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TC trade ideas

Posted: Sun Feb 28, 2016 1:50 pm
by Helios
Post here TC trade ideas that aren't trading for Abductor/revenant/morph/swarmer
Revolver seeds as a botanist is a rare but interesting trade.
Wizarditis is a fun trade but not lethal since it doesn't actually teleport you.
Getting the ability to make cult floors, the artificer ability is something that seems fun.
Speaking of which, trying to trade for a cult construct could work, since your artificers soul stones would be unusable.
I know one person always used to trade for a cigarette that would cast smoke with a similar cool down, that would be fun. Bonus points if it gave out healing smoke meaning using it for murder bones was impossible.
An interesting challenge that you can do is trade for a prison uniform and ID, and an announcement saying they are transferring a dangerous prisoner and that they can't execute you. Bonus points if you implant yourself with an uplink or storage implant so you actually have the possibility of breaking out of perma or gulag.

Re: TC trade ideas

Posted: Sun Feb 28, 2016 2:28 pm
by newfren
trading for revolver seeds is an interesting way to waste all of your round waiting for the seeds to actually grow (they take like 8 minutes to grow haha).

Or I could... buy a revolver.

Re: TC trade ideas

Posted: Sun Feb 28, 2016 2:36 pm
by Helios
newfren wrote:trading for revolver seeds is an interesting way to waste all of your round waiting for the seeds to actually grow (they take like 8 minutes to grow haha).

Or I could... buy a revolver.
Can't you use their seeds to grow more revolvers?

Re: TC trade ideas

Posted: Sun Feb 28, 2016 3:33 pm
by Venticular
This might not work anymore, but trading to be infected with Jungle Fever can be fun for some monkey memes.

Re: TC trade ideas

Posted: Sun Feb 28, 2016 4:18 pm
by Shaps-cloud
I'm fond of giving out toy LMG's with 50 round bursts that make meme sounds, usually for like 1TC because fuck spending 4TC's on a toy gun

Re: TC trade ideas

Posted: Sun Feb 28, 2016 5:29 pm
by Davidchan
Someone needs to code an item that when used makes all of Command and Security turn into lizards with generic names.

Re: TC trade ideas

Posted: Sun Feb 28, 2016 7:29 pm
by imblyings
Incorporeal move set to 2
2 nodrop telebatons
And a promise to not actually kill anyone

Re: TC trade ideas

Posted: Sun Feb 28, 2016 7:39 pm
by Buggy
Helios wrote:Speaking of which, trying to trade for a cult construct could work, since your artificers soul stones would be unusable.

Well... no.

Re: TC trade ideas

Posted: Sun Feb 28, 2016 11:58 pm
by Helios
Buggy wrote:
Helios wrote:Speaking of which, trying to trade for a cult construct could work, since your artificers soul stones would be unusable.

Well... no.
Wizard soulstones are unusable by the crew I thought because of those flags

Re: TC trade ideas

Posted: Mon Feb 29, 2016 1:51 am
by newfren
Helios wrote:
newfren wrote:trading for revolver seeds is an interesting way to waste all of your round waiting for the seeds to actually grow (they take like 8 minutes to grow haha).

Or I could... buy a revolver.
Can't you use their seeds to grow more revolvers?
Why do I need more than 1 revolver? If I'm revolver memeing anyway I probably have an autolathe set up in maint somewhere to shit out ammo for me which is a lot quicker than waiting for gatfruit to grow.

Re: TC trade ideas

Posted: Mon Feb 29, 2016 1:52 am
by Zilenan91
Revolver seeds exist?

Re: TC trade ideas

Posted: Mon Feb 29, 2016 1:55 am
by Reece
The power to vomit BBBEEEESSSS!

Re: TC trade ideas

Posted: Mon Feb 29, 2016 1:55 am
by PKPenguin321
Zilenan91 wrote:Revolver seeds exist?
Yeah dude, gatfruit. Lurk moar

Also I've always kinda wanted to TC trade for a pAI who had wizard spells like fireball but I don't know if that would actually work

Re: TC trade ideas

Posted: Mon Feb 29, 2016 2:05 am
by Drynwyn
PKPenguin321 wrote:
Zilenan91 wrote:Revolver seeds exist?
Yeah dude, gatfruit. Lurk moar

Also I've always kinda wanted to TC trade for a pAI who had wizard spells like fireball but I don't know if that would actually work
As I understand it, pAI's are an invisible mob that follows the pAI card. Fireball might not work since it couldn't control it's facing, but I think most others would.

Re: TC trade ideas

Posted: Mon Feb 29, 2016 2:09 am
by Screemonster
Drynwyn wrote:
PKPenguin321 wrote:
Zilenan91 wrote:Revolver seeds exist?
Yeah dude, gatfruit. Lurk moar

Also I've always kinda wanted to TC trade for a pAI who had wizard spells like fireball but I don't know if that would actually work
As I understand it, pAI's are an invisible mob that follows the pAI card. Fireball might not work since it couldn't control it's facing, but I think most others would.
ahahaha just imagine a pai with mindswap

Re: TC trade ideas

Posted: Mon Feb 29, 2016 3:16 am
by Saegrimr
Yeah I used to run a gimmick where i'd give myself the flicker_lights spell as a PAI named LIGHTSWITCH and just mash that constantly until I got wiped.

Can't cast spells as a pAI anymore which sucks.

Re: TC trade ideas

Posted: Mon Feb 29, 2016 11:52 pm
by Buggy
Helios wrote:
Buggy wrote:
Helios wrote:Speaking of which, trying to trade for a cult construct could work, since your artificers soul stones would be unusable.

Well... no.
Wizard soulstones are unusable by the crew I thought because of those flags
If you can use the inital soulstone, you can use all the soulstones that the artificer made by it makes.

Re: TC trade ideas

Posted: Tue Apr 12, 2016 9:06 am
by Smeller
Trading for Dankest Dungeon's Bounty Hunters set, with meat hook, flashbangs and smoke grenades, military belt and whatever he had for melee combat. Combine with power outage and thermals for maximum treasures/stress

Re: TC trade ideas

Posted: Tue Apr 12, 2016 3:46 pm
by FantasticFwoosh
> A sentient rampaging emu that can be worn so long as you wear a syndicate/australian flag on your back clearly marking you as valid for 20 tc (given that unrefined emus can crit you instantly)

Re: TC trade ideas

Posted: Fri May 13, 2016 8:28 am
by InsaneHyena
TC traded for one man cult in a double agent, had a load of fun. Effortlessly kidnapped and sacced two people to create constructs, then managed to catch CJ and convert him too - and then his holoparasite, who I've managed to somehow not die from. Then the Head of Personnel found our base, threw a minibomb at it and destroyed the constructs. I've decided to retreat and hide, while CJ has somehow died by the hands of an engieborg and his fire extinguisher. After all my cult died, I've started again in another maint. Sadly, the shuttle was called too soon and I didn't get to have too much fun, but it was still only my cult and one traitor, who emagged the console, escaping.

10/10, would tc trade again.

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