste all their ammo on nothing; this is genuinely just a weird interaction that doesn't feel good)
Steeve should raise his right arm and roar whenever his owner Rocks and Stones.
Achievement: "In his name"
Complete a haz 5 2/2/2/2 mission where no resupplies are called and no dwarves go down.
we can pet steeve, we can pet doretta, we can pet a breathing plant, but we cant pet molly???? an outrage i say, molly was with us from the start
Idea for the abyss bar: a cocktail shaker
A small machine by the side of the bar that you pour 2 drinks in to give both the effects when it comes out (obviously this would probably have to be tweaked for some drinks)
What if you could paint the skullcrusher paintjob? Like... You could have a different paint color but still keep the glowing adornments, similar to how you can color Skullcrusher armor.
What if collecting ERR cubes gave you a cool glitched-looking skin a for a random weapon.
What If not only does Lloyd serve beer but also lunch boxes which you can open up and eat sandwiches
Had an idea for a biome with air bubbles in the wall, simply to make carving out terrain a little bit trickier. Too tired to think about it further, not sure if it’s a good idea. Could maybe be elaborated on.
what if the hidden horror monster had a body where you had to dig it up and burn it with a speicfic fire and to activated the digging and burning you had to insert a trinity key and while burning the body, the monster will also burn while getting a speed boost and deal more damage trying to stop the body from burning. once done the monster will disapear
webspitter steeve pls
more overclocks that change how the bullets behave?
Incendiary ammor for the gunner autocannon, shotgun-like shells for the pistols or the deepcore,
large calliber rounds for the Lead Storm, reducing fire rate but greatly increasing damage and recoil?
I feel like there is very little of these overclocks for the actual GUNS, but quite a few for the unconventional weapons that use elemental damage or plasma.
Error Cube in the mineral trade, it being only like 25 credits per cube and you can only sell. But each time you sell one it has a 1 in 255 chance to be 256 credits as a reference to old data overflow bugs in older games.
A very simple one. Right now Gunner's mobility tool usage is severely lacking, because he only gets 4 ziplines on a full load and only 2 from a resupply. Meanwhile you have Engineer with literally dozens of platforms, Driller who can go well over 150m on a single tank of fuel, and Scout's grapple which is literally unlimited, held back only by a short cooldown. Moreover, the Gunner also has limited angle of launch and is slower moving than other classes even once the zipline is up. Gunner's mobility tool is cumbersome, yet if it wasn't, it'd be broken.
So rather than making ziplines individually better, Gunner needs to be able to use them more often. There's an easy way to allow this, while also preventing spam and cheese. Gunner still only gets 4 ziplines on a full load, but he can retrieve ziplines by interacting with the pylon where they started. After a short hold-the-button delay, the Gunner can tear down the zipline and reload it back into the launcher.
This is kept from being broken by several limiting factors:
- It can only be done from the origin point. Gunner cannot retrieve a zipline from the end point or at any point in between, so he has to manually go back and remove it.
- He still only gets four at the start of a mission, and 2 with each resupply. If he's forced to leave ziplines behind, he'll still need to resupply as normal.
- Gunner's zipline is still slower than other forms of traversal when going upward, and he can still be knocked off the zipline by attacks
- Gunner is still limited by the angle of his ziplines as normal, something no other class has to worry about when ascending or descending.
Now that Gunner can re-use his ziplines, he can use them more regularly and be less afraid of doing so. Right now, a lot of Gunners aren't using their ziplines except as part of pre-arranged strats due to their limitation. It's also newbie-friendly, as a badly-placed or accidental zipline can be re-tried until you get it right.
There are (as far as I can tell) only 12 hats in the game that could only be obtained during a very specific time frame, which is honestly completely respectable because that is an almost INSIGNICANT amount compared to all the other cosmetic items that you can get through DLC, random events, performance pass, etcetera... And I think that's absolutely amazing of you guys because exclusivity through events in games is really annoying.
Just to clarify, I am NOT referring to the holiday event hats, those are obtainable every year and that's honestly awesome.
But there's this one hat that I think would be really cool to become obtainable, that being the paper crown awarded to players for being around for the 2022 anniversary of Deep Rock. I think it would just be nice to get it if you complete a years anniversary event!
Rival company new enemy: enhanced Glyphid, this glyphid is as common as a praetorian and has a turret attached to its back. This turret will have a laser sight and is used to lead the turret on it, if you are spotted you are now targeted by the weapon, its design is like two-face and terminator, you can see one side is still flesh and bone, but the other is full mechanical machinery. It has increased damage and health, and will attempt to rebuild itself once. You can shut down the rebuild by hacking it. or if you have the tamer perk you could hack into it and take it while it’s rebuilding (Congrats! You now have a Terminator Steeve!) it will explode on its 2nd death
A mission event:
Corespawn Breach.
Just a shit-ton amount of corespawn will, well spawn, so that, if you lose, your mine turns into one of Rogue Cores. I think this would be a very nice way to link the games more together
"Thunder head" Heavy autocannon overclock:
something along the lines of armor piercing discarding sabot (APDS) rounds.
The Mortar rounds overclock is great and has its ups and downs, however there is no inverse overclock to it. You trade all direct damage for AOE damage which also removes any weak point potential. But there's no way to completely trade the AOE for direct. For balance reasons it can't just trade 9 AOE for an extra 9 direct, as the max damage potential (without considering weak point hits) could jump from around 15-16k up to almost 18k. So maybe a small ammo reduction or only get 5 direct damage for the 9 AOE lost. Those are my thoughts, and I hope they help.
Edit- The damage potential point might actually be pointless as the roughly 16k output of the mortar rounds has to consider many of the shots will hit more than one target, and that big Bertha overclock can take the potential damage output to over 21k. Should have properly checked all the overclocks before making this I guess.
"Hurricane" guided rocket system clean overclock: Shockwave
Allows you to rocket jump similarly to RJ250 compound
Make the dwarves make a dryheaving sound effect after drinking Leaf Lover's Special
please, let me put sentries on the drilldozer, and let them stay on it while it moves, whether it's a specific construct point or wherever, i dont care just give me some sentries on the drilldozer
Change the useless power attack bigger AoE area upgrade into a power attack bigger mining area upgrade
voicelines of the dwarves complaining/reacting when mission control announces a wave, such as: "oh come on, last wave was a minute ago", "time to kill a bunch of bugs", "aww man, i just finished cleaning my armor"
Cryo cannon OC
"Super solidify"
Makes it so when ya feeeze the ground it becomes slippery, like zero friction, so you could b hop and get tons of speed.
This would come with the limitation of less ammo and maybe less base damage.
Mobility is fun 🙂
-# where is my super suit
driller should hum/whistle/say broom broom while drilling
I’m sure this has been suggested before but…
PLEASE LET US BUILD TURRET ON DORETTA
female dwarf voice pack
i've heard that one of the dwarves in rogue core is female and as such gsg are looking for a voice actor. that sparked the idea of a possible female voice pack you could equip for your dwarves in base DRG, but also i understand that would probably be a really big undertaking considering how much voicelines are in the game. but i thought the idea was still worth throwing out there to see if others would be interested.
i think it would be nifty since i enjoy playing as girls in games, and getting to make my dwarves girly pop would rock a ton!
Dystrum should be available on more mission types; currently it can only be a side objective on Point Extraction and On-Site Refining, and cannot be in Azure Weald (thank Karl for that). No other side mission has that kind of limitations (aside from Glyphid Eggs not being available in certain biomes), which makes collecting Dystrum unnecessarily rare objective
Sometimes on elite deep dives, the 3rd stage has a chance to be one of the rogue core missions but before it went offline. So basically a new mission type special to edd stage 3
I wish the glowing ornaments on our Skullcrusher-painted weapons weren't... how do I say this? I want to keep the Skull crusher glowy ornaments but I want to paint the other parts of the gun a different color, kind of like how we can paint our Skillcrusher armor different colors without losing the ornaments.
I love the fact you can apply Skullcrusher to every single framework and still keep the glowies, don't get me wrong; I just want to color everything around the glowies different paints. You know how we have 'sleeve' options on armors? What if we had a 'Skullcrusher Runes' toggle? That way, we could still have Skullcrusher Runes and be able to paint everything around it.
Sorry for the rambling.
Can the motor menace beard have something that hides the ears please, like there's some great helm-beard combos but then there's just the pointy ears sticking out, makes me sad 
Cosmetic Idea: the Fez. I think it would be a fun hat for fellow dwarves to wear, you could also make a comically small variant if you feel that way. (Hair in second image not included)
How bout we do a spin on Driller’s Dream of getting a Breach Cutter? But his version by default comes with modifications that make it look totally different than Engineer’s version. And its primary damage type is electric? Effects and overclocks can all be different too.
EDIT: Forgot to point out that the shots have their differences too. Like being one U-shaped beam instead of the usual three lines Engineer shoots.
Adding gambling. Like a slot machine in the hub, and if you win there is a percentage (very low) of getting 10,000 credit.
What if there was a valentine's day event called "Molly Appreciation Day". And there would be a bunch of big hearts with pictures of Molly in the ship. And while you're on missions, depositing in Molly would make your character say, "you know, you really are the best M.U.L.E I could ever ask for", or "There's no one else in Hoxxes I'd rather share these minerals with".
Concept a little glyphid punching bag/ speed bag you could interact in the rig with to hit. Another high score type thing maybe timed to see how many hits in idk 10 seconds maybe more.
Angle Construction
Clean Platform Gun OC
Platforms are placed parallel to the direction you're looking
Narrow Barrel
Balanced Platform Gun OC
More ammo
Faster fire rate
Smaller platforms
Hyper-Rubber Additive
Balanced Platform Gun OC
Landing on platforms makes you bounce
Considerably reduced fall damage (to near zero with the mod)
Less ammo and mag size
Platform Spear
Unstable Platform Gun OC
Shoots very long and thin platforms
Increased projectile speed
Very little ammo and mag size
Porous Platforms
Unstable Platform Gun OC
A lot more ammo
More mag size
Platforms break if stepped on after a short delay
Was told to post here
Endless mode deep dive with scaling difficulty. Like current deep dive map layouts would change weekly. This would allow for people to be somewhat competitive how deep can they go with their team and how fast every week. I suggest some cosmetic rewards that can only be obtained in this mode to show ur an elite miner. Score board in deep dive terminal.
I think this would give the game a massive ammount of end game replayability which is severly lacking currently without modding the game.
maybe already suggested before, but a loki mod that prioritizes shooting the targets you've locked on, so it could finish off my ecr shots 
Linux support please 🥺
I'm sure this has been suggested, more primary and secondary weapons, I love the current primary and secondary weapons, I think it would be cool to see like A heavy flamer of some kind or maybe a simple blunderbuss that can take out hordes of bugs well in front of you, maybe a variant of a auto shotgun with a drum mag or maybe attachments for said primary weapons or secondary that work with overclocks?
The flamethrower should warm you while cold in the glacial biome, also the cold gas cloud that the praetorian makes should be shootable with the flames just like it is with the green poison gas
So i imagine wis a Friend a new mob for deep rock or maybe deep core and this is it :
Name : fovos ( in greek its mean fear )
apparition : when a wave finish and the music fade suddenly a massive sounds pop up ( like the prowler sound in spiderman ) and He appears
Features : Hi's eyes ar super visible in the dark , he as very long legs that's make a lots of noise and damage to the environment , he is very fast , he is bigger than a dreadnought hiveguard , he hase a scar made by Carl ( and this is Hi's weak point ), he is afraid of the light so he will b slow in it and try to dodge them
Attack : he snatch dwarf one by one, when he snatch a dwarf he will b attached in Hi's burrow, when Hi's in He will hear crawling sounds then He will see the eyes of fovos in the dark slowly getting closer and closer until he dies ( Besides when you are in Hi's burrow you have no HUD, you are in fps and you can't hear or see anything of the burrow outside, Even the music ), when a dwarf is captur the others have to find littel Hint of the burrow position before the dwarf dies and fovos snatch another one
Design : he have 8 very long legs, multiple eye's and a scar ( i made a littel drawing of what he could look like if you want )
I m very proud of diss monster, y would LOVE to see it in deep rock and even more to b part of the project if its possible, i try to make one who really made for Horrified the dwarf Community, My mp are open if you want to contact me. LOVE YOU DRG ❤️
it's small, but an icon to indicate if you've finished a performance pass on the season selection would be nice
I once again come suggesting to please god tune the meteor spawns better with higher haz’s. Especially with elite deep dives. I think this game can pride itself on not really having super optimal/required loadouts for stuff and that one phase goes entirely against it because if nobody has high burst damage then you’re all dead simply because of that one thing. It is a ridiculous quantity and if you don’t build specifically to get rid of them it’s insanely tricky. When we said that the second phase being hardest was dumb we did NOT mean make it an option to happen on the last one.
Anyone else stuck with 100+ perk points and wish there was other uses for them? Sure we could go the simple route of just adding new perks but I also think it would be cool to use perk points to upgrade the weapon somehow? This might seem op or unbalanced but it’s a pve game. It’s supposed to be fun above all else lol.
When you have all perks unlocked, a secret final perk costing 100 points becomes available:
Drilldozer certified - When the drilldozer finishes drilling the Ommeran and explodes, the head shows up as an outline for the laser pointer and/or as an object in the terrain scanner. No other noticible benefit.
My take on suggestion card number #745
https://trello.com/c/BfnRQ3pB
Make the Dark Morkite Beer effect all primary objectives.
New effect:
"+ 20% Work Efficiency."
-
- 20% Morkite when Mining.
- Mining organic matter now mines in a 20% bigger radius.
- Pipe grinding is 20% faster.
- Gain 1 extra Aquarq for every 5 gathered. (+ 20% Aquarqs)
- Repairing the mini mules along with setting up black boxes is 20% faster.
- One or more dreadnaughts from eggs will awake with 20% less health.
- Gain 20% more fuel when refueling.
- Hacking the shield generators is 20% faster.
- The Deep Drill mines 20% faster, but breaks just as if not more often.
I tried not to touch any of the big parts of the mission where the pace and intensity might be tightly designed in case they are important. I also made sure that all changes contributed to making the missions progress faster to match the design of the current Dark Morkite effect.
You should add some more stuff for the perk points!
side objective idea: Remnants of Karl found 0/4 or somethin
find and take pictures (just a close up hold e interaction, or just ping lol) of the trail of presumably Karl himself,
be it small bits of godly grey beard on some fossilized glyhpid carapace from a scrap he had,
bootprints of the legend's footsteps,
a broken core (depositable),
and a scratched and unreadable drg ID from back when they used those
dwarves doing the usual comments of excitement or genuine wonder
"By Karl...this shows the legend was here!" or "Hey, this beards probably greyer than MINE!"
i think thatd add a little bit of joy to some players
An overclock for the shard diffractor that replaces the Ommoran chunk with a corestone. This causes any shapes drawn on cave surfaces to become ethereal DOT zones similar in appearance to corespawn goop, with the drawbacks of decreased direct damage, ammo, and magazine size.
"Forge All"
Can we please have a forge all button or even a checkbox system, forge all selected... pretty sure I'm not the only one with hundreds of mineral boxes...
PLEASE make naedocytes do at least 1 point of melee damage so thorns works on them again, the perk feels SO much worse after the change and it really didn't need to be nerfed
Make Naedocyte Roes be targetable by the Lok-1 (why can't you in the first place?)
Unstable OC for the LOK-1
Unleash all shots at once like a shotgun
Damage increase for every extra shot loaded in the chamber
lock on time increase a little
Half magazine capability
For the next update please add a swamp biome that will have big ponds and generally water. I dont really know what mission there could be maybe a water filltration plant or somthing. For new enemies a water leech that would drag you underwater and maybe some sort electric eels that would work like the small glyhids but would go out of corals, and a new perk which would let you breath underwater for a certain amount of time. Oh yeah and the reason for the biome is a frozen asteroid hit Hoxxes IV Didnt know fungus had water? or really anything i said otehr then swamp
A Mission Idea for maybe Season 6 or 7:
Corespawn Siege/Invasion:
(Idea for a bit of Lore/Description)
The Corespawn tries to get to the Upper Parts of Hoxxes since the Dense Rock Layers have been broken by our Dwarves. And as if we dont have enough problems already with the Glypids etc, they want to take over the Entire Eco System. And Maybe we Can Convince some Old Enemies to get Aid us, even if just Temporary, like the old Saying: The Enemy of my Enemy is my Friend.
(How the Mission would Work)
A Important Facility that Refines Ores/Produces Ammonition and Works as a Repeater for Our Dwarfs deeper Down gets Focused by the Corespawn, Interestingly enough it also Happens to be Close to either a Rival Outpost or a Glypid Hive.
Your Job is To Defend the Facility against a Almost never Ending Wave of Corespawn until Mission Control gets Orbital Bombardment ready to Clear the Area of Remaning Core Spawn.
You Have 2 Options before the Siege Starts: Repair the damaged Turrets and Walls etc but will reduce your Ressuply Pods by 1 Refill). Or Find a way to form a Temporary Truce between the Glypid Hive or the Rivals to get them to Help you.
If you dont Make a Truce you get Rivals/Glyhids Attack you as well but you have Strong turrets wich will Support You and walls that Slow Enemies down,
But if you do and are Fast enough to Find a way to Get them Convinced to help you, it Spawns Periodically some Glyphids (including Preatorians/ or Rivals to Aid you. (But Making a Truce with an enemy is not easy so you have to think about if its Worth the Risk to be Without Reinforced Base and Truce in the end and to get overrun by everything at once.
Also as Easter Egg, if you Manage to get a Truce between Glypids and DRG, Steeve is Temporary Allowed on the Space Rig Until the Next Mission. He Appears in the Mission end Screen beside you and has his Own Hut/Basket on the Space Rig.
Devs! I have an idea for season 7! (I know that season 6 is in progres so there is 0% that you will add this in season 6) ,,They have bigger brains!" ( this name is so bad i know) This season will have anomalies with glyphids that are smarter. I mean they will have better AI, and maybe we will get new mison! (I am from poland and my english isn't perfect, sorry if i made some mistakes:/)
My suggestion for a new buff beer
This beer would make secondary objectives like fossils glow brighter
Change the requirement for the Achievement "Without A Paddle" to be a Bulk Detonator spawning instead
With a Dread all you have to do is enter a solo elimination mission, mag dump the floor, then power attack a cocoon to force the achievement
If it were changed to be a Bulk, it'd be more common for the achievement to proc in the sort of "Ah fuck." situation the description seems to elude to, while also making it slightly harder to force the achievement by just going solo and mag dumping.
Grenade mods
Example
Fire Grenade
T1: +1 reserve grenade/0.5m effect radius
T2: Enemies cool down much slower/Enemies are slowed inside grenade fire
T3: Grenades explode on impact which can coat walls and ceilings more effectively/Large Enemies, (oppressors, praetorian, warden etc), create fire trail behind them for a short amount of time (fire has different life span than initial grenade)
Overclock "Mole" should change Coil gun projectile damage type from kinetic to melee so it can do damage to stone bugs
Name the cash register at the bar where you tip llyod Tip-C
for a Hidden Dwarf, make props speak out a shunning voiceline whenever someone activates gravity recalibration
"Hey that's cheating!"
"This is so cheap!"
"So you don't want to admit your defeat?"
"Karl wouldn't approve of this."
Something simple; The more often you need to reload, the faster you reload, due to muscle memory
When a special variant enemy dies, (Diseased) there’s a small chance it will revive shortly after its death
Affects: Any enemy type
Doesn’t affect: Bosses
Convert Blank Cores into Season XP
tutorial needs a rework, i think its really boring and i know people who have been put off from the game because they didnt know where to go and got bored
New Warning idea:
Routine Inspection
Higher management wants to make sure that everything is as it should be- that means, to avoid any suspicions, all Overclocks are disabled
Anomaly Idea: Sugar Tunnel
Due to unusual formation conditions in the cave, Red Sugar is slightly more abundant, but also much more dispersed throughout the cave.
Effects: Red Sugar crystals are, proportionately, greater in quantity (only barely), but much more disperse, with the maximum size crystals restoring 50 HP at most in normal conditions.
Improving some OCs
Honestly, I've been playing DRG lately and I've come to really realize that while some OCs are really cool and change up how a weapon is used, others pretty underwhelming for what they're clearly suppose to be.
OCs like the Subata pistol's Automatic Fire and the Warthog Auto shotgun's Mini Shells are really underwhelming and don't feel like they're worth choosing most of the time, so I think could be improved.
I think that the Automatic Fire should be changed into a "Machine Pistol Module" that gives it like a 30 round magazine and maybe (with max ammo upgrades as well) up to 300 max ammo, so that it feels more impactful than just having a full auto fire rate.
And the Mini Shells should have (with the proper upgrades of course) a maximum of 20 rounds magazines and 200 max ammo, so that it can feel like a "street sweeper" type of auto shotgun.
And then there's stuff like the Homebrew Powder, which I've never really heard of many using.
But I just think that while some OCs are really cool and all, I really think that they should all be made to be impactful, either in nice and practical ways or changing up how the weapons can be used.
If anyone has any questions about what I mean, @ me in the suggestion discussion channel.
New Steam achievement: instant secondary fulfillment.
On any mission, a dwarf collects all required items for certain secondary objectives (namely: alien fossils, apoca blooms, boolo caps, dystrum, ebonuts, and hollomite) and deposits them on Molly (or elsewhere, depending on the mission), thus going from 0/10 (etc.) to "secondary objective completed" in one go.
Mission idea: no dwarf left behind
Like with salvage operation a previous team screwed up and had their drop pod leave them behind. Objective is to find the crew and get them home. I don’t think that they should be ai controlled dwarfs but maybe have them be unconscious and you need to put them on a special medical trolley or something. Could have some fun lines about Karl like “we may not of been able to bring him home but at least these rookies will survive”
I would really like longer missions that have a ton of stuff to do. Sure there’s deep dives but I want regular missions with lots to do. Like something with secret secondary and lithophage outbreak. Those missions with multiple objectives are super fun. And I’ve only ever had one mission where I had both of those modifiers. Plus a machine event, a cargo crate, and a giant meteor. That was the most fun mission I’ve ever done. I just want more missions like that that have a ton to do before you leave.
I would also like to see rockets similar to the core stone rocket that are used for giant chunks of minerals or something that’s too big for Molly to carry. Could be a secondary where you need to extract either existing or new compacted versions of a resource. Could be something kinda like the morkite geode but you have to delve deep into the cave to get to the large chunks of whatever resource. Then have to dig them out and strap them to rockets like the core stone. Or make it a rare occurrence like the bitter gem. I just like the rockets in the game so having more stuff to launch back to the space rig would be fun.
add a quick chat wheel that you can customise for console.
Add text chat for console. I want to type back when people ask me stuff without having to go through a whole ordeal.
i know i'm not the first to suggest this and i'm likely not the last either, but i really feel like bosco shouldn't attack huuli hoarders unless they've been pinged or provoked. it's already kind of annoying when you lose out on all the minerals because it's on the other side of the cave and you're not close enough to stop it from burrowing, but it's even worse when bosco ignores the bugs that are actively attacking you to shoot said huuli hoarder.
New enemy: barnacle infectors
This subspecies of infector ditched it’s size and some projectile capabilities for numbers and the ability to cling onto more surfaces. It can be found covering walls, ceilings, and sometimes all over larger creatures. while it can’t lob it’s acidic globs very far, it’s definitely not something you want to be showering in.
I would love to see a bigger version of the space rig which could accommodate groups of 16 people (honestly I'd settle for 8).
Missions would still be restricted to 4 people, but the rig would include multiple launch bays where you could pick a crew of 4 people from the rig to do a mission with. In between missions you'd be able to goof around with a larger group and mix up who you're doing each mission with each time. I love the idea of having an established group of players on a "server" that you can just hop into the space rig with and play with whoever's available.
Would also love to just see more minigames/interactive things within the larger rig to make the between mission time more fun when waiting for crews to return. The core gameplay loop is so fun, but there's always a bunch of down time between when people are messing around with loadouts or just taking a breather before jumping into another mission. Would be great to have just more silly entertaining things to do during these periods.
I would like more things to do on the space rig. More simple arcade games next to the jetty boot would be nice. So it’s not just a lone arcade machine. Making that the recreation corner would be really cool. With it being more of a lounge area, it will feel more lived in by the dwarves.
Change the ammo of the coilgun from 40 ammo to 8 ammo per shot and reduce total ammo accordingly, just to make it easier to see how much ammo we have.
Instead of each shot consuming 10, 20, 30 and 40 ammo, with 5, 10, 15 and 20 with triple tech chamber half shot, make it 2, 4, 6 and 8, with 1, 2, 3 and 4 for triple tech chambers half shots too.
Unless there is a future overclock that would benefit from the current ammo system.
To poke fun at EA's greed (who want to place add in between matchs), when launching a mission in the pod loading screen, let dwarfs look at their scanners to see the add of the RC's reclaimers class tools. With the silly barage infector.
i seriously think Industrial Sabotage could be a not annoying mission if we had to hack one generator instead of two
because the hardest part of the mission is the boss fight, but first you have at least 20 minutes of find then hack on the two gen, very long, very annoying, all this to maybe get spank by the caretaker and everyone i know dislike this mission
Also, make it so Bosco can kill barnacles
Buff the stun chance on warthog
Ok so you're telling me, if i hit every single pellet (including loaded shells) on their weakpoint on a SHOTGUN, they still have a 35% chance of not flinching due to how shotgun stun calculations work.
Buff it up to like 15% per pellet, move choke to tier 1 so u can still have loaded shells and accuracy. this would also make stunner more consistent.
An umbrella hat cosmetic that wiggles.
Make AoE increases for radial damage also increase the max damage radius
Devs: First off, hands down, 2500 hours in, my favorite game of all time. I love it. I love you. I love it all. The best balanced coop game I HAVE EVER PLAYED.
So. Let me say I will never play another Deep Scan Mission ever again. Those blue/yellow bars showing me how close the thingys are DRIVING ME NUTS. Theyre so frustrating to use. Its the most frustrating mission type you offer. So. LOVE YOU, LOVE THE GAME, HATE THE BLUE AND YELLOW BARS! (please replace them with arrows) Carry on!
EDIT!!! I FOUND A QOL MOD TO MAKE IT EASIER!!!! WOOOOOOOOOOOO! omg im so happy. can you tell?
https://mod.io/g/drg/m/deep-scan-crystal-better-visibility#description
I think since we already have a Splattered paintjob for armor (though sadly not for weapons), I think it would be amusing if there was a "Sugary" paintjob that would add specks of red sugar to your armor and maybe weapons, so you would look like a ravenous red sugar-muncher XD
when throwing a mug at the Barkeeper he should fall over I dont like how I cant hurt it
Option to rejoin after losing connection
Please add a trashcan/used mugs bucket behind the bar. It can act as a little basket ball hoop for used mugs. It will be fun and promote recycling all while the dwarves get black out drunk trying to make a mug in the basket.
Give the flare gun a damage up mod >:)
please add more members to the Korlok family
I have an idea for a new mission. Maybe add more plant monsters like the tyrant weed and have a mission where R&D have taken an interest in the plant life. We must collect samples from dangerous plants for their research. It would be similar to fighting the dreadnaughts but with plants. It would be a good opportunity to add more to the korlok family. Needless to say they could still appear randomly like the tyrant weed. Having a level with more plant enemies and less bugs would be a lot of fun I think. Or at least bugs with plants all over them. This would also work as a secondary instead of a main objective.
Please add new cosmetic slot for glasses and eye patches
A black and Class-color or black and red weapon skin, similar color regions as salt crystal or neo tekya
Bosco mini platform Orrrr different Bosco layouts.. eg a engineer bosco, gunner bosco, scout bosco, etc with different abilities from the type of bosco you chose for the mission
make the coilgun fear scale with charge level so it's not just a press m1 to peaceful mode
Please make a hook on the side of the mule/platform rockets for bosco to go to when a player joins your game. I hate how bosco just blows up when someone joins. I’d much rather him go to some kind of hook so he stays “alive”. Also if you complete a mission solo bosco should have a charging dock or something in the drop pod. Leaving him behind on the planet after you’re done is really sad. He helped the whole mission so why can’t he come back with us😢
How about adding colored nicknames to players in chat depending on their class?
It's just hard to tell them apart during a tough mission (made with google translate 😇 )
There’s a voice line for Mission Control on the M.U.L.E salvage that goes something like “stand by the drop pod, we’re getting ready to get you and the goods out” but that might be seen at too friendly. Could we change it to “The goods and you out” to show the profit motivated thinking of the company
Might add a dreadnought shieldback? Something like a giant lobster that shoots acid not from its mouth, but from a dorsal appendage, also grabs gnomes with claws and throws them into the wall. In the second phase, it burrows underground and tries to drag the gnome along with it.
Two suggestions, since I forgot what the third one was gonna be:
- More Unknown Horrors
Now before you cowards
react me for this, I believe it would be neat for there to be more Unknown Horrors. Plus, hear me out, these choices are better than an immortal Bulk Detonator that can OHKO us in an instant. Anyhow, I suggest Unknown Horrors for the Glyphid Oppressor and Menace, and the Mactera Grabber. Make the Oppressor able to create tunnels, and the others don't need any movement tweaking. - More F2P-friendly armor cosmetics
I feel it'd be nice for there to be more free armor sets, rather than all the $10 ones in the Microsoft Store that I can't buy because [voice communication is not available for this account]. Whether these free armor sets'll be available via more quests or through the Shop Terminal, it would be cool to see. (•-•)b
Add the ability to turn off all vignette effects like the red vignette that happens when at low health.
It's a little hard for me to tell what's going on when it happens, and it also breaks my framegen mod.
New setting to Unbind/Rebind or Enable/Disable the menu movement with Q and E buttons, I use Q for Push-To-Talk and i cannot talk while in a menu or the menu spams left. It would be a QoL change.
You know what we need?
More Dreadnoughts
I'm talking an ARMY of Dreadnoughts
I'm talking so many Dreadnoughts the world is gonna end if we don't kill them type season
I'm talking World War Dreadnought
I'm talking
Oblivion Crisis type beat
You feel me?
Hai there. I have been thinking about another overclock idea for the drillers wavecooker. Since it works like a microwave, why not make a "Heat Ray" overclock that heats up stuff, just like a microwave. Eventually it could set bugs and stuff on fire, to for example build yet another way of soloing a Combustive Goo build. Let me know your thoughts on this.
We need more huge explosions. Like bulk detonator level explosions. So I was thinking maybe some type of mission or event that would require us to call down and rig multiple things with explosives that we have blow up. Maybe it can be an assault on a glyphid nest and we have to Nuke their entrance or something. Just as long as it involves multiple massive explosions.
Stealth bomber bug you just mining then boom and it's only on deep dives
"The pickaxeless", some dwarves who have been captured by a mind controlling alien species. They fight against their fellow dwarves 
Purple Sugar: red sugar that has naturally fermented and concentrated.
Every now and then, a cave will contain a vein of what used to be regular Red Sugar, but has remain untouched for long enough for it to have gone through a natural process of distillation and fermentation. Compared to Red Sugar veins, Purple Sugar veins are of a deeper red/somewhat purpleish tone, a bit smaller in size and just as brittle.
When a dwarf consumes a chunk of Purple Sugar, he's restored a higher HP amount (say, 125..150%?) [it's concentrated sugar] AND gains a few points in intoxication [it's fermented, after all]. Consuming a full vein of Purple Sugar intoxicates the dwarf enough for him to pass out drunk... which is a really bad thing to happen in a cave, with no infirmary around.
Dreadnought plushes (please)
A "completed" banner of some sort in the season selection menu, over the passes that have been completed.
Would like mini figures that are almost exact replicas of the game model. Would like to have a glyphid/enemy army to paint and collect. Could be a cool product to sell
More spacerig mini games
TLDR- a free round of a special drink as a mission reward would be cool
I think something funny would be a secret drink called the MCS or the Mission Control special that you can only get as an extra reward for going on a mission. So when you see the materials you’ll get you’ll also see a mug outline showing the MCS is also added. When you get back from the mission Mission Control will compliment your job well done and say “drinks are on me this round” and at the bar you’ll see something like a martini or just some really fruity and sugary drink with a lemon on the side. When you first pick it up your dwarf will make some comment about being disgusted and just general disapproval of the drink but when you start drinking it you’ll hear some “oh?” Or “mmmmm” and some hushed talk about how it’s actually not that bad only to loudly voice their disgust to the others on the team about how bad it was but arguing how they could never turn down a free drink. I’m stuck between it giving a effect, a visual effect, a perk bonus, or just making you extremely drunk without passing out but I’d think that while the company isn’t that kind to put drinks on their tab for the dwarves that the man we also see would be generous enough to pay for a round every now and then. Oh! Maybe the effect could just be hearing Mission Control saying cheers and over the coms you also hear him drinking his own and enjoying it.
spikey Dreadnought (:
cosmetic idea: mineral skin colors
the inspiration is the gold skin alr in the game
now you too can look like magnite... or bismor.... ironically havent seen any enor dwarves yet but that might be possible already.... or hollomite lol
Paint jobs/Frames works for weapons based on environments? EX: the electro crystal blue color or brown with lava cracks for magma core. Frame work with the thorns wrapped around it for Hollow Bough. Or a beautiful bioluminescent paintjob that shimmers for the Azure Weld.
Maybe a paintjob that has a happy little Steeve on the weapon? Or like Fuzzy dice we have a dangling little Steeve or Lootbug plushy.
kill bind in drg
Idk if it's already in-game, but a always sprint option would be nice. I sometimes bump into a thing (or molly runs me) and i die cause i stopped running
Also, make aim assist a option, that would help my aim on a controller
(I play on Xbox)
It’d be cool if you could decorate Molly
The Hobbit/Middle-Earth styled Dwarven cosmetics B)
A mission where you ride around in mechs
Different button for depositing and calling the drop pod
I'm sure it's requested before, but I want a mission type that is the result of Glyphid dreadnoughts fully growing up.
The ones we face are still young and growing. I just can't imagine the horror of a full grown one.
Maybe it's a new combat focused mission where you are sent to go wipe out a glyphid nest, maybe with bombs, and in the middle of it is the full grown dread or something. Its like a guardian before the glyphid queen or whatever reproduces for the glyphids.
big hammers because I am a dwarf and I wanna smash weak little bugs with my hammer
Having overclocks for the support and traversal tool would be dope
an idea i had was an overclock for the graple gun that made it kinda act like spiderman where you are able to swing around instead of just being pulled to the location you shot the graple to
Not an overclock but I would like to add a few upgrade perk things to engies platform gun that makes the platforms a little bigger. Like how the gunner has upgrades to make his shield bigger. Sometimes things are at a weird angle so it would be nice to have a bigger platform.
to reduce OC grind a bit, make it so that the OC matrix core you gain at the forge every 5 forges always be a weapon OC matrix core and, after you got them all, always be a cosmetic OC matrix core.
No more empty matrix core unless you get all OC weapons and OC cosmetics.
An upgrade in the grappling hook tree that disables the inertia cancellation that happens when you hit something with it and are about to get pulled
The idea of is is to allow you to keep you speed (e.g. from special powder) and have you swing on it (while still being pulled in at the same speed as before)
I think this would be pretty cool
I also think (i dont know if you can)
it would be cool if you could cancel zipline so you can swing around like man spider
A perk letting you ride steve
Glyphid Siren
Species: Glyphid
Subspecies: Glyphid Warden
A new and dangerous variant of Glyphid has been spotted in the mines of Hoxxes. It resembles the glyphid warden in structure, and shares the same noticeable bulb. Instead of strengthening it's allies, it's bulb acts as a beacon similar to that of an old world lighthouse. It scurries above on the ceiling, charging up until it releases a bright disorienting light as well as a high pitch noise that dwarves can hear. If the dwarves are too close, or are looking in the direction of the Siren when it effectively flash bangs them, they will become disoriented momentarily. While disoriented, you can't see well, duh, as if you are extremely drunk, and your reload speed and accuracy are impacted.
The sirens weak spot is still the bulb on its back, but it's only exposed once it begins to charge up, as normally it is surrounded in unbreakable armor.
It's color palette is orange and yellow, In contrast to a regular warden with the bulb being a florescent gold color that can be seen in the dark.
(Ashbaby inserted here)
Lower the chance of duck and cover in deep dives (especially elites). Almost every single elite I play has a D&C and it's getting really old.
Balanced Breach Cutter OC: Shield Projection
Description: "We recycled some retrieved rival tech to cause your projectiles to act as shield projections."
+1.0 fire rate
+0.8 projectile lifetime
Projectiles are whole, covering a larger area on average. Ranged enemy projectiles are destroyed when coming into contact with the plasma shield
-0.4m/s projectiles velocity
+0.6 reload time
-125 direct damage
New voiceline(s) for pipeline building: when completing a liquid morkite pipeline that is excessively long (say, at least 4 times the distance from the refinery to the pumpjack in a straight line), Mission Control could frustratedly quip something along the lines of:
- "Fine! You have your fun grinding on that; the accountants will have their fun deducting the cost of the excess materials from your account."
- "You DO realize you'll have to maintain the pipelines when the extraction commences, do you not?"
- "The extraction drop pod was going to land near the refinery, but now..."
- "If I get upper management to build a space roller coaster close to your rig, will you stop making those while on a mission?" [perhaps this one should be available only if a dwarf has pulled the same shenanigan on the three pipelines]
Give boiler ray the ability to ignite corrosive sludge, so people aren't forced to use the EPC's burning nightmare with combustive goo to synergise.
New summer-themed 'beer': Pina Collateral. It's served in a coconut, which is eaten after drinking.
For April Fools, make lootbugs aggressive, while giving them minimal damage
Then post statistic, how many ppl actually died to them
I think it should be funny
Biome Feature Idea:
I think it’d be cool if hollow bough had a chance of spawning hardened tree sap in place of loose dirt, and instead of the dwarves having access to a normal new cave the dwarves walk into a hollow piece of sap. To get through the sap, the dwarves must call down some kind of small digger from mission control to dig out the sap.
Idea for a buff: Turret LMG mk2 
Allow it to shoot in a continious full auto instead of bursts of 7 shots.
It could turn the ammo consumption on mk2 similar to gemini while also offering a significant dmg boost without changing stats.
It might also open up another meaningful choice between bonus ammo mod OR quicker deploy hence as it stands, mk2's ammo usage rarely poses an issue 
Give shellbacks cryo immunity. You already can’t freeze them, so it’d just make sense.
New turret modification tier for Engineers:
- Install a platform gun on a pipe rail. Turret slowly patrols up and down pipe.
- Install a platform gun on the back of a charmed Glyphid Grunt (aka Steve).
Lok-1 Smart Rifle overclock ideas:
Compact magazines(balanced):
Description:
R&D has found a way to give you more ammo per magazine by double stacking the ammunition inside giving you more overall ammo. However the compact feeding mechanism tends to get overloaded lowering the general rate of fire of the gun.
Effect:
Magazine size +30
Max ammo +66
Rate of fire -2
Sentry seekers(balanced)
Description:
A new computing device has been installed onto your smart rifle allowing it to target your turrets hoppers directly to feed rounds into them, the more complicated rounds tend to deal less damage however
Effect:
Damage -4
+Can lock onto sentries
+Hitting a sentry instantly reloads it from reserves and causes it to deal electrical damage for 4 seconds
Perk Tree Update:
Expand upon the Perk Tree to give players something new to grind for
PERK Expansion Ideas:
-Upgraded Version of Beast master (potentially tame other types of bugs not just Glyphids, perhaps even tame praetorians.)
-Make “it's a bug thing” useful (rework) (it is very funny though)
-Make alternatives to active perks like Dash or Iron Will, as they are used in almost every game (at least in my experience) (Yes, I know berserker exists, but I hardly see it)
-A passive perk that once you kill any enemy you get a 5-10% dmg boost (This wouldn't be super overpowered as I'd imagine it would have a couple minutes cooldown before it could be activated again)
-A passive perk that's like “Shield Link” instead of getting an armor boost from standing close to an ally you could give them fast pickaxe power swing recharge or make their pickaxe deal more damage.
Rework owerclock goobomber's secret and neurolasso.
Let the charged shot and its fragments fly through enemies.
And let the neurolasso work not when converging, but when hitting the bug.
Allow players to knock on AFK teammates like we do with Biotanks.
Make lootbugs a target for the trifork volley overclock for the crossbow.
not quite sure where to go with this... not really a gameplay suggestion, nor a bug... not even sure if I have it correctly... But it seems to me, that the sounds played for the intro logos when booting up the game is not affected at all by the sound settings ingame. I've got this issue where due to several stuff my games have to run on quite low volume settings resulting in my ears being blown off by the splashscreen stuff... while later in game all is fine.
Guess the suggestion would be: Could we make intro sounds affected by overall game volume?
Add a slowness aura to the “it’s a bug thing” perk, making enemies slow down a bit when nearby a dwarf with it equipped?
give a confetti effect to "its a bug thing" with goofy sound effects
it does absolutely nothing except its funny
Idk allow players to pick up fallen teammates and take them to safety?
add a beard to the game that has electrical wires tangled up and sparking in it and call it "fire hazard" description: "maybe its time to stop tinkering and go to the barber"
y'know how there are bangled/armored/gilded versions of some of the beards sideburns and mustaches? add some of those but for eyebrows.
Petition to call this mod "Forced Reset Trigger"
Burning hell, Fire/Cryo bolts, Heat/Cold Radiance, and Aggressive Venting should actually effect naedocytes and larvae (Lithophage and the ones from the mutator).
Please change the Autocannon to retain fire rate ramp up like the Minigun's accuracy ramp up. I really really want to be able to fire between jumps to keep momentum like you can with LSLS, but the instant fire rate decay makes this impossible. Right now I much prefer the Hurricane for standard Gunner AoE Primary builds as it's like the Minigun and lets you fire while moving as well. I love the concept of the Autocannon, especially the scaling rate of fire, but the extremely poor accuracy combined with the low mobility makes it so much harder to use.
Perk idea(s):
QUARTERMASTER: You are one organized dwarf!
Active Perk
- 5% increase in ammo capacity
- Can give 10% of your total ammo to another dwarf or can be dropped for pickup (hold Q) (2 minute cooldown)
IT'S A BUG THING
- Lootbugs will slowly slither their way toward you
- The Huuli Hoarder won't be spooked until fired upon
- Lootbugs and Huuli Hoarders drop 10% more loot when near them
Season - ALL IN Assignment:
Here is the Idea...
Cearte a ne season "All-In" (like DRG unseasoned, but all in). If you play that Season, the probability of ALL Season specific events (Prospector drone, Data deposit, Meteorite shower, Meteorite, Core Stone) is set to max. That allows for A hell lot more action in each drop.
How to implement this? As soon as you reach level 100 in a season pass, you get an assignment "Season All in!". If you play that assignment, the probability to get a season specific event is set to max. So you would have to get every season pass to lvl 100 in order to have the full havoc on Hoxes. By linking the assignment to lvl 100 of the season pass, you have a possibility to select what events you want in your ALL-IN season. But be aware, once unlocked its unlocked.
This also has the advantage, that future seasons can easiliy be implemented.
Also:
new Modifyer: Loot Bug infestation:
no Minerals AT ALL. But triple the amount of loot bugs, each carries one chunk of biome specific minerals.
Okay hear me out, fishing in drg dont ask me how. I think it would be a great addition
Dear developers, you should really add a shooting range, it would be so useful
I think the weapon skin unlocks should be hidden in the Season Terminal, until that weapon license is obtained. There isn't any point in hiding the weapon unlocks in the loadout screen when I can see every available weapon unlock at the Season Terminal anyways. You should still be able to unlock them all, since some skins are hidden behind other unlocks for other classes, just hidden behind like an icon of floating question marks until you obtain that weapon license.
GHOST SHIP GAMES!!!!! PUT THE NECK GUARD IN THE SIDEBURNS SLOT SO YOU CAN USE IT WITH A GASMASK AND MY LIFE IS YOURS!!!!!!!!!!!
I don't know if this has been suggested before, but it would be really cool to be able to pre-set your personal storage order, like making it so that nitra is always the first in order for deposits. I recently had a game where i needed to deposit for a resupply during a really big swarm for and it took way longer than it should have cuz all of my other minerals were deposited first
would be cool to have unique voicelines for using agressive venting/manual heat dump. feels kinda odd when your dwarf gets mad about overheat when you do it intentionally
Make the bloody bucket bigger. A lot bigger.
Either one of two things: First, I'd like to ask for the game to develop an account system so we can save progress across multiple platforms. I have friends who have the game on steam, but I own it on xbox, and I want to play with them but I don't want to go through the trouble of getting all my overclocks again (no crossplay). Or Option B: add a special switch in the Space Rig that unlocks all weapons and overclocks at the cost of disabling achievements and/or having a permanent leaf lover logo next to your name online.
Add upgrade/overclock for engineer sentry for more sentry type variety like freeze, flame, etc.
About Collection Objectives
Often times I have found my caves with an excess of objective resources. This includes, but is not limited to: Morkite, Dystrum, and Aquarqs. From my understanding, there is little or no reward for obtaining excess. Perhaps I have been observing improperly, so if there is rewards for doing this already: I believe they are insufficient.
I believe players who spelunk the cave further than Management's quotas, should earn additional rewards; greater than what is currently available. They do not have to be *large* rewards, or equivalent to the primary, but at least something. This would especially be rewarding for missions which have *a lot* of Morkite in them, or where someone chooses to consume a Dark Morkite.
This leaves players with more decisions to make, rather than simply leaving once all objectives have been completed. They have to decide whether it's worth risking everything for those additional milestones/rewards.
Like before, I appreciate everyone who took the time to read all of this. Ghost Ship Games does some good stuff, and I thank any of them who take any of this into consideration. Keep up the great work! Rock and Stone Miners/Reclaimers! 💙
Weekly assignments should update without restarting the game
Make it so flares shot from the flaregun can destroy the floating webs that appear in some biome. The same way crossbow/EPC/hurricane/grenad elauncher etc can
We should teach Steeve how to revive us! (Or at least put this idea in a Smart Stout line)
On a more realistic note, some new ping lines when you point at a Steeve. He shouldn't be seen as an enemy, he's our best friend!
"I tamed this bug, it's Steeve!"
"Make sure to give em lots of pats!"
"Bug friend!"
"I found a Steeve!"
"Don't shoot this one, it's my bug!"
Idea:
During missions, there’s a chance of secondary or mission specific ores spawning, such as morkite or holomite, they grant players extra credits when mission ends.
Reduce significantly the self and team damage on the Springloaded Ripper, in haz 3 I midlife myself with them if not careful, clearly more dangerous that a C4 for the team without warnings and quite fast. It's the main reason I remove it from my builds this grenade is super fun otherwise it's a shame.
Make returning engineer turrets reload in the inventory with the current reload speed (affected by the reload perk) instead of being instantaneous.
Right now if you want to reposition your turret, it will fly toward the new location with its current ammo, but if you recall it and put it on the same spot it's basically an instant reload.
#suggestions message
While I agree with this one (especially on Nitra being first to deposit), I have a different suggestion:
Make resources deposit in a random order in random chunk sizes (like 6 gold, 4 morkite, 7 gold, etc.) to simulate resources getting mixed in the bucket
This will also give a chance for Nitra to randomly deposit sooner than that 60 gold and 58 Morkite you mined earlier when you needed your resupply pod ASAP.
Add a total global monthly company profit/work quota, and profit meter. The higher the better
It gives an incentive to play more and more, and it can maybe help you unlock more overclocks and what not
Got that idea from Helldivers 2 and Foxhole
Idk if that exists in higher levels
Increase the visibility of engineer’s turret ammo count when it’s low, as well as make it start flashing sooner in the ammo bar. Maybe add an audio cue or two? This could probably be some sort of mod.
This is just a fun idea but you should add a beer bin where you can throw in the empty mug and if you miss it auto orders a leaf lovers special .
Beer that turns you into a DRG rogue core dwarf for a few seconds (randomly)
More ammo for the flare gun (I don't care if it deals less or no damage, it's never used for such). Even with judicious usage of it by using only hand flares first, it's always the first thing I need more ammo for as scout by a fair margin, especially on point extraction and refinery missions (Haz3 for life).
Frozen targets should take more damage from splash/area damage, although at a reduced rate compared to direct damage. Having no benefit at all just doesn't make sense or feel useful.
Hurricane Suggestions:
1) All OCs that remove the guidance also have reduced spread, instant acceleration, and a significant increase in projectile velocity. The guidance is what prevents it from missing from both poor accuracy and a long travel time as the velocity is quite slow. Combined with the small blast area, it's harder to use the various OC that remove the guidance without compensating for the loss of such. While the Minelayer system has some compensation for such with the increase blast size, the
2) Cluster Charges OC should detonate from briefly hitting M2 (or whatever key is used for pickaxe), as it's much easier and faster to hit M2 than reload (or at least on a keyboard).
3) A new OC for the Hurricane that essentially provides same benefits/downsides as the Carpet Bomber OC. I quite like the Hurricane with no OC or the Fragmentation Missiles OC, but I would also really like to have the option some further improvement in both the size and damage of the blast, but without having to deal with the slower projectile speed or extra complexity the Cluster Charges OC has.
The Proximity Mine grenade (and presumably also the Minelayer System OC) could use some improvement in it's responsiveness and/or intelligence in regards to triggering it's explosion. Enemies that are slower or have been slowed that would walk directly over a mine don't manage to reach the center before the detonation occurs. Sometimes mactera can fly through/past the trigger range area with the mine detonating too late, resulting in no or little damage.
Having the mine wait until a valid target within range reaches the mine's closest point or begins to move away from the mine (within a smaller area than the initial detection range), and then have the mine instantly detonate would significantly help with reliability. Detection for if/when the closest target dies before the mine triggers would also be appreciated, as sometimes enemies are both shot and killed between the time that the mine detects a valid target and it detonating.
If there is concern about potentially worsening friendly fire issues with increasing the responsiveness, the Proximity Mine already displays it's blast radius and plays a sound when it detects a valid target before detonating. Reducing the proportion of FF damage would be a better idea than keeping the Proximity Mine less reliable. I've also had plenty of teammates simply not care about how close they are to such at all, so reducing the FF damage is something to consider anyway.
Winter Solstice/Christmas Holiday Beer name:
Dreadnought Eggnog
-It rhymes!
Maybe it comes with a piece of candy cane to stir it first, like the Rocktoberfest sausage beer?
New beer idea:
Name: explosive emotions
Description:made with the guys of explosive glyphids this will make your dwarf tastebuds go insane (deep rock galactic does not hold responsibility for any type of explosive diarrhea after consumption)
(inspired by ^)
Make Engineer shout something like "My turret's empty!" when the turret runs out of ammo. Will make it easier for the player to notice them running dry and also notify the team that the turret is not covering them for now.
greying hair options for blonde, brown, and red hair.
heightened senses alerting for exploding enemies as well in your vicinity for the deaf homies
New buff beer: leadhead lager
grants an extra 25% ammo cap to all of your weapons. However, this extra ammo room isn’t filled at the start of your mission, and doesn’t affect the ammo you receive from the resupply pod.
Dreadnought with bio cannons on its back like the Biovore from Warhammer
Cranberrry Codder:
A crimsom red vodka mix topped with cream thats kept just above freezing temperature for a real kick to the system. surprisingly enough, dosent taste much like cranberry.
- (DRG is in no way responsible for newfound cravings after the consumption of Cranberry Codder)
Effect:
all medium enemies killed by DIRECT damage drop 5 health in the form of red sugar.
all large enemies killed by DIRECT damage drop 20 health in the form of red sugar.
(this only works with direct damage so any explosives will only drop what their direct damage hit. i.e: engineer shoots his grenade launcher at a crowd, only the enemy hit by the explosive directly will drop the health. this is purely for balance.)
Would this be a better Heat Pipe for EPC?
Right one is current, Left one is proposed change.
I'm not very good with this weapon, but this OC is trash, please let me know what you think and would suggest on the suggestion-discussion channel.
Bascially very cheap charged shot, but won't be able to shoot follow-up shots (so no EPC) due to heat generation by charged shot overheating the gun everytime. Also much easier to take your time when shot is charged due to heat buildup when charged being half instead of double.
You could use -2 ammo mod for extremelly cheap and ammo eficient EPC charged shots (2 ammo charged shot, wow), but charge time will be slow and DPS low.
Or take faster charge shoot and still get 4 ammo consumption on charged shot, but easy of use and better DPS.
Emphasis that gun will always overheat after charged shot, but also a reminder that 2 ammo burning nightmare is possible.
Edit: consider proposed Charged Shot Heat Generation as 2.5x instead of 3x, same thing for charged shot, better for single shots
animation (even just the silly lil reload animation) for turning overcharge on with the Coletter Wave Cooker
Achievement - Supporting Small Businesses - Tip Lloyd 100 times
Achievement - Peace and Quiet - Go a whole mission without Mission Control getting annoyed with you
Overlocks that can turn weapons into shotguns (no specific weapon, it just sounds so fun to have like… minigun shotgun like legion in titanfall)
We should be able to stomp out bugs with our feet
new anomaly: eventful
guaruntees at least 2 events happen during the mission, and raises the odds of events occuring in general by a fair bit. however, it's not every day you see so much in a single cave, so this specific anomaly has quite the low weight in the pool.
anomaly idea
light consuming cave
some weird irregularities within this cave have been recorded, seemingly interfering with any and all light sources! r&d came up with some special flares and headlights for this, but they keep flickering because the stuff isnt perfect and they were made somewhat hastily..
effects on mission
caves are in complete darkness without flares and headlamps etc
flares and headlamps etc flicker often and sometimes completely shut off for a few seconds
An option to lock fps to 60 while in the lobby.
to add on to my insane suggestions, Terraria collab. They don't mess around, ever. I'd expect the same from DRG, judging by what's already in the game (perfection)
Reverse Detonator
Instead of removing terrain it will make crystal barricades during missions
Imagine killing one of them on the wall and having free platform
An option to disable chat window closing when erasing the last letter
Make the dwarfs automatically lean down a little if the tunnel ahead is a few pixels (polygons?) tighter than their height. No need to make them crouch, it should work only if the tunnel is 90-99% of their height.
Could be a bug I'm not sure but allow us to stun swarmers ! Yeah it would mostly be useful with the stun mod on C4 but ...
could add an overclock to engineer's grenade launcher that turns it into a guided rocket launcher, similar to gunner's hurricane but fires a single high damage rocket with the a similar lock-on system to that of the LOK1 smartgun, with the caviat of reduced ammo and slower reload
Down the line, could we have an official golden lootbug plush?
Also... Could we perhaps have... a mushroom plush? A Plushroom if you will.
Mushroom/gold chunk-like voice lines for mission control when marking data racks. That way it feels like a celebration after beating the caretaker
ahem.. add a lootbug hat that's a small lootbug to put on our heads, and have a little buddy wherever we go
More dwarf types would drastically improve the replayability. It makes sense to just have 4 for the 4 players in each match but this means that we either get the same exact set up each round, or there are copies and then the team is missing a utility. Even if there were just 6 types, each round would now have a unique set up and it would revamp the gameplay. It would also make the games that are set to not have copies have more options so no one is forced into a choose a role.
An idea I had is sort of an inbetween of a scout and a driller, where they have a shovel that can dig dirt quickly but also works as a melee weapon while utilizing zippier movement
this'll be a silly idea, add the ability to pick up maggots and throw them like stinky living water balloons, wouldn't do alot of damage (if at all) but would be pretty funny.
Mini mule purposes, I find it Illogical that they appear in salvage mission where a team like ours died, but we've never seen one working, or doing something useful. I think it would be nice if there was a way to get them to work in missions other than Salvage. I was thinking about an anomaly or something, "caring management" where you got a mini mule instead of Molly, Wich moved faster and was smaller, or even there was one for each player (and yeah, ik it needs balancing, but a use for the mini mules would be really cool)
Enemy Idea - Mactera Papillodon (Regional Variant for the Glacial Strata - Mactera Frost Papillodon)
A curiously Moth-like member of the Mactera, the Papillodon is a huge Mactera that lacks external chitin protection, but is deceptively fast for its size, and it has internal defenses, though its large eyes are not very protected. The way it attacks is by not only emitting squeaks that call out for the support of other Mactera, but also by trapping dwarves in its silky secretions before moving in for the kill, but in doing so they expose their vulnerable feeding tube, which, if cut off, will send it into a frenzied attempt at completely immobilizing the aggressor, though it has a tendecy to rapidly bleed out without its feeding tube, so its rampage won't last long.
In the Glacial Strata, this species is known to be able to produce the same liquid found inside the Cryo Foamer plants, which it uses to form projectiles with which to entrap dwarves before draining them through their feeding tube, which is hardened with ice, but its projectiles provide perfect cover from other Mactera, so it only rarely calls for backup.
TL;DR a Silk Moth-like monster with the ability to trap dwarves in web and call for Mactera backup (WAY less obnoxious than a Glyphid Warden, even on harder difficulties, only spawning either Spawns or Brundles, never Goo Bombers or Tri-Jaws) with an extremely weak hitpoint only revealed when it is about to attack, which triggers a rage, and causes it to start bleeding out if the weak spot is broken. The Glacial Strata variant is a bit more resistant (and its feeding tube weak spot is both harder to break and has a lessened damage bonus) and can completely immobilize dwarves, but mostly refrains from calling for backup.
A separate key bindings for "Make a sound" (grunts, burps, etc), "Follow me", "Attention", and "Compliment" (perhaps could also be separated from "Jest" option for phrases like Gunner compensating for something).
Class-specific when looking at a player, when applicable.
Could be a toggle option between separate keys and a classic omni-button, if people find the idea too complex to use.
Lead Storm (overclock) movement penalty should also prevent the minigun from spinning while in air or on a zip line. That stationary negative is easily bypassed.
Gunner Overclock ideas
“Lead Storm” Powered minigun:
Hypercoil gyro(balanced):
Description:
Modifications to the Lead Storm has allowed it to fire almost instantly without the spinup but it looses accuracy throughout its firing. The more stabilized gyros have also allowed it to deal weakpoint damage.
Effects:
Weakpoint damage +5%
- start firing fully spun up
- accuracy lessens with sustained fire
“Thunderhead” Heavy Autocannon:
Tungstun rounds(unstable):
Description:
After the failed railgun R&D have found a new use for all our tungsten, we have manufactured some superheavy rounds for your thunderhead making it lose its ability to deal splash damage but majorly increasing its overall damage and improving its spread. Unfortunately the heavier rounds means we can fit less ammo per magazine.
Effects:
Damage +5
Magazine size -55
Base spread -30%
- Area damage is converted directly to Damage
- Weakpoint hits have a 10% stun chance
“Hurricane” Guided rocket system:
M.O.A.B. Module (unstable)
Description:
Say hello to the M.O.A.B. module, it allows you to merge multiple missiles together into a powerful unguided cluster rocket, the added complexity in the missiles have caused you to have a minor reduction in magazine size
Effect:
Magazine size: -18
- hold “R” to fire an unguided M.O.A.B. rocket that explodes into a cluster
- M.O.A.B consumes 9 ammo
(M.O.A.B. consumes 9 ammo a shot and deals 150 damage with 5 bomblets that deal 30 damage each)
“Bulldog” Heavy Revolver:
.410 compound (unstable):
Description:
A new method of packing bullets has recently been invented, this allows your revolver to shoot multiple pellets in a tight spread. The ammo is much heavier though so you will have to give up some sandwich space to compensate
Effect:
Base damage = 7
Pellets per shot = 10
Max ammo -6
Magazine size -1
Weakpoint damage -10%
Base spread +10%
Recoil +50%
Let engineer platforms block cave leeches.
Remove pickaxe hit detection on players, so we could actually help mining through that loose dirt. Or club poor bugs as a gang without interfering with each other.
Fix the drop pod and power station hitboxes. There's no reason for them to be THIS bad
add the ability to cool down hot rocks back to normal with cryo weapons, it should make magma core more tolerable to work in.
Lines to add for drinking Smart Stout
"Is there a rock on Hoxxes that tastes spicy? Just saying."
"Listen, we need to teach Steeve how to revive us! All we need to do is... Um... Crap, forgot it."
"I don't mean to freak you guys out, but I think we all have the same voice! ...Nah! Just messing with yea."
"Wait. How do we know how to dance? I don't remember taking any lessons!"
"If there's a C4, what happened to C1 though 3?"
"How come we can place resupply pods at exactly where we want them, but nothing else? I think management is hiding something from us! ...But as long as the beer is cheap, I don't care!"
Vampire perk rework with two bonuses:
- Heals for 0.8 health (+0.4 per level, 2 at lvl4) when damaging enemy health with a pickaxe;
- Finishing off an enemy with a pickaxe reduces the cooldown of Power Attack by 0.4s (+0.2s per level, 1s at lvl4).
This should improve active melee combat that doesn't rely on Power Attack, but still contributes to it.
While this healing seems to be too low when compared to builds that leave enemies onehittable (like mini shells Warthog), the overall healing should be improved when used to randomly hit bugs that get too close or go full on berserker.
New perk: Metabolism, 5 ranks:
- Passively regenerates health at a rate of 0.2/s (+0.2 per rank, 1/s at lvl5);
- All healing sources are applied over time and are capped at 5hp/s (doesn't scale with level);
- Passive regeneration and healing over time rates are halved when the shield is down.
This should let a sturdy dwarf to shrug away any minor wounds and prevent them from accumulating, but as a drawback will not let them instantly heal major wounds with red sugar or resupply pods. Also would not be overpowered during a Shield Disruption anomaly.
You should add bare feet prints to replace the boot prints when your dwarf is wearing the hospital gown because they do not have boots on.
Eyewear cosmetic slot
Make it that throwing the drilldover battery momentarily stunns the enemy hit
perk "Strong Arm" should increase throwing range of grenades and c4
Similar to the option of armored arms/bare arms, option of having shorts?
Unseasoned terminal, even though there are no rewards (all my maintenance skins are claimed) it still shows "claimable reward." This should be changed to not show the popup.
Change MK6 Driller armor to have exoskeleton arms like MK5
make it so that the bulldog cylinder changes depending on the overclock.
there are a few overclocks that change how much ammo you have in the cylinder of the bulldog, two notible ones are the elephant rounds that make it shoot 3 rounds instead of 4 and the sixshooter overclock gives it an extra 2 rounds of ammo. i think beltfed might just make it so that it doesn't need to reload because it draws all ammo straight from it's pool, but i don't really know. i've never used it.
there is actually a mod that makes it so that the cylinder does change depending on how much ammo you have in the gun, actually, multiple. it'd show genuine love for the game and it'd be nice to see that it changed.
Don't know if this was already suggested but for the love of Karl, make eyewear and headgear/hair separate
I wanna rock goggles and cool hair
If the dwarf is wearing something that covers his mouth, the beer drinking animation should be replaced with him just pouring it all over his helmet/mask (and maybe even shaking his head after that)
Utility overclocks, specifically sentry overclocks
New Content : Support Crew
Support Lobby = New lobby type that can be entered by interacting with something in normal Space Rig
Support Crew (how it works)= 1-2 player lobbies that can join to already started games to support the main crew. Support Crew will have seperate inventory than Crew inventory.
-Host can decide to enable/disable the Support Crew similar to Friends Only button.
-Support Crew will NOT increase the enemy difficulty by player count.
-Anything collected by Support Crew will add to the Crew inventory, but Crew collections dont add to the Support Crew inventory.
-Crew and Support Crew Supply Pods are different, Support Crew gets special Supply Pod with 2 Usages of %50 ammo. Costs 60 Nitra. Both Crews cannot interact with others Supply Pods.
-Support Crew will recive no % bonuses from difficulties/modifiers on minerals collected. But they will keep their full collected minerals if they get kicked or disconnected.
-Support Crew will join into the mine with a widened Single-miner pods.
-Support Crew are not required to be in the Drop Pod for the Crew to extract.
-Support Crew will automaticly leave the Lobby once mission ends.
Addidional ideas for Support Crew: (I dont reccomend but can be tweaked to work)
-Ability to keep playing in same Lobby.
-Shared inventories.
-Supply Pod sharing.
-Matchmaking for Support Crew
-Host can click a button to request Support Crew
-New MC lines
I just had this idea so please dont bully me
The idea is to help people who want support by other players and in the other hand people who prefers quicker joins and playing instead of recieving minerals and having to wait .
Additional info i forgot to add and dont want to edit anymore: (For Support Crew #suggestions message)
-XP gain is normal with % bonuses applying (to support farming lvls)
-Got this idea while playing WT so do what you want with this info
-End screen may or may not include the Support Crew, but there should be a indicator of a Support Crew existing (for stat tracking/speedrunning)
-You cannot play a mission as only Support Crew, you must join a normal Crew.
-More Flares and/or faster Flare recharge
-No Support Crew for Deep Dives
-If all normal Crew leaves the lobby, Support Crew will recive rewards for disconnecting, counting the game as a loss.
-NO additional Core Infuser slots for Support Crew,
More additional ideas for Support Crew : (Still not recomended but still can be tweaked):
-Playing with a Support Crew reduces rewards for normal Crew (only % wise, you will get minimum of what you collect)
-A Crewmate can allow Support Crew to use their Core Infuser if they wish.
-Progression is Normal for Season Pass'es
-Special attributes for Support Crew (Highly not recommended) like More or Less damage and/or ammo. Faster carrying objectives/faster progress on holdout objectives (upling/fuel etc.)
-Support Crew allowed in Deep Dives.
-Forced loadouts for Support Crew (Either random/Choosen from a pool/Choosen by Host/Choosen by Host pool etc.)
Add the voiceline that just says "ROCK."
-Being able to name my loadout by name, not just Icon.
Small bonus for bringing doreta's head to the drop pod during an excort mission
is it possible to add a keybind that triggers dash in the settings that isn't double click based?, I have nerve issues with my left hand that cause me not to be able to tap in quick succession to trigger things like this, in the past i've dealt with this issue by making AHK scripts to do it for me when i press a button, but in this case I think it could actually be a nice addition to the game to have it as a built in feature, a few of my friends have said themselves that it would be very convenient, (of course there would still be the option to use double tap sprint)
Not a gameplay discussion but concerns the one key keyboard merch:
I'd love if the game recognized f13-24 as inputs, I rebound the key from "v" to f13 so I could also have it serve functions in other games/programs beyond typing the letter v, but the game doesn't recognize f13 as a valid key input. I recognize that very few keyboards even have f13-24 these days anyways, but the software for the keyboard supports them as inputs to rebind the key to, but most games and keyboard testers don't. No idea how big a deal this would be to change, but it would be super appreciated on my end. (also I'm immensely enjoying myself with it either way thanks gsg)
I wish there were a few more corestone-specific monsters, like what there was with the rockplague!
A hat made out of a stingtail tail holding a chunk of gold, called "Exposure Therapy".
Make an item where you can fly for 20 seconds cooldown 10 seconds.
Penalties for taking too many of the plant side objectives. We want to protect the wildlife of hoxxes (not the dangerous ones)
Do not trigger permanent swarm after finishing pumping liquid morkite on a "On-site refining" mission - stopping pumping means no noise anymore (unless the rocket was launched).
Let the players finish other things like breach stones or a machine event,
I'm back with another idea -- this time, grenades!
I feel like we got enough overclocks already, and while getting new weapons do sound fun, I also feel like we could use more options for throwables
Here are two for each class that I thought of...
DRILLER
Quaker: emits shockwaves through the soil it lands, stunning/slowing bugs and dealing slight damage for a good while. The grenade should look like a landmine with interlocking parts, could have rockets attached. "Turn these bugs' home against them! The tremors generated by this bad boy will daze any Glyphids walking around it."```
```ENGINEER```
```Chemical Flask: to round out the other classes having the Driller's weapons as grenades, the Engineer gets a grenade that imitates the Sludge Gun, causing several blobs to fly on impact, which further spreads into more blobs upon landing. Should look like a flask with a makeshift handle. "Coat these nasty pests with an even nastier substance, melting them down alive as they helplessly try to escape from it."
Rocket Fuel: coats enemies hit in an area with a substance that will cause a chain reaction of explosions when they're shot at. Should look like a sci-fi fuel tank. "Turns out that the fuel used for the Drop Pods makes for a pretty good explosive. Coat the bugs with it and watch them literally explode when struck!"```
```GUNNER```
```Big Momma: a very high damage grenade that causes a C4-esque explosion when detonated. Should look like a barrel with bulged parts. "This is it. This is the highest amount of gunpowder that can be stuffed into a container before the safety inspection team declines it. Handle with care."
Glue Trap: sprays around a sticky goo that slows down enemies and halts their turn rate for a while, airborne hit by it are permanently grounded. Should look like a sprinkler with a reservoir attached. "Throw a refined version of the goo from Hollow Bough that severely slows down those bugs while preventing them from turning -- airborne foes will also instantly drop!"```
```SCOUT```
```Saw Trap: deploys a motion sensitive trap that fires sawblades at nearby enemies, infinite penetration until it hits terrain. Should look completely makeshift. "Who would've guessed that a workplace accident would be a source of inspiration? Deploys a trap that will fire sawblades at anything that comes nearby."
Bouncy Betty: a grenade that bounces every explosion, falling towards enemies. It should look like a ball with bulged parts. "A special sensor and lots of tinkering gave birth to a grenade that is sure to entertain your team on missions."```
frameworks and paintjobs for drills
Please buff XP, spending 4 hours to level my account level twice is not very fast
Let us carry a downed dwarf to revive them in a different place or move them inside the departing drop pod (which should count as them being alive during evac).
I would like some sort of way to exchange or "reroll" overclocks. But have it so you can only swap OCs of the same tier. IE: Stable for Stable, Balanced for Balanced, Unstable for Unstable. For example, you can swap a "Hyper Propellant" for a "Fat Boy" but not for a "Pack Rat" or "RJ250 Compound". That said, Matrix Cores are not cheap to reprogram, so the cost of exchanging overclocks will be EXPENSIVE. I'm talking 100K Credits or more.
New Smart Stout voiceline:
"Hey! I just thought of a clever riddle! What word of five letters has only one left when two letters are removed? It's uhh... uhm, hmm. The solution is locked in stone, now." ((The answer was Stone.))
I would like some sort of way to exchange or "reroll" overclocks. But have it so you can only swap OCs of the same tier. IE: Stable for Stable, Balanced for Balanced, Unstable for Unstable. For example, you can swap a "Hyper Propellant" for a "Fat Boy" but not for a "Pack Rat" or "RJ250 Compound". That said, Matrix Cores are not cheap to reprogram, so the cost of exchanging overclocks will be EXPENSIVE. I'm talking 100K Credits or more.
Please give the Explosive Chemical Rounds overclock a QOL update where it applies locks one at a time, at a maximum of 3 locks per target.
new "hurricane" guided missile system overclock: HOMING MISSILES
rockets automatically guide themselves into closeby enemies
significant increase to ammo
no manual guidance
massively increased base spread
....any feedback on this? i'd like to know what i could do to make it sound better on paper.
I've been thinking, I feel like drg needs some kind of smaller goals added to complete after promotions. Like, before the promotion there was constantly some assignement that gave you a new weapon as a reward that has completely different gameplay than your previous weapons and that kept me playing this game multiple times a week, but when I promoted all four dwarwes, there was no small objective in sight and I stopped playing the game actively...
Subtitles duration slider in UI options.
An absolutely random idea that came to me while playing DRG. I know that sandwiches have been asked for by many for a while (myself included), but an idea I had was that if they do get added someday we could collect sandwich ingredients like we do beer ingredients. Maybe we'd find random ingredients (like fruits or vegetables) in a similar way we'd get beer ingredients, down in the caves. It makes sense to use the planets resources to get drunk so why not use them to also feed ourselves? Absolutely no idea what they'd be or if they'd be biome specific (or just random like the beer ingredients) but I thought it was a fun little idea to through out there.
Edit: I don't know if it has been mentioned before, but I haven't seen anyone mention it before so... I just wanted to throw the idea out there just in case.
Plastcrete without Mk2 upgrade should be distinguishable from Mk2. Maybe a duller yellow color or a flat yellow color without textures?
UPD: more distinguishable
Mods for Consoles. You guys use Mod.io right so bring to the consoles. Stalker 2, and Dying Light 2 use Mod.io so it’s definitely possible for you to do the same. As someone who is currently stuck on Xbox, I would praise you guys till the end of time if you brought mod support to consoles. With over a 1000 hours, the game has become a bit stale but with mods I could easily get another 1000 hours with the game. Everyone reacting with the PC emoji’s are brain dead.
let me deposit lootbugs
Anti-aliasing in this game is ass. Has always been ass.
Let us scale the resulution above 100%, should fix the issue for people who got more power in their cards
i have this idea that i was thinking of for a while now im not sure if anyone else said this before, i think itll be really cool if there were event and/or missions exclusive to some regions like thawing out something
-in the ice region with lazers similar to the tritalite event but as a mission like were freeing a full grown dreadnought,
-archeology/excavation mission in the sand area
- powering some sort of device in the radiactive area
-patching a gas leak in the toxic air area
these were some i though up of devolpers if you are reading this i think itll be cool to have event/mission exclusive to certain areas these were just some ideas i thought up off the top of my head
A springloaded ripper laid out at the equippment terminal. I like looking at the active model.
There are a lot of people (myself included) that are really weird and like playing without the weapon hud, usually this is done when weapons show all the information needed on them. Deep rock has a lot of ammo counters on guns, this is cool, I love this but not everything displays its information. A prime example of this is the gunners shield. That's why I have the neat idea of showing charges on the rims of the shield generator or a basic number count.
The charges on the rims (illustrated below by the first image) would be cool, the shield generator has a fixed, unchangeable amount of exactly four charges. Four charges, four rim protrusions. Cool, but could prove difficult to look at and then pull away to check your charges without spending less than 5 seconds. This also comes with the issue of: "how do we communicate this to players?"
The number display (illustrated by second image) seems way simpler to implement and you already have a big blue clear part that you can use to put the number on the model. Really simple. Easy to understand. Maybe the big blue light in the middle could turn red or something.
A rubber nose in the moustache slot, maybe for april fools or something
This seems like a stretch to ask given what this would entail, but biome-specific dreadnaughts would be an interesting addition. This would mean that some dreadnaughts could have synergy with the region it is native to, and it would introduce further variety between dreadnaught missions. I have written a few dreadnaught examples to at least point out what dreadnaughts could be able to do in their respective biome:
Crystalline Caverns - Glyphid Dreadnaught Chainvolter
This Glyphid Dreadnaught is bulky, sporting crystalline protrusions on its outer shell. These crystals act as the weak
point of the Glyphid Chainvolter. Similar to other Glyphid Dreadnaughts, the Chainvolter's slam creates an AOE effect;
however, its direct damage is diminished. To compensate, electrified crystals found in the biome are propelled out of
the soil, chaining electricity as normal—even connecting to the Dreadnaught's protrusions.
This creature takes relatively more damage from explosions and melee attacks to these protrusions but relatively less
from electric and frost attacks. Defeating this unit requires people to focus on both the crystals created and the
weak point of this dreadnaught. If the area becomes too overwhelmed by these crystals, it is advised to relocate and
continue the fight from there.
Salt Pits - Glyphid Dreadnaught Bulwark
Though the nutrients of the region prevents this Glyphid Dreadnaught from developing typical hardened carapaces like
its cousins, the Glyphid Dreadnaught Bulwark's shell is made from the salt crystals native to the biome. Unlike most
dreadnaughts, its body is widely vulnerable to direct forms of damage; however, miners cannot directly access the body of the
Glyphid Dreadnaught unless the salt crystal shell is mined. At certain health thresholds or gaps in consistent damage,
the Glyphid Dreadnaught Bulwark will burrow underground, emerging with a regenerated shell comprised of salt crystals.
The dreadnaught's shell is vulnerable to melee attacks of all forms and can be chipped with explosive damage, albeit
less so than standard melee damage. When the shell is broken, the fleshy structure is more vulnerable to fire and
frost damage than other damage types. It is recommended to be more aggressive with this dreadnaught, utilizing power
attacks and driller tools to quickly break down the dreadnaught's shell.
Have the crosshair for the grappling hook indicate when out of range while it's recharging, instead of simply not showing whether or not in range at all until it has recharged.
Mission Control should say when you've repaired all mini mules. He currently does not do this.
In the same vein, the hologram showing where the fuel pods are landing should be changed to be in the same style as other holograms (resupply, hacking pod, core stone deposit pod, etc.), as currently it is simply text.
Some new voicelines:
"Anyone find some lemonrock to go with my limestone collection?" - depositing
"Could really go for some lemonrock candy right now. What? It's crunchy and I have a sweet tooth." - depositing
"Cave Thompson may hate lemonrock will all his guts, but I could really go for some right now." - depositing (reference to Cave Johnson from Portal 2)
"So a cave can be made of limestone, right? But what about lemonrock? Is that a thing? And could we make lemonade with it?" - depositing/Smart Stout
"FOR LEMONROCK AND LIMESTONE!!" - R&S
Option when playing Jetty Boot in the Spacerig to do so via the PDA/tablets the dwarves use in the caves. Would mean more than one person can play it at a time. (I also actually find it easier to play it via the PDA/tablet than the arcade screen for whatever reason thanks to a different perspective)
Mission Control and Management might not approve, but I guarantee you some enterprising engineer or technician will make it happen anyway.
Phasyonite beard dye
Make lootbugs get bigger the more they eat
In fullscreen or borderless window mode, even if the window is entirely fullscreen, the cursor is sometimes able to slip out of the window (at least on my system; doesn't seem to be that common). I'd suggest enabling the "lock cursor in window" mode even for fullscreen modes, in which case it would just lock the cursor to the screen
Rebinding options for the various perk activations.
Too many times have I accidentally activated Berserker and Dash!
This can be especially punishing on newer players, as low level perks have longer cool-downs.
This might be to optimistic but… overclocks for equipment, I think there are SOO many things you could change/do/add to equipment and adding overclocks for them could completely change the way you play.
Some random examples
Driller:
satchel launch: you will throw the satchel much further, but due to the high speed it will explode on impact.
Sharp drills: drills will do significantly more damage to enemies, but remove dirt a bit slower.
Engineer:
efficient folding: your platforms are 25% bigger.
Big sensors: the sentry gun can now shoot in a wider range.
Embedded build manual: the sentry gun will now build itself once placed, but takes 5 seconds longer to build
Gunner:
oiled mechanisms: movement speed across the ziplines is significantly increased
More carabiners: you’re now able to move your gemstones across your ziplines thanks to some extra carabiners.
Morale dome: the shield dome will no longer keep enemies out but is significantly larger and will boost everyone’s damage negation inside the dome by 40%
Aggression dome: the shield dome will no longer keep enemies out but is significantly larger and will boost everyone’s damage inside the dome by 30%
Scout:
harmful hooks: shooting the grappling hook at enemies now causes them to take damage.
Resource attachment: your hook can now hook onto large gemstones and propel them towards you!
LED lights: the flares will last longer and are slightly brighter.
Mineral detection: flares will now light up nearby minerals (through walls)
Light powered running: all miners will walk 10% faster when inside the scouts flare light
Add an armor palette that automatically adapts its color to the biome you play in so you always camoflauge
id like more games in the space rig since it gets kinda boring while waiting for more people fore deep dives i think ping pong is a good game to add if there are two people you can play together if your by yourelf your against bosco
Terminal that shows how many missions and days it’s been since someone kicked barrels into the launch bay
Berserk perk buff proposal: every pickaxe attack is a power attack for the duration instead of one power one normal one power one normal, I can see myself having so much fun with this + vampire and with the long cooldown and short duration I don't see it being overpowered at all
I propose a more laid-out version of harmful hooks, as i think it would be quite fun to use:
shooting your grapple at an enemy stuns them, and lets you “bounce” off of them once you reach them, dealing significant (and cheap!) damage
significantly increased recharge time
This is a general suggestion, I think it would be great for quality of life for when you lose connection to the host it turns into a singleplayer lobby with just you and bosco, one of the big things helldivers 2 has and active proof it can be done unsure if the same engine DRG is in could handle it but this would massive for QOL and being kicked by occasional trolls
Change the "Complete missions in a specific biome" daily challenge so that all of the options are all from the same region, and that all biomes in that region count towards the challenge.
Getting biomes, even from the same region, can sometimes result in you literally not being able to progress the challenge (e.g. getting REZ and Hollow Bough, and then neither having scanners in range). Even when they are in the same region, you still may not be able to progress it (e.g. getting Magma Core and Azure Weald, when only Sand Blasted Corridors is available).
Changing it so that it's in a specific region instead of a specific biome ensures that you'll always be able to progress the daily challenge.
Joke Anomalies:
Gremlins: Your helmet/headset plays music at random/bad times. Do you understand how hard it is too kill bugs when one of the Blackreach Blonde tracks play?
yay /
Nay
Out of Body experience: You randomly slip into third person view for a moment while out of combat [10 - 15 seconds]
🍄 yay /
Nay
Idk if someone already suggested this, but
Add another mod in driller's C4 in tier 3-4, so he can place more than one C4 at the time.
a few anomaly ideas:
Cave smog: the caves are filled with a thick fog, limiting your vision to only a short distance in front of you.
Miner's paradise: every mineral type can be found these caves (excluding ones tied to secondary objectives).
Glyphid Nest: a truly challenging anomaly, the bugs will constantly be swarming for the duration of the mission.
Odd sugar: consuming red sugar has a chance to apply random effects on top of the normal healing, that can either help or harm you.
these are just some ideas i can think of right now.
Idea for the additional Haunted Cave Monsters - Unknown Screecher
My idea for a "Haunted Cave Mactera Grabber" is that of a... Well, spectral Mactera Grabber that is completely invincible, and has more echo-y, ethereal sounding screams when it goes to grab you.
Its main difference to the Unknown Horror however, is that it seriously dislikes light. Despite not reacting to bullets even though they seem to hit, throwing a Flare into it will disrupt its flight path and it will abandon its attempt at grabbing a Dwarf. If a Scout manages to strike it with the Flare Gun, it will become inactive for an extended period of time, and is slowed down in areas with lit flares on them, allowing Dwarves more time to react.
DRG Resurgence.
Bugs take over mission control when a stray drop pod docks and brings bugs with it. Your mission, to gather critical items to help rebuild mission control elsewhere, then actually build it, then help replenish lost mineral deposits. The main spawn area gets decommissioned and a new one is rebuilt, with more games, and things to do.
Because this is such a big uplift, there's a need for bigger missions with more miners, so there'll be another 2 or so player slots added into the game (and maybe another class?)
After you help rebuild everything, you get offered the oppurtunity to do a promotion mission which allows you to do missions in mission control. You help coordinate drop pod movements, bug spawnings, and management of missions.
This would probably have to be a whole season thing, or at least a new season until the main storyline is completed.
The cryo cannons reload animation should have the driller hold up his finger/hand to the operational end of the weapon and partially freeze it, before shaking it or by some other means removing the ice.
The occasional voice lines would prob be like "Chilly" or "Oooo that bites!"
I'm sure this has been suggested a lot, but I'd really like to see the Disabled Inertia Inhibitor mods be put into their own tier with no other options, so that you can just choose whether you like it or not. They were originally just an inherent part of the weapon(s) to my knowledge, and it really sucks that if you want them now you have to give up another mod for it.
I’d like a bandanna thingy in the beard slot, maybe something like the ninjago half-mask.
Add a beer, that make dwarves hear hallucinations, so MC will speak something stupid and silly for a duration of beer. As an example "You need a Drillevator? I thought Driller can drill It by himself, but fine, I'll send it to you"
I think it would be real neat if the EPC had the ability to fire more powerful normal shots the longer you charge, before turning into a full Charged Shot at the end. Like how the Coilgun can fire prematurely.
#drg-memes-no-talk message
ice collection mission
not just any ice
but permafrost to keep the ales cold n the AC running
(or just biome specific missions.... or maybe another idea for a mission to just collect a certain crafting resource en mass)
I want to talk about grenades. Sorry if this is long, but I need to give some context. I play all four classes, and for the longest time have felt that the patch that added a grenade to each class did well by the scout and engineer, but gave the driller and gunner grenades that are so unpredictable, unfocused, and chaotic they can barely be used effectively in a fight. I was always frustrated by these two grenades and I feel they should be replaced with an equivalent to the boomerang or drones in viability and power. while also giving these classes more utility in the form of CC and Dots.
Driller's Ripper: Just modify it so that it is tethered to a chord that is attached to a Gyromount causing the Ripper to circle the user for a short time, making them a melee freight train, especially if they pull out their drills at the same time. This would be a grenade that would enhance a melee focused driller build very well, and it only requires a slight modification of the original grenade.
For the gunner's Leadburster... throw it out. Replace it with either a Bear Trap, or a Net.
Bear Trap: It traps one target in place when it walks over the trap, and it could do a substantial dot to the target, or stun it. Making it electrify the target and stun them would also make sense and offer some synergy with other player's builds depending on what they bring.
Razor Wire Net: It can be placed on the ground as a trap to spring up around a group of enemies or thrown on a group of enemies. The net would engulf a small area and trap all the targets within the area, pulling them closer together and applying a physical dot.
Just to add one thing I didnt have space to add in the first message
For the driller, and alternate grenade idea, would be a throwable Hammer that Stuns all enemies in an AOE from its impact point for a few seconds. This would allow drillers to revive easier, as well as put down a huge CC on a crowd if they need a breather.
Add infected lootbugs
Add an interaction between "soft" biome features that is fall damage reduction. When a player lands on a biome feature that's basically organic and medium to large size it will remove all or some fall damage and instead the biome feature will take the damage. (soft organic biome features like the goo sack, exploding plant, cryo bulb, and large mushrooms for example would count.)
If the biome feature does something on death it will still do so if the death of the biome feature is caused by this new interaction.
Add the ability to pet the exploding plant. If man can see wolf as puppy then dwarfs can see exploding plant as breather.
Short Modding Request
With recent modding API updates: I noticed after crashes, mods active before are disabled automatically. I am told it is a safety precaution, which is entirely fair. You can be protected from further crashes if a mod is completely bricked. However, if you know what you're doing: I believe we should have power to toggle this safety feature. This provides a choice for players when they want to opt out of it, with a warning of it being dangerous. Not only will you not have to re-enable your mods, but mods requiring a restart to prevent Desync are less time consuming.
A little tidbit compared to my other posts, but I think is important nonetheless! Thank you GSG for your hard work, I hope all of you have an amazing summer vacation! Thanks to all my fellow Miners/Reclaimers who took time to read this! Rock and Stone! 
might be bit of a stretch and already an suggested idea but.
add a phazyonite crassus detonator, as a sort of an even rarer version of a crassus detonator.
Can we get the giant space worm from the board game in deep rock the game
Add Steve from Minecraft as a decoration
I propose the addition of a dedicated "Active Perk" binding, that will be used to activate any perk you are bringing that currently uses a weird button combo, tap, or hold activation method (active perks that are only usable while dead or otherwise impaired like being grabbed will be unchanged). If you use 2 of such perks at once, then the one in your second active slot will use the current binding while the first slot uses the new dedicated key. On a keyboard this can be whatever. On a controller, I think it should be left stick click. You might be asking "but then how will you sprint?", to which I reply, you have an analog stick. Push it all the way forward to engage sprint instead of a pointless button press. And if you don't want to sprint just... don't push it all the way. Fancy stuff, I know, but it really should work like that already if you ask me.
If you just really hate that system then it can be a kb+m only feature. But please sprint is such a pain on controller my thumb hurts oh god help me
A problem with phazyonite is once everything is bought in cosmetic store it becomes basically useless.
I suggest a secondary "Forge" with the purpose to spend phazyonite for items. Instead of keeping phazyonite forever, you could spend it in a "Phazyonite reactor chamber" which functions as a second shop. This phazyonite shop would turn items into other things like gold (money), minerals, and electronics (empty overclocks).
Gold (money) would be pretty inexpensive, making the trouble of finding phazyonite definitely worth it.
Minerals would be a bit more expensive, making it bit more difficult to get but not enough to get gold instead and just buy it from the mineral trade market. Functions as mineral trade market but phazyonite instead of money and only makes minerals, never allows someone to make phazyonite from minerals.
Electronics (empty overclocks) would be more costly but simply being the only way to buy them. It will take time to build up to enough phazyonite to get one but beats nothing. (Note it will always be empty overclocks from this shop)
fart keybind that only works 0.01% of the time
I wish the LOK and our sentries could target hiveguard's pesky peachy protrusions instead of its center of mass. It's a pain to have to angle our shots just right, only for the hiveguard to twitch and for those shots to be wasted. In fact, I feel the LOK should not apply locks if it detects the shots will be placed upon unbreakable armor.
Also, I wish our sentries would refuse to shoot at a target if it predicts its shot will land on unbreakable armor at the angle it wants to shoot.
Could we have one more pickaxe tier? This tier affects pickaxe swing effects.
Tier A makes you dig compacted dirt, minerals, and mineral-laiden ground in one less pickaxe swing.
Tier B makes your pickaxe speed 25% faster on enemies and 50% faster on terrain.
Tier C gives you an option to cling to walls with your pickaxe in mid-air by rapid double tapping (not in the speed of attack cancelling) your dig key if you miss a ledge grab. 3 second cool down after letting go.
A hat that’s just a pair of sunglasses and painted on hair with a massive widow’s peak
Rocky Mountain should really have an effect on the both hard rock (comes up as Granite on the laser pointer) that appears in the Glacial Strata and Sandblasted Corridors, as well as the Slag caused by various explosions (Exploders, Bulk Detonators, C4, etc).
Would be nice if terrain that is normally removed by a single pickaxe hit, is carved in a larger area when struck with a power attack.
Make it so that if Leadstorm overheats and you try to perform a weapon inspect animation, Gunner tries to touch the barrel and gets burned on it with smoke and everything coming out of his hand, then quickly pulls his hand away 
"Ouch, ouch, ouch! HOT!"
"Sizzly! That was a bad idea..."
Additional Haunted Cave Monster Idea - Unknown Roller
The idea for this Haunted Cave Q'ronar Shellback is that, while it still rolls and spits acid all the same, its actual attacks deal negligible damage, the problem is knockback (which is also slightly lessened), and its "ectoplasm spit" instead causes blindness (while also dealing negligible damage)
It is still completely invulnerable, but if it is attacked where its weakspots normally are (with weapons), or if a flare is thrown into its gaping maw while it is idle or spitting ectoplasm spit, it will curl up and remain stationary. If its mouth or weakspots are instead shot with a Scout's Flare Gun, this "downtime" is increased.
This phantasmic Shellback is also slightly slower than its seemingly living counterpart, almost as if gravity always has a reduced effect on it.
A new mod for tier 5 of the drak because neither of the current ones work well with Shield Battery Booster. I have a few possible ideas, 20% faster shield recharge speed while at 0% heat, a 15% move speed buff while at full shield, or a 50% move speed (equivalent to hot feet and get in get out) buff when your shield fully breaks for 2 seconds (can only be triggered again if your shield hits full). Tweak numbers as you see fit, I just want something else in that tier
suggestion: let us hug other dwarves :3
Beer that makes you spin.
An active perk enabling a dwarf to carry up to 30 hp worth of red sugar (a vein of red sugar contains up to 60 hp) shown as any other material on the HUD
the pouch can be used on self or allies by holding E. to use on self, have no other E prompt. has about 2 second use time
all sugar in the pouch is automatically and instantly used when reviving a dwarf, not when being revived
Long ponytail on bald head like Gerson from Deltarune
suggestion: a mini event i call "lost distillery"
description: similar to how you find a lost cargo container, you find an old distillery, left behind by dwarven miners from generations past,
once you find it's missing batteries, you'll be able to draw an ancient and aged version of one of the daily special beers found at the abyss bar.
these rare beers provide double the buff of their normal counterparts at the cost of being alot more potent (up to strong or epic potency) and as such drink at your own peril.
purpose:
this would be aimed at giving miners a rare but powerful buff to their performance for the current mission (and to give mission control a headache for drinking on the job).
balancing: the aged beers would follow the same rules as their normal counterparts, in that it won't stack onto a special beer buff you already have, you'll just get very drunk.
If possible, there should be a way to let someone, who's disconnected from a random lobby (after playing for quite a while on that mission), to continue it on their own client.
For some reason this has become a common occurrence to me. And sometimes near or even getting inside the drop pod. (resulting in the mission not being counted even after the drop pod take off)
(I have not checked whether this counts the resources, but it certainly doesn't progress the assignments)
Caretaker shield wall variant where its 1 set of walls rotating around the caretaker for several seconds. Each wall a fixed distance apart and all rotate the same direction and speed
i think if you get diconnected in the middle of a game i think the game should give you a short window to rejoin by reserving your spot for a short 30 - 60 seconds since when i disconnect if i exit and rejoin it usually works fine but if someone else joins and fills the spot thn even if i was there for half the mission ill be unable to continue and get none of the rewards
I think gem requirements for upgrading guns should be removed aside from Overlocks. Among Overclocks and Cosmetics I think for newer players its a bit too much. I also think it just raises the field on overall gameplaying knowing everybody baseline is functioning on a higher level.
This was inevitable, so might as well do it
Overclock ideas everybody, images included! Starting with the Driller (Engi is next and soon)
Flamethrower -- Dragon Breath: converts flames into a ball of liquid heat that splashes against enemies and surfaces, instantaneously igniting on hit, and quickly on foes who walk over the puddle. More damage and puddle duration, but less fuel and burn duration. "Shoot white hot balls of condensed fuel that explode into a pool of living inferno, igniting bugs on impact and delivering them literal hell. Chugs a lot of fuel and it doesn't last long -- but damn does it look cool."
Cryo Cannon -- Ice Beam: focuses flow into a small point, freezes instantly and at a much longer range, but chews up more ammo and depressurizes faster, also can't pierce. "A major rework to the piping system causes the flow to be concentrated into a small stream that freezes everything much faster while shooting further too, but the required input for it to work takes a toll on the fuel consumption and pressuring rates."
Sludge Pump -- Mega Obstructive Adhesive Blast: tones down damage and amps up slowdown effect and reduces turn rate, lasts longer and has more fuel. "The lab team is proud of this one -- even if it's not very much lethal. Stops most bugs in their tracks, and it can slow down even the biggest ones!"
Subata -- Burst Fire: three round burst, more weakpoint damage, slightly less base damage, bigger spread after firing, mag size and ammo count adjusted for three-round fire. "We're not sure why but some folk kept asking to convert the mechanism of this little guy so it can burst fire. It works like a charm but the needed adjustments slightly reduced the weapon's overall potency."
Plasma -- Field Condenser: fire button can be held for longer, creating a stronger charged shot that passes through enemies until it hits terrain, heat builds up slower, but consumes more ammo and requires a full cooldown between shots. "By adjusting some wiring and electronics, your EPC can create a denser, meaner projectile that is sure to melt anything it comes in contact against. The downside is how much battery it chugs down as you charge up, and it demands a full recalibration before firing again."
Colette -- Feedback Loop: increases firing speed and damage over time, less ammo. "A custom made lens causes a boomerang effect on the waves fired, recursively increasing its firing speed and damage as long as it keeps hitting something. R&D had to install completely new components to prevent this thing from blowing itself up when it does that, so battery storage had to be sacrificed."
Suggestion: M.U.S.E.C
Description: M.U.S.E.C (Pronounced "Music") stands for
M.ulti
U.pgrade
S.ystem
for
E.xtraction
C.ontainer
And is a system where you can and may upgrade the M.U.L.E where you can upgrade things like the speed of Molly, how quick you can deposit and other things, a way to actually add more would to debuff some things like, make Molly slower, add a recharge time to when you can place a pole, maybe give Molly her own health bar, just to make her weak in the beginning so then upgrades are soemthing that don't feel as much of a waste, and you could add some other things like an upgrade so she can jump a distance to get to where she needs to be faster, and maybe even a hook or something for when Molly is going somewhere, one player may hook into Molly and get dragged along, partial downside is that she is slowed. How you would interpret this into multiplayer lobbies with multiple who may not have the same upgrades would either be stack every upgrade or make it a system how maybe upgrading speed takes four upgrades total 25%/50%/75%/100% and just do an average, say one person has 25%, two have 50% and the other has 100% adding the totals then dividing by four, the average is 56.25 so either make it that speed or if you are doing the set percentages, round to the closes being a 50% increase in speed.
Extra Info: This is just to include Molly some more and background of the system (M.U.S.E.C) Is the person who worked on Molly gave her the basic design and had a partner who is lesser known but in charge of upgrading the M.U.L.E, they call it M.U.S.E.C for as when naming it M.U.L.E they originally suggested calling it The Extraction Container as they thought it fit much better then a Mining Utility Lift Engine, but after naming it M.U.L.E they weren't happy but the maker of Molly said they could have free choice of the upgrade system, as you may even be able to choose a skin for Molly in and you may see "Extraction Container" labeled on some skins.
An overclock for the LOK1 that just removes the smart targeting, turning it into a regular assault rifle, but upping the total ammo count, mag size and damage
a mission type which the dwarfs have to kill whatever the dreadnaughts grow into
The way the player inventory order works makes me unreasonably mad, pleas let me set a fixed order for all missions.
In Memorial Hall, a plaque that lists each player's idea that Ghost Ship Games has implemented.
Change Salvo Module and Scorching Tide to be classified as Clean overclocks because that's quite literally what they are in practice
Blue Flame, unstable overclock
Massively boost the heat of your flamethrower, to the point that it applies a new effect: Incineration. The flame becomes so hot that it can straight up vaporize armor under continued fire and will almost immediately set flesh on fire, however it means that sticky flames burn off extremely quickly and sustaining the extreme heat requires lots of fuel.
Shellshot, lead storm minigun overclock
Replaces your standard ammunition with shotgun shells, enabling the weapon to shred soft materials/weak points, especially up close. However, the shotgun rounds generate more heat and so some firerate was sacrificed to account for it.
let me send friend requests to people ingame >:(
either that or a button that opens the player's steam profile
Engineer overclock ideas!
Gunner after this, sometime soon
Shotgun -- Slug Rounds: crazy damage, breaks armor, more range, tight spread, but less ammo and slower reload speed. "Peppering bugs with several bullets getting stale? Try one big bullet at a time! These bad boys will easily chew through flesh and armor at a much more effective range, unfortunately you won't be able to stuff too many of them into your pockets, and they're noticeably heavier."
Stubby -- Electric Bomb: shooting glyphids adds a "charge" to them, causing them to explode and emit sparks onto nearby enemies, more charge = more damage and radius. Slower firing speed, smaller mag, less damage. "Unloading your magazines onto enemies will add a static charge to them, causing them to explode on death and release said charge over anyone unfortunate enough to be nearby. The ammo required for this is bulkier and less effective as is however."
Smart Rifle -- Rival Tech: converts the whole screen into an automatic, instantaneous lock-on range, allowing the user to fire without needing to aim. Loses the ability for the bullets to curve, I'd let GS decide how it prioritizes enemies. "An experimental AI built from scratch with borrowed tech from our Rivals allows your LOK-1 to aim AND fire automatically at anything it sees as long as you hold down the trigger button! It won't be able to curve its shots anymore, and the AI is somewhat unpredictable."
Deepcore GL -- Cluster Shot: the grenade will split into more grenades on impact, more impact damage, does not explode on impact, less damage per explosion, less ammo. "What's better than one explosion? Several! Your grenades have been replaced with a tweaked version fit with a collision detector, causing mayhem when they land. They also hit harder on impact, but won’t explode when that happens and their bigger size means you won't be able to stock on as much."
Breach Cutter -- Material Sensor: beams halt movement when hitting something. "The addition of a secret chemical into the compound before firing causes the beam to freeze in place should it make contact with something."
Shard Diffractor -- Ricochet: the beam can bounce onto nearby targets, losing strength as it does so, heats faster. "By swapping the lens with a prototype material, the laser can now bounce around nearby targets! The more it spreads the less it hurts, and the new material isn't entirely heat proof."
Wabbajack-esque gun that spawns rarely like jetty boots, Only one comes out of the crate you unlock. works like the foam gun / vaccuum gun where you pick it up and shoot. Has 30 - 60 second cooldown after a shot, does random effects to the enemy shot like:
Siphoning health from enemy
Heal enemy
turning enemy into swarmer
turning enemy into oppressor
turning the enemy upside down akin to dinnerbone effect on mc
burn/freeze/corrode/poison/electrocute enemy
turn enemy into elite
turn bulk detonator into crassus, vice versa
turn enemy into steeve (if its a glyphid)
turn into lootbug
blow up into 20 random minerals
double enemy damage or halve enemy damage
One way to make it so this doesn't affect people that DON'T want to deal with it is that devs could make it so it can only spawn if the entire team or 3/4's of the team drink a specific beer for it to have a chance to spawn
Second wind perk buffed to just be a permanent 12% sprint buff because it's useless with a 4 second rampup (and also breaks sprint by default mods)
Make official DRG dwarves of each class with the template The Behemoth gave out for their Castle Crashers DLC. It might be a fun side project while you're on break.
A bubblegum pink skin colour so I can make my dwarves into candy men
Add a button to remove all notifications from the weapon modification menu.
allow players to use chat while the mission is loading
karls honour it is the shiny swag that we see in the memorial, please add thiss to all classes
When a explosion happens make it have knockback for dwarfs and bugs
If you piss of mission control while in a mission, he will make you pay for that. Like molly is running slower or he doesn't allert us when a swarm comes up or the time for the Droppod to get in is shorter. We could also make an bossfight like an kind of easteregg. Just ideas 🤷♂️
Ability to press LMB while having the Terrain Scanner open to augment nearby terrain into your vision with the same green grid texture, allowing you to see where the tunnel on the other side of the compacted dirt is for example
OPTIONAL Engineer load out to have Bosco instead of turrets
nerf the omen and add more time
MAKE THE ABYSS ROBOT BARISTA SALUTE WHEN YOU ROCK AND STONE
WHY DOES BOSCO HAVE THE TEAM SPIRIT BUT THE BARISTA DOESN'T
if you have a danger dice framework on your weapon you should be able to slap the dice with a keybind
I think it would be cool if the dreadnought eggs were a little transparent and you could see which one is inside of it
Drillers mk 6 leg armor would look good on the mk 5, I like power armour
let me use back blades on the front of my pickaxe so i can make a hammer out of obsidian mallet or a war axe out of the cliffhanger back blace
I'm sure r&d will find a way to make it still work as a pick
interchangable upgrades for molly. each teammember would be able to enhance molly with an upgrade. for example: make molly faster, make molly emit light, disable collision between molly and the teammember which got the upgrade, deposit automatically within 3m of molly, constant outline of molly, visible for the player, faster deposit time (halved or instant), further damage reduction, safezone (bugs will stay 3m away from molly and you cannot hurt teammates close to molly), mini mule, which holds 40 minerals and brings it to molly, no damage when landing on molly, gun, which fires very weak bullets at bugs with very slow guns, molly can revive you (ONCE) if you are down....
these upgrades will be interchangable between missions. what sets them apart from perk points is that some of those upgrades will help the entire team (like making light or increased speed.) and will stack between team members (if everyone picks speed, molly will be zoomin) or if everyone picks mini mules, molly can just sit somewhere until you gotta push the button, the gun will fire faster with each upgrade. and some molly upgrades will stack with perks.
Teammembers could collaborate to pick the best molly upgrades and great synergies with their perks.
Of course drg can tweak these upgrades as they wish, i´m just thinking of it.
ROCK AND STOOONE!!!
is it nessesary to keep the "dark morkite" beer? it is only useful for mining morkite. having that specific mission is a bit uncommon. having that beer is rare. having both at the same time is a once in a lifetime thing.
New beer
Space Trucker's Brew:
A mix of coffee, tea and cold powder that will make your heart beat faster and your hands shake.
+You hit your pickaxe and reload faster.
IP-A
Adding carrots and bear liver will give you such a boost of vitamin A that darkness will no longer be a problem.
+You see better in the dark, but now your skin is orange.
honestly, id just love a gold equivilant to these 2 moustaches or just golden plated moustaches in general to match with the beards
and...maybe a gold equivilant of these sideburns so we can have a full set of gold bling?
goggle-like cosmetics that would normally cover/remove the eyebrows should be moved to the eyebrow slot, allowing you to equip both eye protection and the headgear of your choice
Add this as a back blade. (The trident-looking part)
New Warning: Corespawn Presence
6-8 Core Rifts are present throughout the cave, they spawn a few crawlers during swarms/ambient waves. Find one, call down a field containment pod, to close the rift. This is a mandatory objective, similar to contagion spikes. Upon extraction, the pods fail and corespawn begin continuously spawning along with the glyphids. (Warning not available for Industrial Sabatoge or Deep Scan and for Salvage, the pods fail only during the last hold out minute after the fuel cells)
- The premise behind this warning is to spice up diversity in enemies in combat. Crawlers have a much different ai than glyphids and it makes for a good disruptive enemy in the pool. It also makes extraction more difficult.
add a pickaxe made of broken rival tech
Rework Iron Will so instead of the last stand being one-time use, you can continue to activate until your time runs out in full
Suggestion: 4 robots, 4 dwarves, 4 skins
This would be a new DLC or maybe just unlockables, for each one of the classes, there is a robot unlockable for each, by robot I'm talking about Bosco, Molly, Bet-C, and Doretta, each class will get one of those robots and get a skin designed close to the robots, Driller gets a Doretta inspires skin, Gunner gets a Bet-C inspired one, Scout gets one inspired Bosco, and Engineer gets a Molly inspired skin, and if we are making a DLC, we could get skins inspired by them too, maybe even some other robots like the Mini-Mules, Loyd, and Hack-C bot.
Leadstorm powered minigun balanced gimmic OC: Autonomous Barrel Stabilizer
By using external drive instead of gas rerouting, the gyrostabilizers no longer depend on firing bullets, however the added bulk of the system makes barrels notably more inert, increasing both spinup and spindown time
🌟 accuracy is increased upon holding down trigger instead of active shooting
+0.6 spindown time
+0.3 spinup time
idea for a Wave Cooker overclock I just had in the middle of a mission:
make it so it vibrates minerals loose so that you can mine them from a distance.
Expand Season Challenge display on mission terminal:
It would be really nice if you could see your whole team's challenges in the same way you can see your own. In addition to letting you hover over them to locate the missions like you can do for your own.
please release more DLC armor sets WITH CAPES!!!!
Suggestion: "Open Lockers"
All it is is an unlockable beer that for the duration of it being up, you have your loadout in the space rig, so you can use your weapons, utilities and everything equipped, why? Because why not, that's what beers are for.
let me click on the portrait of an other dwarf in my lobby in the menu, which opens their steam profile
i don't know anything about the mod menu change, but i'd like to see a searchbar in the new modding menu on the info screen, since the mod that added one to the old one doesn't work on it.
Make previous seasons story mission assignments available, if they werent completed before.
Bulldog overclock: Thruster Rounds
An overclock that adds small thrusters to your rounds. These give the weapon an inverse damage falloff and an increase to weak point damage as the rounds can burrow through soft spots causing internal damage.
Give us more beer
Unstable for Boltshark: Sodium-Potassium Bolts
Normal bolts that are fitted with a head made of a highly reactive sodium & potassium alloy, causing an explosion upon contact with soft flesh. However the soft heads have a hard time piercing through armor and the impact is overall lessened, not to mention that they're wrecked upon hitting terrain.
Weakpoint hits cause an explosion with a radius proportional to damage dealt
+10% Weakpoint damage
No radial damage and -100% armor damage
Bolts cannot be retrieved
-# Note: for gameplay purposes, these upsides work on bots. Sorry, gameplay comes before scientific explanation!
new biome, or cave part type: living walls. they are as scary and ugly as expected. with the surface looking similar to a bulk detonator they are the arteries of the hive deep in hoxxes. its alive and it sees you, flinging out glyphid grunts when threatened. collect hive sap for analysis and production of pheromone, to use in ammunition. seal it up with sticky foam to shut it up afterwards. a cave system has multiple openings, so take care on which one you choose for sap extraction.
fire makes it angry and slowly recede. can be temporarily frozen.
second mission type: hive spread. a new small hive is trying to establish itself. find the hive core and burn it. but be careful, the rockpox is still active and trying to reach the core as well.
(third mission type: khursite hive removal. a secret secondary mission. if you find stray khursite infested creatures this alludes to a hive core being infected. find the new hive and dispose of it.)
flare replacement: glowing leash. 1km of glowing line. you can pull up to 200m long line that stems from your waist. you can press f to cut off a part for permanent dim light. great for marking a way to backtrack.
upgrade: more stable version is shorter and fixes a climbing hook when you cut it off. useful for climbing steep walls without carrying an object. press e to climb.
Players who are hit by a crassus bulk explosion should not die. But the frozen design on dwarves should be made of gold. So when the crassus gets ready to explode you jump inside the explosion to strike a pose and get frozen in gold like a statue. You can W and D to get out like being frozen. You could even manuver the crassus around enemies so they get frozen in gold when it blows up.
Players can shake off their golden statue form and you drop 40 gold and bugs of various size can give different amounts.
Change the high length Deep Scan mission where you have to do 5 scans before drilling to instead only have 3 scans because that's all you need for triangulation but you now have to raid 2 geodes to complete the mission.
A Huuli hoarder mutated by the core to weaponise the minerals it's eaten, with abilities dependant on the regional/mission-specific minerals. It could give some context on how these minerals are used, or just as speculation.
new mission type: Core Corruption
A core stone left active by a previous team of dwarves has corrupted the caves and creatures surrounding it, and it must be destroyed before the region becomes too dangerous to mine in. The Core Stone has had time to set up many layers of defense, including the ability to open Corespawn Chasms, bringing forth waves of Crawlers and corrupted enemies, causing earthshaking Corequakes shifting massive amounts of rock which must be dodged and evaded, and the Stone itself has developed an extremely thick and dense core crust which must be mined through using specialized explosives. Once the crust is breached, a standard Core Stone fight takes place albeit the crust around the stone must be strategically shattered in between each phase. Once the Stone is deactivated, it sends out a sonic wave that will cause a rapid collapse of the Stone's corruption, and you must outrun the cave collapse and escape to the Drop Pod to finish the mission.
Boss Enemy idea:scuttler anchorclaw
This huge beast uses to feed off other creatures over time as it grow old it grew just as big as a dreadnought. Despite its crabby nature it wields a makeshift anchor+chain as a weapon it uses to attack.
Behavior [neutral unless provoked]
Weakness [the eyes]
Description [some say hoxxes could not get more weird...well they were wrong as the further we digged...we discordvered the existence of the scuttlers a crab like species that lives deep and feeds of flora,fuana and all sorts and recently found its way upwards due to deep dives opening a way. This heavy beast seems to be...intelligent as it wields its own weapon alongside that...the beast is friendly unless provoked so don't shoot it
[Also btw I can't speak anywhere but here so help me out if a mod sees this]
Bonus scuttler enemies
Sucttler scavenger:a basic scuttler...like all scuttlers this one is passive...it's green and soft and can be patted unless provoked which it will flee to look for other scuttlers for help
Scuttler claw-hook:a scuttler evolved to have a harpoonish like hook embedded into its left claws which it uses to pull you towards it if provoked
Scuttler leaper:this scuttler has slightly longer legs but a leap to reach you from a 20-30 metre range if you try to run away if it's been provoked
Scuttler Clutch-claw:a heavy scuttler that grabs onto dwarves but they can still shot allowing them to force it to let go
Scuttler shout-shell:a farely weak scuttler that retreats if attacked but calls in a group of scuttler vanguards+leapers
Scuttler vanguard:the warrior of the scuttlers. Equipped with spiky claws and a thirst for defense
[Don't forget to vote for your favourite scuttler. You don'thave to im just asking for you to vote which one you like the most]
anchorclaw
shout-shell
vanguard
leaper
claw-hook
clutch claw
scavenger
A way to forge several overclocks/cosmetics/mineral containers at once, like a Forge All button/option in the forge, or a way to select multiple and then forge selected. I have ~300 mineral containers, and forging them all will take ages.
Kept thinking this for a while now but...
How would you find a new dwarf. A cyborg. Legs like molly and able to climb walls (but not ceilings) his/her voice young, smooth, and not that deep for a dwarf.
Their gadget to get around: a robotic arm that grabs other dwarfs, since they have wall climbing legs. Their support gadget (tool on number 4) is to adjust/engage/recharge the legs. Their weapons range from harpoons to lasers to ones that heal you 1hp for every 10 damage. One of their grenades is a tunnling Torpedo, which sinks into the ground, tunnels forward, erupts from the ground and explodes. Another grenade might be a damage enhancer, which increases damage from guns, other grenades, explosions and so on. Another is a hookline bomb, which pulls enemies in (the bigger they are the slower they are pulled) and then erupts. Pairs well with slowing effects, gunners shield, engys mine, drillers satchels...
Cyborg is a new, young, naive dwarf. But they pack a punch.
Interactions between other dwarfs can be "hey engy, think you can fine tune my legs when we are back" "with these big drills you almost have more metal on you than me." "Ill met you up there, scout." "How can you even carry those giant guns?" And when another dwarf interacts with them they could say "make sure you can still replace me when i retire." Or "you are improving on every mission we go together."
Their salute is a bit unsure at time. "r- ROCK AND STONE, FRIENDS!"
Ability to name your builds and add a description for them. Like when you right click on the square with the letter (A, B, C, etc.) a menu pops up. There you could make a name and/or describe your build somehow so that you wouldn't need to spend time to look through the modifications to understand it's purpose
Scuttlers part 2 [the Useful edition]
Scuttler Transporter:a weird scuttler that transports a chunk of 8-21 nitra,gold or even morkite and will give it if you pet it 5-9 times as a thank you. Of you can kill it and aggro other scuttlers
Scuttler hunter:a maggot hunting scuttler that can move swiftly and mainly attacks maggots
Scuttler Lazy-eye:a sleeping scuttler that when awoken digs downwards launching chunks of gold or nitra up to 1-13
Vote for your favourite of these 3
scuttler Transporter
scuttler hunter
scuttler lazy-eye
[Also P.S TATER I know these ain't being added. I just like sharing things :3]
A Dark souls reference or solaire of astoras helmet
A way to check/see if you've found/unlocked the same specific cosmetic for all four dwarves, but have yet to forge all or some portion of such, and then forge all four (or whatever's left) at the same time.
Menu idea:
A button on the top right corner of the settings menu that returns you to the main menu, so you can change languages in game.
Can't believe I still have to suggest this after all this time...
But let dwarves tip Lloyd while holding a drink. They always tip with their left hand anyways!
Have the lloyds tipping animations level up over time. If you give him lots for his service he will be very happy!
An endless deep dive would be cool. Thinking you can choose to extract with all your collected loot at any time, or choose to keep going deeper for harder and better stages. If you die risking it for more loot you lose most/all of your collected resources.
I had a dream about this, so bear with me
SO what if salvage operations were more complex? Like what if instead of mini mule you had to salvage a drilldozer that had broken down half way through, and the resources up to that point would have been mined so they would not spawn, meaning you would have to find supply packs (not too dissimilar to what players leave behind when they leave mid match) in order to get extra minerals. The second catch is that the you would have to refuel and completely repair (or get a new) doretta, find the heart stone, and get back with the mini mules on top of that
new zone: Fungal Caves
The spongy "rock" that these caves are made up of absorbed scanner waves until a recent upgrade, preventing their discovery. These caves are composed almost entirely of fungus, causing the air to be filled with spores and most enemies to be infected with it. The region has been feeding off of the biomass of other areas, growing at a slow but steady rate. The spongy terrain is easy to mine and absorbs some fall damage, but standing in place for too long will cause you to begin sinking into it.
Building on the idea PhD had: an extended Deep Dive (9 maximum missions?) that instead of getting overclocks and cores, you get crafting resources (based on the biome?).
Caves for this type of DD should (presumably) have crafting resources spawn (or instead reward a fixed amount after completing a mission) as normally DD's don't have any kind of resource outside of gold, nitra, and whatever the primary mission requirements mandate. Difficulty remains persistent (ie you pick haz 3 it stays haz 3), and every successful mission increases the sequential mission multiplier on anything collected (which is based on hazard level) after all the other bonuses are factored in. Every third completed mission guarantees you keep the full amount collected at that point even if you disconnect or fail, although the sequential mission multiplier is only distributed on actually calling it quits between load screens or after completing all 9 missions.
Players can leave with full rewards (ie including the sequential mission multiplier) anytime in between missions. Voting occurs briefly after the load screen confirms player connection is still active, and continuing for another mission requires a clear majority (ie more than 50%) from any remaining players (people may have to leave). A failed vote returns all players to the Space Rig, so that any players that did want to continue, potentially with a class/loadout change, can do so without disbanding.
give patrol bots a name when hacked like steeve for tamed glyphids
guys, what about an ale that's somewhat stronger than the Blackout. A beer so strong it closes you whole game. The Ale The Fort
A mission type revolved around surviving. 6 minute grace period, no bugs, only nitra and minerals to mine and building a base in one giant room. 6 minutes after bombarded by
bugs for 3 minutes. 2 minute grace period. 1 and a half extreme swarm of highly dangerous bugs
could we sell perk points please? once you have all perk points, theres no reason to get them, except maybe flexing
Have mule rescue missions be based on actual failed missions from other players. Some caves are just mean, and would be a cool challenge to master.
An improved exit animation could be added for the transport capsule — everything else has rocket-like animations, which makes sense, but the transport capsule just floats.
The option to customize the secondary items of each class could be added.
Drinking an arkenstout while under the effects of burning love causes the temp shock effects on the dwarf shortly after freezing, followed by a painful groan and a unique voiceline. "N...nope, didn't cancel out. W-well, it did, but..."
FSR 4 has been a really great improvement over 2 and 3 and it would be really cool to have it in the game.
Allow tamed glyphids and hacked patrol bots to be controllable with the laser pointer like Bosco
i.e. they will move towards/to your marker point and target marked enemies and such
t1 pickaxe upgrade as an alternate to power attack involving throwing the pickaxe with considerable force quite similar to an Impact Axe. Your flying pickaxe will do less damage than Power Attack and will bounce off whatever it hit, as well as recharging quicker, however it must be retrieved before you can use your pickaxe whatsoever again.
Have leaf lover turn your hair slightly green for the next mission
It would be possible to customize the mule like Bosco
Add an escort mode for a large shipment, like a train. You would have to regularly repair the tracks and defend the cargo from waves of enemies until it reaches the extraction port.
could we please implement that actions that will lure in the swarm and random swarm attacks CANNOT HAPPEN AT THE SAME TIME?????
Im saying this because earlier this week me and friends did a deep dive. We were almost done as we activated a black box and just then a swarm was announced and at the time of that suggestion i soloed and started a hack as the swarm was announced. And in the same mission i just started up a kursite grinder as a swarm was announced and i lost the event due to dying twice.
Make it so that a swarm cannot come as you do an event or you cannot do an event as the swarm attacks you. Like a 10 second buffer. That way you COULD launch it at the same time if you want to
I know it has been mentioned atleast twice here but please enable the vulkan renderer in unreal4, that way Linux can have the ability to outperform windows with all your games, not just DRG or DRG:S.
Power Attack upgrades (pickaxe t2) could also apply to standard pickaxe swings. Serrated Edge increases damage, Shockwave increases the area your pick mines by a small amount, and Better Weight Balance makes you swing your pick a bit faster.
I am once again requesting the glyphid pool floaties as hats. Even a recolour without the lights will do.
Why does the OMEN modules have no custom ping lines for them? On one hand, some lines on how to defeat them could help in teaching greenbeards how to beat it. On the other hand, it's funny when you ping it and the Dwarf goes "BUGS!" on something that is definitely NOT a bug.
They showed off the new pickaxe melee attack for rogue core they should add it to base drg
replace spiky grenade or proximity trigger with double tap 2 in mag modification for grenade launcher
Core infusers should be like a slot machine and reusable
I want engineers L.U.R.E grenade to be more viable, like increasing the amount how many bugs it can lure per grenade. And also add twerk dance to it.
Pressing Reload in the equipment menu should cause your Dwarf to perform that weapon's reload trick animation
please for the LOVE OF GOD make bugs not able to spawn right ontop of the hacking drone during hacking events
New LOK overclock: multitask manager (can’t think of a better name rn)
significantly more ammo
significantly faster lock acquisition
can only put up to 5 locks on each individual enemy
shorter lock-on range
New LOK overclock: mind rider rounds
You can only lock onto one target.
Very short lock range.
Each bullet hit gives you one second of ride mind control.
You are now able to ride the creature for the time period and it also deflects some damage taken to the creature when riding. Press e to mount.
Left click is attack.
Mission type: unstable caves
In the middle of the mission you are to cause a seismic shift, to uncover a large amount of minerals to mine. Get to safety! after the shift has been triggered you need to choose a safe location on the map to survive! Otherwise you will end up as a backpack in a small crevice.
Follow one of the mini mules to be safe. They are for deposition of large amounts of a specific mineral.
Ideas that came to me with my friends, the sexiest and smartest miners I've ever met:
- Infused matrix core market
- Flare upgrades
- Molly upgrades
- Possibility to change Steve's name
- More uses for perk points
- Beers that give tryhard upgrades like “double tap” or “fast reload” and are expensive (lots of ingredients), especially as an advantage for missions Lvl 5 and above
- Station pet
- New miner: SNIPER
- Customize the ship (decorations, decoration store)
pinging wall particles of materials (enor, jadiz etc.) should play the voice line for pinging that respective material, similar to how bosco knows to mine it when its pinged
Move the mineral carrying capacity armor upgrade into its own tier, so it acts more like a boost, similar to Plastcrete MKII for the Platform Gun
Additionally perhaps buff it to +10 or maybe even 15
Upgrade for the Platform Gun titled "Undercured Mixture" that causes the Gun's platformblob thing to shoot a more gooey platform that will start slightly sagging under weight for about a second until it solidifies. This lets it be used to slow down enemies in its goo state and even trap weaker ones in essentially concrete at the cost of some of its original function
Make chunks of Red Sugar carryable as Large Objects so i can actually bring sugar to my team
Upgrade for the grappling hook gun titled “Experimental Line” that causes the end of the grappling hook to catch enemies (and/or teammates) and does not retract until a second click/button press at the cost of cooldown speed
have debris from removing cave walls also accumulate into your inventory, but you can empty it out to build something.
maybe engi gets plasticrete ammo? gunner gets armor? driller gets annoyed? scout gets a pebble in his boot?
Simple suggestion:
Make the materials needed to craft match the order of the materials in the inventory
Overclock that lets us throw crispr fuel canisters and shoot them to explode into a large fuel puddle like the gas canisters in l4d2
Steeve should move faster
Because it's annoying when he trying to catch webspitter whole swarm
Give voice lines to the smark lock rifle
Make the spawn rooms bigger and represent the player unlocks. A nice wall behind glass full of weapons and cosmetics. Would be fun to see other players rooms. And little trophies for the perk point mission unlocks. And trophies for having completed the story missions of each season.
Make it so after ordering a drink of the day before people join your lobby, Lloyd pours one out for every new person up to 4 times
Maybe add one other thing to the "Core" part of the bestiary, the only thing there is Spawn and makes that part of the bestiary strange to have a type of something with only one thing in it, or maybe just add the Core Stone into the bestiary
Three down, one to go, this time Gunner overclock ideas
Minigun -- Sensory Chaos: a special attachment causes gunfire adds a chance to panic enemies, slowing or scaring them away. Less ammo and fire rate. "Special attachments mounted in key spots of your gun will generate hurtful, high pitched vibrations in the air any time it fires, causing confusion amongst the bugs. The installation process required switching some other components so you'll carry less ammo and fire a bit slower."
Autocannon -- Incendiary Rounds: quickly lights up enemies, deals extra damage to enemies on fire, smaller mag size, less ammo, and longer reload. "What's better than bullets? Fire bullets! Your gun can now fire slugs that quickly set the bugs ablaze, and hits them harder should they already be. The new ammo type is a hassle to handle though."
Rocket Launcher -- Little Men: fatter payload that leaves a fallout zone within splash radius for a brief period. Much more damage and explosion range, but less ammo, fire rate, rocket travel and turn speed. "Bigger is better, and this is proof of it. Your supersized rockets are jam-packed with military grade explosives, delivering nuclear ordinance anywhere they hit. The requirements for the new payload came at the cost of slower fire rate and less rockets, which are harder to control, too."
Revolver -- The Whizzbanger: one big bullet, huge damage, infinite penetration, instantly breaks armor, but less ammo, huge spread unless staying still, and a very slow reload. "We're not even sure how this managed to pass through R&D, but here we are. This single, massive shell fires a bullet that will pass through anything while completely destroying it. As expected, you can't carry many of them, they're finicky to load in, and require a steady arm to aim properly."
Burst Gun -- Concave Bottoms: second and third bullets ricochet off the first as long as they hit the same targets, less damage when doing so, smaller magazine size. “A fancy shaped bottom makes the second and third bullets from your burst fire hit other nearby bugs, multiplying your overall damage. You’ll carry less of them per mag however.”
Coil Gun -- Coil-lisioner: creates an explosion when the trail hits terrain, thinner trail and less damage. “Tinkering with the hit detection system now makes the trail explode violently should it hit hard terrain. On the downside, it's a bit thinner so it hurts the bugs less too.”
New Mission Type
Hazard 4 and up only.
"Hive Destruction"
Goal is to get to the core of the hive. Kill the dreadnought queen and plant a nuke and then extract (shorter extraction timer).
The area where you fight the queen would be essentially an undiggable area. Essentially tunnels of eggs behind "webbing" that you can't dig through. Why you need a bomb.
Every 2 or 3 swarms will have a dreadnought spawn with them (since in nest).
Most of the map of course will be the biome but with a lot of fleshy bits like the egg missions.
An idea I thought would be fun
Add Carameldansen to the dances
PGL overclock: Rocket Launcher
What's better than a grenade? A rocket-propelled grenade!
- Projectile flies in a straighter line
- Projectile speeds up over flight path
- Projectile does impact damage scaling with speed
- Less grenades can be carried
- Longer reload time
- AoE is focused into a semicircle or maybe even a cone, reducing swarm killing effectiveness
New weapon: Corestone Exciter
Similar to the Shard Diffractor's chunk of Heartstone, this heavy weapon for Driller makes use of a piece of a Core Stone. The weapon uses a high-powered laser beam to excite the Core Stone, causing it to shoot a continuous beam that opens a thin rift surrounded by spikes, a smaller version of the large ones a full Stone creates when opened. These spiky rocks violently emerging from the ground cause a lot of damage to things walking over them, as well as causing extra damage on direct hits as the rocks stab through targets. Plus, while doing all this, the core stone will emit its signature screech while being excited, which can scare nearby enemies.
remove the 0x weakpoint penalty from gas recycling pls, the spread increase should already hinder your ability to consistently hit weakpoints enough, and the slow while firing is a huge downside for scout as well. it really doesn't need a third downside, much less something so major.
What if… laser tag in the space rig?
solid black and red weapon paint to go with black crag and arc welder’s delight 😔
Ability to create names for each class preset(Equipment Terminal - A,B,C,D,E,F)
A DLC Cosmetic pack that is based on the robots that support you, each dwarf is either given a certain robot or they all have the same one
Example:
Driller gets Doretta
Scout gets Bosco
Gunner gets Loid (Possibly Bet-C or Molly)
Engineer gets Hack-C or cosmetics that look like his Sentry
The ability to automatically assign a loadout preset to a mission type or biome
Stupid Cryo Cannon overclock idea: Leaf Lover Mixture
“R&D finally figured out a use for all that left over Leaver Lover’s Special! By mixing it with the Cryo Cannon’s liquid fuel, frozen enemies will take even more damage and stay frozen for longer, at the cost of most of your direct damage. Unfortunately the new fuel also needs more time to cool, so spin up time and repressure delay are increased.”
The damage vulnerability of enemies frozen by the Cryo Cannon is higher than it normally is.
Said enemies stay frozen for slightly longer.
Turbine spin up and repressure delay take longer.
Significantly reduced direct damage.
Eventually add rogue core missions as extreme challenges to DRG, even though the gameplay is faster and r&d specifically designed rogue core loadouts for the depths of hoxxes.
mission control boss fight
Glyphid queen boss fight:
Much like the caretaker, but in a big gigantic cave, so the queen is not stationary, she will have several phases, and an armor on top, between the phazes depending on the hazard level she summons swarmers, grunts glyphids, praetorians opressors, and for the last dreadnoughts, after defeat she will drop a brain or anything of sorts to complete the mission
add the feature of being able to extinguish the fire tiki torch's in the space rig, with the water balloons to piss of mission control in the next year beach party event... as this would need recording of mc dialogues... i was thinking now, what if the balloons also extinguish the barrel hop fire resulting in the hoop releasing gas on the lobby area
make the flashlight more powerful, and illuminate your close surroundings no matter where it's pointed. i know its easily moddable but many servers are not modded and i dont like the inconvenience
while travelling on ziplines aim becomes wobbly and firing on ziplines violently throw your aim off. zipline cheese is lame
DRG DLC Cosmetic Pack idea: Rogue Core
Give the dwarves gear that look are replicas (or nearly similar with a slight change) to the Reclaimers gear
New Mission type
Like elimination but you are dropped into a glyphid hive and your only goal is to eliminate glyphids in a wave based mission, You are given a small amount of downtime to find nitra and other trinkets and doohickeys
Mission length determines how many glyphids need to be eliminated
give the flashlight a focus option. many flashlights have a movable front part to either light a wider area, or focus on a far away spot better. hold f to shift focus.
Also make other players flashlights visible. That would be neat
add beer in a coconut for summer event
make engi grab the foregrip of his smg with his left hand
Cross save would be awesome, trying to jump from PS5 to PC
Increase the cap on gyro aiming sensitivity for playstation users
Give extra benefits to perks that don't do anything in solo, so that they're worth considering when playing solo.
make Scout say "ooh yeah im morking it" when mining morkite
How about an extermination mission in a colony? Your objective would be to carry a large bomb into the heart of the nest. There would be a time limit, and if the bomb took too much damage, it would explode and the mission would fail.
New owerclock for broomstick: gas cartridge
The first shot creates a cloud of neurotoxin for a short time (3 sec.)
Very low rate of fire and reload speed
Less ammo
New mission: a creature-taming mission. You need to tame a creature and safely bring it to the extraction capsule.
Disintegration damage type should be added to miner's manual. I think it's important for new players to know that there's damage type with no dedicated resistance and that can prevent on death effects of praets.
hey can we put the barrel dispenser a little closer to the tritilyte crystal or at least give us more that 2 minutes to complete it?
A new biome specifically on the split off part of hoxxes. Be careful where you dig to not vent the atmosphere into space. It can turn into a low oxygen mission if you do. Also this mission has a finite amount of bugs to spawn. Either lure them in for a big battle or wait until they decide to attack.
Where the mules are normally at in the space rig (next to the deep dive) will be replaced with the mules that are already there and a single interactable mule. This is basically like a side job where you give molly a full repair for your company. The side job is split up into different sections; allowing the whole team or just yourself to help give your mule the love and attention it needs.
Cleaning: close to molly is a jet boot crate with sponges instead of jet boots which allows the player to equip a sponge. The player then searches around the mule and presses E to clean dirty marks like green glyphid goo or dirt.
Repairing: close by is extra legs that the player(s) can grab and place on Molly. Before they can be installed, the player(s) must find the broken legs (indicated by sparks and smoke) and use their hammer to knock it off. Afterwards the new legs can be placed on and installed (the animation to install the pipes is used)
Debugging (ver 1): The head or colored cap is removed and exposes some circuits. A main large yellow glowing circuit can be clicked with E. Doing so will cause the player to play the rival patrol bot hack minigame.
Debugging (ver 2): The head or colored cap is removed and exposes some circuits. Red glowing wires around the brain can be clicked with E. Doing so will cause the player to play the wire sniping minigame originally for the rival communication router.
Cap installing: Once all debugging is done the cap can be placed on and installed. Otherwise this will not happen.
For doing everything all players that helped repair molly are rewarded 50 credits. The goal isn't to get money but just to waste time while the team is doing whatever in the lobby. It's also to help people get practice for the minigames. Once done you can do other things with Molly like pet Molly or get a bucket of bolts and screws and "feed" Molly.
A new bug
"Glyphid Matriarch"
- Noise queue when spawn, if not killed in next few seconds, creat a nest by digging in a nearby wall, the nest doesn't do anything until you open it or matured completly, here lots of glyphid will go out like those creepy spider egg bags. The longer you let the Matriarch make her nest the more mature the Grunt will be from swarmer to a mix of slashers and guards.
- fearfull and doesn't ingage, will be protected by other grunts, by making the dwarf shooting the Matriarch priority target.
- Lay a trail of goo on her path that attract grunts. (Can be used to get to the nest rapidly.
- Only one Matriarch can appear in a wave, similar spawn rate than the Bulk Detonator
- Once a nest as matured and open the Matriarch do an other one but this one won't open by itself. After a moment it could turn into a Dreadnought cocoon. But the Matriarch will die in the process.
Put the soundtrack on Tidal please, a lot of people are leaving Sporify
Back and fourth banter between the dwarves and/or Mission Control. It just sounds like a fun idea that while completing a mission, you just hear scout and driller arguing over some nonsensical thing, and Mission Control just cuts in yelling at everyone to focus and not deal with who can kill the most loot bugs in one sitting
next summer hat should be a seagull eating the player's head
A new warning/caution: Power Outage
Every light source is 50% dimmer, you only get two flares, and your headlight would either be off either needed to be turned back on when it turns off automatically, just to make use of the "Toggle Headlight" button. This is just something to add a little more difficulty like every other caution and as a warning, it is always, never mandatory.
Give Shard Diffractor +150 more base ammo
Finally, the last one for my overclock suggestions, the Scout, kinda weak round tbh
In the meantime I did come up with some ideas for weapons themselves, I'll share once I get them properly down
Assault Rifle -- AP Rounds: bullets penetrate through targets, slightly better armor break and weakpoint damage, slower firing speed and less ammo, stronger recoil. "A state-of-the-art tip allows these bad boys to tear through multiple targets while dealing more damage to armor and weakpoints, sweet! Your gun will have trouble handling their weight, and you can't carry as many."
Classic -- .50 Caliber: higher base damage, smaller clip, less ammo, slower reload. "Ask you and shall receive: your gun has been modified to fire the largest possible round it can handle. Do expect to have some ammo issues to compensate."
Plasma Carbine -- Layered Nucleus: bigger blobs that AoE with more damage, but fire slower and slower projectiles. "By swapping the main component of the gun with an experimental one, it now fires larger blasts that are capable of doing splash damage! Unfortunately they move slower and take more time to fabricate."
Boomstick -- Bouncy Coating: bullets ricochet hitting other targets, more bullets per shot but less damage. "Made with a special alloy, these bullets will bounce between enemies and back! They're a bit smaller, so we stuffed as many as we could per shell to compensate for their weaker lethality."
Dualies -- Dazer Rounds: very small chance to stun when hit, smaller magazine, less damage. "These custom shaped bullets are able to temporarily stop Glyphids on their tracks! Their odd shape also means they hurt less and you can't carry as many per mag."
Crossbow -- Ballista Mod: higher damage, infinite penetration, broader hitbox, weakpoint bonus, less ammo, slower reload, slower speed. "These bigger and meaner bolts will absolutely shred through anything -- we've tested. But as expected, you won't carry many of them, and their extra weight makes them drop faster."
ADD EVENT SPECIFIC BEERS

i had an idea for a set of 4 overclocks that apply to both a weapon, AND your utility item. (flare gun, sentries, sheild and c4) with special abbilities for all.
1: widowmaker (engi shotgun, unstable) - the widowmaker overclock essentially combines the sentry, stats: - 50% more sentry ammo. - 50% more damage to the sentry's target. - 25% less sentry damage and fire rate. - each shotgun pellet costs 1 sentry ammo to shoot (12 pellets, 12 ammo) -no reloading necessary - 10% fire speed boost to the shotgun.
2: flare bolts (crossbow, unstable) - combines crossbow and flare gun, stats: - 100% more primary ammo for the crossbow - crossbow bolts act like flares and inherit flare upgrades. - each crossbow bolt inflicts 25% heat to target (4 bolts to ignite any enemy) - large damage boost (50% more damage) - flare gun is unusable. - bolts cant be retrieved.
3: sludge-4 (sludge pump, unstable) - sludge-4 allows c4 charges to be shot by the sludge pump, stats: - 100% more c4 charges. - 25% less c4 damage. - 50% less c4 range. - 50% less corrosive DoT - holding reload for 2 seconds shoots a sludge covered c4 charge at enemies, the sludge charge deals 75% less damage to team, the sludge charge sticks to enemies and explodes after 1 second, shooting out tripple the sludge fragment count, each puddle shot by explosive lasts twice as long.
4: sheild blaster (coil gun, balanced) -allows sheild to be shot by coil gun to cause an explosion outward from the sheild. stats: - 50% more sheild charges. - 25% less ammo for coil gun. - 25% less damage for coil gun. when shooting the sheild, the explosion that goes outwards inherits the trail properties and damage of the coil gun. example: electric trail electrifies all enemies hit by blast, overcharger upgrade for coil-gun also increases the damage of the explosion.
Unseasoned experience should still grant that 500 credit reward. It feels so unnatural without it honestly.
Possibility to call a weapon change capsule for 100 gold
Let Bosco not explode, but fly into Molly/station
Add animation to the driller C4, let him pull a piece out from under the wrapper and say what it tastes like?
Don't think it is suggested but I will toss another one here:
A way to include Industrial sabotage and Deep scan into the pool of "mission type" daily tasks in Season Pass.
New armskore coil gun overclock: anti-gravity coils
reduces the gravity of items and dwarves within the trail aoe
less direct damage
Maybe got a way to make a water biome work, one reason of soemthing bother is the Stubby and similar things but, who's not to say they have the technology to make those kinds of things not electrify when near water, the whole map would all be water but definitely have some dips in and out of water, you would gain an oxygen part and maybe in large parts of waters there are places to get that oxygen back or maybe have a water disruptor like Gunner's shield that makes an air pocket, missions like Escort Duty or the drilling deeper mission would have those bubbles already on Doretta and the Drillevator. There would probably be water effected enemies who would be weak to ice or electric but resistant to fire. This could come with a new mission type to where you must go under the water and maybe extract something like what oil rigs do but very miniaturized, now in the other biomes it would add bits of water that work the same as the water biome map but not as much water, maybe the season could be about how the company as found moisture pockets in the depths of Hoxxes containing all this water and a special resource in those pockets, now in the actual water you could swim, have an oxygen meter and find minerals, maybe some float being lighter, maybe they sink, but your movements are slowed by maybe 25% as the water slows you down, bullets are slowed and do half the damage so then it keeps it in balance with other biomes and not making it a lot better than most, but then reason for the shield bubbles.
I want a mission where I collect morkite, hollomite and dystrum. Collect all the rocks and stones!
put an option to toggle the vials on the decontaminator armor set
And make it so the vials change color depending on the armor paint job
Simple suggestion
Add a Bosco statue to the memorial Hall
“Bolt Action”
M1000 overclock
(basically pump action for the m1k)
60% damage increase
No charged shots (regular shots sound like charged shots for coolness factor though)
Less ammo and slower fire rate
Stun only happens on weakpoint hits if applicable
When driller throws a springloaded ripper, a chance for him to say "Look at it go! ...What?" to reference the similar machine event voiceline.
let us tame acid spitters and the web spitters too
The six shooter overclock doesn't change the cylinder to have six bullets instead of four, literally unplayable.
PLEASE PLEASE PLEASE Add A Special Armor Or Gun skin For People Who Hit The Third Star Red Promotion.
Lootbugs reproducing through spores that settle on not-fully-mined mineral deposits, or some confirmation as to how lootbugs reproduce.
The idea of lootbugs reproducing through known insect methods feels... wrong, somehow. I advise you not to research it if you can't handle body horror.
the bulldog's homebrew overclock should be a clean overclock and the stats should be reworded into a single stat that's a straight positive. (Because every other homebrew is some reason clean and is worded like that)
change the Cryo Cannon's reload key animation from driller just kinda...lifting the cannon to him revving up the turbine
like itll make a lil vroom vroom noise
make bosco ONLY attempt to clean up goo'd lithophage if you ping it, as it is right now he does it automatically
A perk that increases the pickaxe dig terrain size up to twice the size of a dwarf
Please let people sorta guide their steeve. I’m tired of accidentally pickaxing him while I’m mining minerals it makes me sad it’s like when I step on a puppy’s tail it makes me feel really bad. ):
change the sprint speed passive perk to something like "superior lungs": on top of running speed increases your o2 level during low oxygen missions.
when pinging dwarves always make them call out the class name in the sentence for the first ping
I want to be able to tip lloyd bigger amounts if I want
Mimics. you see a clump of gold on the wall. you get close.... it´s a bug, as it grows legs. or mineral clumps or jet boots or whatever else. maybe as a danger warning?
can septic spreaders' firerate be nerfed like a LITTLE bit? they do so much damage and cover quite a big area with every single shot
even just two septic spreaders can be a major problem especially mid swarm when you don't have time to dedicate to go find the septics hiding behind some hill and kill them
flare upgrades ("Damn flares could need an upgrade!"),
maybe stuff like flare recharge, light strength and duration... maybe even something like sticky flares
⚠️ [CLASSIFIED THREAT DOSSIER – DRG INTERNAL USE ONLY] ⚠️
Subject Codename: MIRRORBEAST
Threat Class: Extreme
Type: Xenoform (Suspected Anomalous Origin)
⸻
SUMMARY:
Initial reports from several Deep Dives and anomaly-rich sectors have confirmed the existence of a previously undocumented xenoform, referred to by survivors and field operatives as the Mirrorbeast. This highly adaptive predator exhibits sophisticated mimicry, phase instability, and a complex camouflage system derived from battlefield detritus and native Hoxxes biology.
⸻
PHYSICAL DESCRIPTION:
The Mirrorbeast is a shifting, semi-fluid entity roughly comparable in mass to a Glyphid Slasher. However, its outer form is in constant flux, clad in a grotesque shell of dead bug carapaces, shattered dwarven gear, and fractured tech fragments. The creature’s most recognizable feature is its mirror-like facial plate, which reflects a distorted, terrified version of the observer’s own expression before it attacks.
When stationary, it can closely resemble nearly any medium-sized native xenoform, often choosing commonly encountered types like Slashers, Spitters, or Grunts. This disguise is often enough to fool even experienced miners in high-stress environments.
—————
BEHAVIORAL PROFILE:
• Mimicry Protocol: The creature’s base form is amorphous but can imitate enemy silhouettes, movement, and even ambient sound cues. Upon close inspection or with thermal scopes, the disguise may flicker or “drip.”
• Adaptive Resistance: The Mirrorbeast has been observed shifting its defensive profile based on nearby enemies or biome conditions. For example:
• In Radioactive Exclusion Zone, it shows increased resistance to explosive and radiation damage.
• When near Robotic enemies, it becomes resistant to electric and plasma-based weaponry.
• If a Praetorian corpse is nearby, the creature may gain a temporary acid coating.
• Agility: The creature is extremely fast and capable of unpredictable movement—lunging, phasing, or sliding along cave walls and ceilings. It uses this to disorient targets before delivering lethal strikes.
• Ambush Predator: Most encounters occur immediately after team engagements with other enemies. The Mirrorbeast often follows just behind a wave, waiting to attack isolated or injured miners.
• Psychological Warfare: Survivors describe a deep, instinctive dread before being attacked. Some believe this effect is caused by subtle audio manipulation—whispers, mimicry of teammate voices, or weapon sounds that never played.
⸻
KNOWN WEAKNESSES:
• Analog Weapons: The Mirrorbeast seems less effective at reacting to non-digital or purely mechanical weapons. Shotguns, slug rounds, and revolvers maintain moderate efficacy even when its resistance shifts.
• Thermal Disruption: Extreme heat can destabilize its mimicry shell, exposing its core for a few seconds. This has been most successful when using Driller’s flamethrower or incendiary grenades.
RECOMMENDED RESPONSE TACTICS:
1. Verify all corpses post-engagement. The Mirrorbeast sometimes replaces fallen enemies or teammates.
2. Do not trust sound cues in isolated areas. It may mimic calls for help or reload noises.
3. Carry analog backup weapons for resistance fluctuation.
4. Flares disrupt its cloaking momentarily—flood the cave with light if you suspect a presence.
⸻
POTENTIAL ORIGIN:
Unconfirmed data points toward a shared origin with the Corespawn Crawler, given overlapping behavior and portal-based emergence. It is theorized that the Mirrorbeast may be a more mature or specialized evolution of this anomaly.
⸻
DRG PROTOCOL:
All team members are advised to submit recorded footage of suspected Mirrorbeast encounters to R&D immediately. No containment attempts are authorized. If spotted, terminate with extreme prejudice or evacuate.
⸻
“It watched me from a pile of corpses—with my own face.”
— Scout [REDACTED], final log entry
Add more beer.
Adding Hack-C's scores on jetty boot. (make them very high)
add a way to get inside the trash ejector in the space rig
I’d love to see a 5th class at some point (possibly something melee related?) what do yall think?
PGL overclock: Pin Puller
Replaces the standard grenade load with a timed grenade. Hold LMB to cook the grenade before firing.
Upsides:
More damage because the more compact fuse mechanism makes room for extra explosive filling
Higher launch velocity as the timed fuses aren't susceptible to triggering because of sudden acceleration
Downsides:
Must start the fuse before inserting the grenade, increasing the delay before the grenade can even be launched
Must time the grenade to explode at an optimal point
You can communicate easily by pinging items and each other, but it's quite difficult to ask a dwarf for assistance especially during a swarm. Chatting takes too long and majority of the miners prefer to play without mics.
Instead, can it be a little more simplistic by holding control and clicking at a dwarf and dragging it to an object/enemy?
E.g. When entering a dark cave, I can ask a scout for lights by simply ctrl+clicking on him and dragging it to anywhere in the dark cave. ("Scout! I can't see" or "Scout, light up my world")
Clicking on Engi and dragging it to a wall ("Engi, can I have a plat here?" Or "Help! I need a plat here"
Clicking on Gunner and dragging it to a monster ("Can you use that big gun of yours?")
The interaction can be use with basically everything ("gunner, look at the gold". , "Engi, you sentry Gun ain't working"
• Add Stubby armor break mod to base (goes basically unused)
• Buff Electric Arc to 50% chance.
Advanced dwarf pinging techniques:
Instead of clicking the ping and highlighting the dwarf normally, you press and hold to create a temporary link between the laser pointer and the dwarf you linked to (for example, scout). You can then ping another thing with this link in queue (like a patch of normal wall) to expend this link and send out a directed order to the dwarf you linked to (Combining the previous two examples results in "Light up the cave!").
Here are some examples:
(Driller) and (A mineral deposit or thing hidden in the rock) gives "Drill up to this!": Because sometimes the driller might have enough fuel left to reach it.
(Engineer) and (A patch of ceiling/wall or minerals) gives "Platforms here please!": Would help scouts get minerals safer and plug up inconvenient holes faster.
(Gunner) and (A patch of cave terrain) gives "Zipline here!": Gunner might be too focused with killing bugs to help with crossing a pit.
adjust reload animations to be uncancellable but make it so that its not at an unpleasant duration
A bit niche, but the ability to waypoint someone else’s ping through a wall, and maybe add some voice lines for setting a waypoint? Maybe the ability to see the waypoints of other dwarves while holding up the terrain scanner or laser pointer, and just what exactly they’re stuck to?
Find someway to make Iron Will part of the default kit. Let's be honest, it's THE meta perk. 98% of the time, it takes up one of the two active perks. I'm not sure if it becomes it's own perk slot or if the devs just add a third perk slot for promoting to Silver or Gold.
Pings could show the laser position at the time the ping was created, which could be helpful for when a resource or whatever you want to ping is not directly visible to the other dwarves. The laser provides a marker for where your teammates can stand to be able to see the thing of interest.
Have Bosco be able to carry the explosives at tritilyte event
Have Bosco be able to follow you after the drilldozer breaks into the core stone.
Petitioning for a bit beefier upgrade tree for support tools. Stuff like bigger platforms for Engineer, an automated carrying thingy for Gunner's zip line, so you can hook ore and such to it and they get plopped on the other end. Maybe a sort of short dash for Driller that consumes a chunk of fuel to crush terrain at a rapid pace, and maybe radial buffs on the flares for Scout?
give triggers to all of the heavy weapon models instead of just having most of them be triggerless (i've noticed that the decontaminator weapon skins have triggers, but that's really it as far as i can tell)
I think it would be cool if there was some sort of ninja costume for scout
Also my suggestion would be to add new types of missions (or modes) idk what type, but the mission could have something cool like a Flying bug boss fight
Add Types of flares for example 5 but weak flares or ones that emit strong light
Make stingtails on higher ground or ceilings not attempt to grab the player, to lower the risk of getting launched in the air and take fall damage.
i think it would be cool if the revolver for Gunner only had 3 rounds visible in the chamber instead of 4 when using the Elephant Rounds overclock
already sent it in #fan-art message
but send here again...
this trash also can be hacked (St33v3 moment).
Have the perks "dash" and "hover boots" both be a fifth tier armor mod and bring the cool down for "hover boots" down to 25 seconds like "dash".
add dash to armor tier 3, merge tier 4 a and b, add iron will as a tier 4 option (while removing those 2 as perks)
It would be nice to have face, beard and head gear instead of just head and beard so you can have more and sillier options for appearance
already sent picture to #fan-art message, but send it again.
i hope something similar will happen with Gunner if devs introduce 4th weapon.
drew even some OC's.
first (AoE) - analogue of Fat Boy
second (Direct Damage) - analogue of Hyperpropellant.
It would be cool if there was a medical class which could help heal the team when they’re low
Dwarven Uno in the bar
I do not know what class it would be in or role it would fill, but I would love a nice stocky and punchy lever action
Automated Beam Controller:
-
Remove continuous fire until end of charge capacity
-
0.6 Charge Capacity instead of 0.8
addition.
more Warhammer OCs.
now HAC have 4 unstable OCs, 2 balanced and 1 clean OC.
I just thought of another class that you could possibly add specialist the starter weapon could be some type of like zap gun that can hit multiple targets at once, but doesn’t do rapid damage kind of like Watson‘s gun from overwatch instead of having an entire own medical class one of the abilities for this class would be a pistol that would shoot something that would heal the team example red sugar needles
- one overclock.
all OCs now have names.
also drew upgrade tree.
Could we add some new missions like: MOAB (mother of all bugs: dreadnought mother)
She's the one laying eggs and getting upset when you collect them (hence the little camera shake in egg collection missions). Furthermore, known dreadnoughts are her guardians and because of the high hazard lever it should be added as another Deep Dive Mission. Should we add a Dreadnought Mactera? Could we befriend an acidspitter or webspitter as a Steve? Let see if our beloved devs can take a look at this
New voice line(s) for the Salvage Operation missions: when a resupply pod is found and repaired, and it does offer one or two racks, the dwarves getting the ammo say the usual lines. Perhaps they should also have a few additional phrases to honor the fallen, along the lines of:
- "We'll put our colleagues' ammo to good use."
- "We shall avenge our brothers with these."
- "Our weapons and your ammo shall together wreak havoc here."
(etc.)
Pirate hat. Enough said.
Frozen dwarves should totally do resupply damage if you fall from a height. They're dense, they're frozen, and I want to freeze myself with snowball so I can peoples elbow some bugs.
A mini MULE hat. Because why not?