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ITT: We make shitty suggestions and come up with poor ideas.

A place to record your ideas for the game.

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cacogen
 
Joined: Sat Jun 02, 2018 10:27 am
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Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby cacogen » Sat Oct 05, 2019 11:58 pm #518190

Let captain access change which jobs have maint on the fly



OFQ
 
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Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby OFQ » Sun Oct 06, 2019 1:20 pm #518270

nianjiilical wrote:injecting stabilizer into a monkey cube should delay how long it takes for the cube to become a monkey once watered

injecting chemicals into a monkey cube should make those chemicals appear in the monkey when it uncubes

stablizer + potassium + water should make monkey grenades


injecting felinids blood into anything should make it felinid :thinking:

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Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby OFQ » Wed Oct 09, 2019 6:17 pm #518589

Condom's gear should protect against diseases

L_Nacho_Chaos_L
 
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Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby L_Nacho_Chaos_L » Thu Oct 10, 2019 4:44 pm #518734

Add explosive diarrhea, which causes people to shit out pure potassium. When it contacts the water in a toilet, it literally explodes.
So basically, what happens is if you have explosive diarrhea and run over a toilet, your clothes fall off and the toilet explodes.

nianjiilical
 
Joined: Sun Sep 29, 2019 2:30 am
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Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby nianjiilical » Mon Oct 14, 2019 7:01 am #519173

traitor item: clown hole

when purchased, a 3x3 walled area appears on a separate z level

when used on a non-tiled floor, creates a portal to the clown hole that can be hidden with floor tiles

use the clown hole to store bodies, hide important items, or hold crew members hostage

edit: also give engineers the team fortress 2 sentry as a tator item. weird toolbox that deploys into a little turret when hit with a wrench, keep wrenching with metal in your other hand to upgrade it or crowbar it to turn it back into a toolbox

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TheMythicGhost
 
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Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby TheMythicGhost » Mon Oct 14, 2019 5:48 pm #519217

nianjiilical wrote:traitor item: clown hole

when purchased, a 3x3 walled area appears on a separate z level

when used on a non-tiled floor, creates a portal to the clown hole that can be hidden with floor tiles

use the clown hole to store bodies, hide important items, or hold crew members hostage

edit: also give engineers the team fortress 2 sentry as a tator item. weird toolbox that deploys into a little turret when hit with a wrench, keep wrenching with metal in your other hand to upgrade it or crowbar it to turn it back into a toolbox


Idea: Doing anything to the clown hole gets you an instant rule 8 ban.
Hi, I play Respii Varenos on Bagil.
everyone when referring to respii wrote:she


deedubya wrote:Posts you don't like aren't illegitimate. Points you don't agree with aren't disproven just because you post a disagreement. Points of view that can negatively affect you(a greyshirt main) aren't automatically negative as a whole.

The sooner you learn things like this, the sooner you can actually participate in fair and open discourse, instead of just screeching like a child when someone wants to take away the toys you use that have been abused constantly.

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Joined: Sun Sep 29, 2019 2:30 am
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Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby nianjiilical » Tue Oct 15, 2019 1:18 pm #519343

been thinking a bit about how borers arent a thing anymore and whether or not a 'stealth infestation antag' can actually work, and ive put enough thought into this that its maybe not a shitty idea but not enough that i feel like making a proper thread on it so

side antag idea: myceloids. the name sucks but basically they're fungi-insect things, kind of a hybrid between borers and xenos. they have two main life stages, mite and crawler, and cycle between them. the goal of the colony is to survive, expand, and ideally have at least a few infested crewmembers on the escape shuttle. myceloids have three resources: nutrient points drained from crewmembers and converted into other resources, spawn points used to create more player-controlled myceloids, and colony points used to build a colony.

the first player spawns as a crawler with one use of 'spawn hive' and two uses of 'fungal net', aka the bare minimum to set up a starting nest, before becoming a mite and searching for hosts. hive mushrooms are the myceloid's hq, big mushroomy things that they spawn from and need to return to to grow the colony

mites are tiny flying creatures only a few pixels big, that can ventcrawl and move relatively quickly. they're incredibly fragile, and just spraying them with space cleaner can kill them; additionally, they die if their host dies. their main goal is to infest a human, and they have a few abilities to do so:
-hide/float toggles between their two movement modes. while floating they can move at a decent pace, but it's much easier to see them since they're moving around. while hiding, their sprite stays still, flattens out (think 2x3 pixels or something), and they're hidden from right-click menus, but become immobile
-ventcrawl is self explanatory
-become hive is an emergency ability that kills the mite and spawns a tiny little mushroom. if left alone, the mushroom will grow into a proper hive after a while, meaning as long as two mites are alive they can theoretically start from scratch
-infest is the main thing, and lets them jump into an adjacent crewmember. while floating, infest takes 1 second of uninterrupted action to perform, but mites that are hiding that infest instantly with no warning/message to their target

once inside a host, the mite gains a new set of abilities to drain their host for nutrient points, as well as some flavor/strategy abilities:
-drain blood is the slowest and most stealthy, and lowers the host's blood amount; it takes the longest, but if the host is in perfect health, a mite can reach full nutrient points just before the host starts showing immediate symptoms of bloodloss
-drain hunger earns nutrient points faster and lowers the hosts's fullness. reaching full nutrient points by taking the host from medium to near-starving. it's more immediately obvious, but probably not something that makes the host panic unless they're paying attention to why they're suddenly so hungry
-drain body is even faster but deals toxin or brute damage to the host. this is hopefully a very clear signal to the host to get to medbay and get examined
-drain life is the "fuck it we're going loud" option, dealing cellular damage to the host in exchange for the fastest nutrient gain rate, and 'marking' the target. if a target is marked, all future infesting mites gain significantly reduced nutrients from them, and humans can more easily determine the myceloids' weaknesses. given the rarity of cellular damage this is basically a huge flashing red light that myceloids are afoot, and it scorches the earth a little

-the mite has limited ability to inject healing chemicals into the host. stabilizers, probably, and maybe other healing types, but chemicals cost nutrients and should be tuned to avoid a) mites being able to singlehandedly keep their hosts alive through murders and b) mites being able to net gain nutrients by healing the damage they do
-emergency exit, the 'oh god the host is fucked' button, which causes the host to very loudly sneeze after 1 second, expelling the mite. this removes all of the mite's gained nutrient points. should only be used if the host is fucked and the mite thinks they can make it to a vent before dying themselves
-evolve to crawler, the 'intended' escape method. once this ability is used, the crewmember gets a vague notification that they feel uneasy/unwell/etc. 2-4 seconds afterwards, they get a second, more obvious message, and 1 second after that they abruptly drop unconscious. 2 seconds after they drop, the crawler emerges from their throat, dealing a small amount of damage to the host, and the host wakes up after 2-3 more seconds. ideally, the ability should give the host just enough time to call for help if they're attentive, while giving the crawler time to get the fuck out if nobody else is around to stop them. obviously this is a massive giveaway that myceloids are on station, but if the crawler is at full nutrients they've done their job

crawlers are small crawling things, about the size of alien larvae. they're very fragile, but thankfully not instantly murdered by most things like mites are. their goal is to return their gained nutrients to their hive mushroom, depositing them to exchange at a rate of 1 nutrient point for 1 spawn point and 1 colony point. they have a small number of abilities on their own, but can spend colony points to try and reinforce and spread:
-ventcrawl: obvious
-reproduce: costs a medium amount of colony points, and creates a fruiting body on the hive. the first crawler to eat the fruiting body gains one use of spawn hive
-spawn hive: creates another hive mushroom, with a new hive weakness (see below). hive mushrooms share colony points, but not spawn points
-fungal net: costs a tiny amount of colony points. a multipurpose ability. when used on cameras, it blocks ai vision of that camera without alerting the ai. crewmembers can very easily wipe the camera clean. when used on doors, it places a fungal tile under the door that greatly slows passage but can be burned away by fire
-fungal sprayer: costs a small amount of colony points and places a sprayer on the ground. as long as the sprayer is close enough to the mushroom, it steadily produces a fungal spore gas that causes unprotected humans to suffer debilitating but non-fatal effects, and in high enough concentrations begins coating the floor/walls in human-slowing fungal creep
-spawn new mite: not really a crawler ability, but whenever a hive mushroom has enough spawn points, ghosts can click it to spawn as a new mite. ideally, one crawler's worth of nutrients should be enough to spawn two mites, so that if the first crawler is successful they become a team of three
-regress: the crawler reproduces asexually, dying and spawning its controlling player as a mite after a few moments, to find a new host and repeat the cycle. if used in an adjacent tile to a hive mushroom, the mushroom slowly decomposes and absorbs the crawler corpse for extra resources

thus the myceloid gameplan is relatively simple: place hive mushroom, infest human, fill up on nutrients, escape their body as a crawl, return to hive mushroom, get more mites, repeat.

as for fighting the myceloids, the crew has two options. the first is to just murder them; killing crawlers with tools, welding vents so they cant escape, spraying mites with space cleaner, and burning down the hive mushrooms. the second is chemical, because all myceloids have three randomly selected chemical weaknesses
-the colony weakness, determined when the first crawler spawns. if the colony weakness is copper, every myceloid in a round is weak to it
-the hive weakness, determined when the hive mushroom is spawned. the mushroom, all nearby structures, and all mites birthed from it share this weakness, but if a second mushroom is grown, mites that spawn from it will have a different weakness
-the mite weakness: every individual player has a weakness that persists as long as they survive

if any one of a mite's three chemical weaknesses is in a host's body, the mite takes damage if it tries to drain nutrients, forcing it to find a new host or die. if a weakness is sprayed onto a structure, it dies almost instantly. the downside is that crewmembers have no way to determine what sort of weakness they're hitting. if they confirm a mite is weak to copper, it might be that mite, that mite's hive mushroom, or the entire colony, with no way to tell which besides experimenting.

in order to figure out the actual weaknesses, the crew can analyze either blood samples, or 'blood' samples taken from a dead mite/crawler:
-blood samples from crew members who were previously infested reveal 4 possible weaknesses (one real), and 2 chemicals that absolutely aren't weaknesses
-blood samples from crew members who are currently infested, who had a mite use emergency exit to bail from them, or who took enough cellular damage from a mite's drain life ability, reveal 2 possible weaknesses (one real), and 3 chemicals that absolutely aren't weaknesses
-samples taken directly from mites reveal two of their weaknesses straight up, and 3 chems that aren't any mite's weaknesses

therefore by taking blood samples from infected crew and cross-examining them, the crew can try to deduce the mites weaknesses and start handing out pills to make it harder and harder for the myceloids to spread

tl;dr fungi borer-aliens who dont outright kill the crew and turn closets into horrible moldy dens of depravity

L_Nacho_Chaos_L
 
Joined: Sat Sep 29, 2018 2:21 pm
Byond Username: L_Nacho_Chaos_L

Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby L_Nacho_Chaos_L » Wed Oct 16, 2019 6:42 pm #519601

nianjiilical wrote:been thinking a bit about how borers arent a thing anymore and whether or not a 'stealth infestation antag' can actually work, and ive put enough thought into this that its maybe not a shitty idea but not enough that i feel like making a proper thread on it so

side antag idea: myceloids. the name sucks but basically they're fungi-insect things, kind of a hybrid between borers and xenos. they have two main life stages, mite and crawler, and cycle between them. the goal of the colony is to survive, expand, and ideally have at least a few infested crewmembers on the escape shuttle. myceloids have three resources: nutrient points drained from crewmembers and converted into other resources, spawn points used to create more player-controlled myceloids, and colony points used to build a colony.

the first player spawns as a crawler with one use of 'spawn hive' and two uses of 'fungal net', aka the bare minimum to set up a starting nest, before becoming a mite and searching for hosts. hive mushrooms are the myceloid's hq, big mushroomy things that they spawn from and need to return to to grow the colony

mites are tiny flying creatures only a few pixels big, that can ventcrawl and move relatively quickly. they're incredibly fragile, and just spraying them with space cleaner can kill them; additionally, they die if their host dies. their main goal is to infest a human, and they have a few abilities to do so:
-hide/float toggles between their two movement modes. while floating they can move at a decent pace, but it's much easier to see them since they're moving around. while hiding, their sprite stays still, flattens out (think 2x3 pixels or something), and they're hidden from right-click menus, but become immobile
-ventcrawl is self explanatory
-become hive is an emergency ability that kills the mite and spawns a tiny little mushroom. if left alone, the mushroom will grow into a proper hive after a while, meaning as long as two mites are alive they can theoretically start from scratch
-infest is the main thing, and lets them jump into an adjacent crewmember. while floating, infest takes 1 second of uninterrupted action to perform, but mites that are hiding that infest instantly with no warning/message to their target

once inside a host, the mite gains a new set of abilities to drain their host for nutrient points, as well as some flavor/strategy abilities:
-drain blood is the slowest and most stealthy, and lowers the host's blood amount; it takes the longest, but if the host is in perfect health, a mite can reach full nutrient points just before the host starts showing immediate symptoms of bloodloss
-drain hunger earns nutrient points faster and lowers the hosts's fullness. reaching full nutrient points by taking the host from medium to near-starving. it's more immediately obvious, but probably not something that makes the host panic unless they're paying attention to why they're suddenly so hungry
-drain body is even faster but deals toxin or brute damage to the host. this is hopefully a very clear signal to the host to get to medbay and get examined
-drain life is the "fuck it we're going loud" option, dealing cellular damage to the host in exchange for the fastest nutrient gain rate, and 'marking' the target. if a target is marked, all future infesting mites gain significantly reduced nutrients from them, and humans can more easily determine the myceloids' weaknesses. given the rarity of cellular damage this is basically a huge flashing red light that myceloids are afoot, and it scorches the earth a little

-the mite has limited ability to inject healing chemicals into the host. stabilizers, probably, and maybe other healing types, but chemicals cost nutrients and should be tuned to avoid a) mites being able to singlehandedly keep their hosts alive through murders and b) mites being able to net gain nutrients by healing the damage they do
-emergency exit, the 'oh god the host is fucked' button, which causes the host to very loudly sneeze after 1 second, expelling the mite. this removes all of the mite's gained nutrient points. should only be used if the host is fucked and the mite thinks they can make it to a vent before dying themselves
-evolve to crawler, the 'intended' escape method. once this ability is used, the crewmember gets a vague notification that they feel uneasy/unwell/etc. 2-4 seconds afterwards, they get a second, more obvious message, and 1 second after that they abruptly drop unconscious. 2 seconds after they drop, the crawler emerges from their throat, dealing a small amount of damage to the host, and the host wakes up after 2-3 more seconds. ideally, the ability should give the host just enough time to call for help if they're attentive, while giving the crawler time to get the fuck out if nobody else is around to stop them. obviously this is a massive giveaway that myceloids are on station, but if the crawler is at full nutrients they've done their job

crawlers are small crawling things, about the size of alien larvae. they're very fragile, but thankfully not instantly murdered by most things like mites are. their goal is to return their gained nutrients to their hive mushroom, depositing them to exchange at a rate of 1 nutrient point for 1 spawn point and 1 colony point. they have a small number of abilities on their own, but can spend colony points to try and reinforce and spread:
-ventcrawl: obvious
-reproduce: costs a medium amount of colony points, and creates a fruiting body on the hive. the first crawler to eat the fruiting body gains one use of spawn hive
-spawn hive: creates another hive mushroom, with a new hive weakness (see below). hive mushrooms share colony points, but not spawn points
-fungal net: costs a tiny amount of colony points. a multipurpose ability. when used on cameras, it blocks ai vision of that camera without alerting the ai. crewmembers can very easily wipe the camera clean. when used on doors, it places a fungal tile under the door that greatly slows passage but can be burned away by fire
-fungal sprayer: costs a small amount of colony points and places a sprayer on the ground. as long as the sprayer is close enough to the mushroom, it steadily produces a fungal spore gas that causes unprotected humans to suffer debilitating but non-fatal effects, and in high enough concentrations begins coating the floor/walls in human-slowing fungal creep
-spawn new mite: not really a crawler ability, but whenever a hive mushroom has enough spawn points, ghosts can click it to spawn as a new mite. ideally, one crawler's worth of nutrients should be enough to spawn two mites, so that if the first crawler is successful they become a team of three
-regress: the crawler reproduces asexually, dying and spawning its controlling player as a mite after a few moments, to find a new host and repeat the cycle. if used in an adjacent tile to a hive mushroom, the mushroom slowly decomposes and absorbs the crawler corpse for extra resources

thus the myceloid gameplan is relatively simple: place hive mushroom, infest human, fill up on nutrients, escape their body as a crawl, return to hive mushroom, get more mites, repeat.

as for fighting the myceloids, the crew has two options. the first is to just murder them; killing crawlers with tools, welding vents so they cant escape, spraying mites with space cleaner, and burning down the hive mushrooms. the second is chemical, because all myceloids have three randomly selected chemical weaknesses
-the colony weakness, determined when the first crawler spawns. if the colony weakness is copper, every myceloid in a round is weak to it
-the hive weakness, determined when the hive mushroom is spawned. the mushroom, all nearby structures, and all mites birthed from it share this weakness, but if a second mushroom is grown, mites that spawn from it will have a different weakness
-the mite weakness: every individual player has a weakness that persists as long as they survive

if any one of a mite's three chemical weaknesses is in a host's body, the mite takes damage if it tries to drain nutrients, forcing it to find a new host or die. if a weakness is sprayed onto a structure, it dies almost instantly. the downside is that crewmembers have no way to determine what sort of weakness they're hitting. if they confirm a mite is weak to copper, it might be that mite, that mite's hive mushroom, or the entire colony, with no way to tell which besides experimenting.

in order to figure out the actual weaknesses, the crew can analyze either blood samples, or 'blood' samples taken from a dead mite/crawler:
-blood samples from crew members who were previously infested reveal 4 possible weaknesses (one real), and 2 chemicals that absolutely aren't weaknesses
-blood samples from crew members who are currently infested, who had a mite use emergency exit to bail from them, or who took enough cellular damage from a mite's drain life ability, reveal 2 possible weaknesses (one real), and 3 chemicals that absolutely aren't weaknesses
-samples taken directly from mites reveal two of their weaknesses straight up, and 3 chems that aren't any mite's weaknesses

therefore by taking blood samples from infected crew and cross-examining them, the crew can try to deduce the mites weaknesses and start handing out pills to make it harder and harder for the myceloids to spread

tl;dr fungi borer-aliens who dont outright kill the crew and turn closets into horrible moldy dens of depravity

Dude, read the fucking title of this post. This post is for SHITTY SUGGESTIONS ONLY.

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Reyn
 
Joined: Tue Aug 02, 2016 2:13 am
Location: Canada
Byond Username: ReynTime13

Re: ITT: We make shitty suggestions and come up with poor ideas.

Postby Reyn » Wed Oct 16, 2019 9:09 pm #519628

nianjiilical wrote:been thinking a bit about how borers arent a thing anymore and whether or not a 'stealth infestation antag' can actually work, and ive put enough thought into this that its maybe not a shitty idea but not enough that i feel like making a proper thread on it so

side antag idea: myceloids. the name sucks but basically they're fungi-insect things, kind of a hybrid between borers and xenos. they have two main life stages, mite and crawler, and cycle between them. the goal of the colony is to survive, expand, and ideally have at least a few infested crewmembers on the escape shuttle. myceloids have three resources: nutrient points drained from crewmembers and converted into other resources, spawn points used to create more player-controlled myceloids, and colony points used to build a colony.

the first player spawns as a crawler with one use of 'spawn hive' and two uses of 'fungal net', aka the bare minimum to set up a starting nest, before becoming a mite and searching for hosts. hive mushrooms are the myceloid's hq, big mushroomy things that they spawn from and need to return to to grow the colony

mites are tiny flying creatures only a few pixels big, that can ventcrawl and move relatively quickly. they're incredibly fragile, and just spraying them with space cleaner can kill them; additionally, they die if their host dies. their main goal is to infest a human, and they have a few abilities to do so:
-hide/float toggles between their two movement modes. while floating they can move at a decent pace, but it's much easier to see them since they're moving around. while hiding, their sprite stays still, flattens out (think 2x3 pixels or something), and they're hidden from right-click menus, but become immobile
-ventcrawl is self explanatory
-become hive is an emergency ability that kills the mite and spawns a tiny little mushroom. if left alone, the mushroom will grow into a proper hive after a while, meaning as long as two mites are alive they can theoretically start from scratch
-infest is the main thing, and lets them jump into an adjacent crewmember. while floating, infest takes 1 second of uninterrupted action to perform, but mites that are hiding that infest instantly with no warning/message to their target

once inside a host, the mite gains a new set of abilities to drain their host for nutrient points, as well as some flavor/strategy abilities:
-drain blood is the slowest and most stealthy, and lowers the host's blood amount; it takes the longest, but if the host is in perfect health, a mite can reach full nutrient points just before the host starts showing immediate symptoms of bloodloss
-drain hunger earns nutrient points faster and lowers the hosts's fullness. reaching full nutrient points by taking the host from medium to near-starving. it's more immediately obvious, but probably not something that makes the host panic unless they're paying attention to why they're suddenly so hungry
-drain body is even faster but deals toxin or brute damage to the host. this is hopefully a very clear signal to the host to get to medbay and get examined
-drain life is the "fuck it we're going loud" option, dealing cellular damage to the host in exchange for the fastest nutrient gain rate, and 'marking' the target. if a target is marked, all future infesting mites gain significantly reduced nutrients from them, and humans can more easily determine the myceloids' weaknesses. given the rarity of cellular damage this is basically a huge flashing red light that myceloids are afoot, and it scorches the earth a little

-the mite has limited ability to inject healing chemicals into the host. stabilizers, probably, and maybe other healing types, but chemicals cost nutrients and should be tuned to avoid a) mites being able to singlehandedly keep their hosts alive through murders and b) mites being able to net gain nutrients by healing the damage they do
-emergency exit, the 'oh god the host is fucked' button, which causes the host to very loudly sneeze after 1 second, expelling the mite. this removes all of the mite's gained nutrient points. should only be used if the host is fucked and the mite thinks they can make it to a vent before dying themselves
-evolve to crawler, the 'intended' escape method. once this ability is used, the crewmember gets a vague notification that they feel uneasy/unwell/etc. 2-4 seconds afterwards, they get a second, more obvious message, and 1 second after that they abruptly drop unconscious. 2 seconds after they drop, the crawler emerges from their throat, dealing a small amount of damage to the host, and the host wakes up after 2-3 more seconds. ideally, the ability should give the host just enough time to call for help if they're attentive, while giving the crawler time to get the fuck out if nobody else is around to stop them. obviously this is a massive giveaway that myceloids are on station, but if the crawler is at full nutrients they've done their job

crawlers are small crawling things, about the size of alien larvae. they're very fragile, but thankfully not instantly murdered by most things like mites are. their goal is to return their gained nutrients to their hive mushroom, depositing them to exchange at a rate of 1 nutrient point for 1 spawn point and 1 colony point. they have a small number of abilities on their own, but can spend colony points to try and reinforce and spread:
-ventcrawl: obvious
-reproduce: costs a medium amount of colony points, and creates a fruiting body on the hive. the first crawler to eat the fruiting body gains one use of spawn hive
-spawn hive: creates another hive mushroom, with a new hive weakness (see below). hive mushrooms share colony points, but not spawn points
-fungal net: costs a tiny amount of colony points. a multipurpose ability. when used on cameras, it blocks ai vision of that camera without alerting the ai. crewmembers can very easily wipe the camera clean. when used on doors, it places a fungal tile under the door that greatly slows passage but can be burned away by fire
-fungal sprayer: costs a small amount of colony points and places a sprayer on the ground. as long as the sprayer is close enough to the mushroom, it steadily produces a fungal spore gas that causes unprotected humans to suffer debilitating but non-fatal effects, and in high enough concentrations begins coating the floor/walls in human-slowing fungal creep
-spawn new mite: not really a crawler ability, but whenever a hive mushroom has enough spawn points, ghosts can click it to spawn as a new mite. ideally, one crawler's worth of nutrients should be enough to spawn two mites, so that if the first crawler is successful they become a team of three
-regress: the crawler reproduces asexually, dying and spawning its controlling player as a mite after a few moments, to find a new host and repeat the cycle. if used in an adjacent tile to a hive mushroom, the mushroom slowly decomposes and absorbs the crawler corpse for extra resources

thus the myceloid gameplan is relatively simple: place hive mushroom, infest human, fill up on nutrients, escape their body as a crawl, return to hive mushroom, get more mites, repeat.

as for fighting the myceloids, the crew has two options. the first is to just murder them; killing crawlers with tools, welding vents so they cant escape, spraying mites with space cleaner, and burning down the hive mushrooms. the second is chemical, because all myceloids have three randomly selected chemical weaknesses
-the colony weakness, determined when the first crawler spawns. if the colony weakness is copper, every myceloid in a round is weak to it
-the hive weakness, determined when the hive mushroom is spawned. the mushroom, all nearby structures, and all mites birthed from it share this weakness, but if a second mushroom is grown, mites that spawn from it will have a different weakness
-the mite weakness: every individual player has a weakness that persists as long as they survive

if any one of a mite's three chemical weaknesses is in a host's body, the mite takes damage if it tries to drain nutrients, forcing it to find a new host or die. if a weakness is sprayed onto a structure, it dies almost instantly. the downside is that crewmembers have no way to determine what sort of weakness they're hitting. if they confirm a mite is weak to copper, it might be that mite, that mite's hive mushroom, or the entire colony, with no way to tell which besides experimenting.

in order to figure out the actual weaknesses, the crew can analyze either blood samples, or 'blood' samples taken from a dead mite/crawler:
-blood samples from crew members who were previously infested reveal 4 possible weaknesses (one real), and 2 chemicals that absolutely aren't weaknesses
-blood samples from crew members who are currently infested, who had a mite use emergency exit to bail from them, or who took enough cellular damage from a mite's drain life ability, reveal 2 possible weaknesses (one real), and 3 chemicals that absolutely aren't weaknesses
-samples taken directly from mites reveal two of their weaknesses straight up, and 3 chems that aren't any mite's weaknesses

therefore by taking blood samples from infected crew and cross-examining them, the crew can try to deduce the mites weaknesses and start handing out pills to make it harder and harder for the myceloids to spread

tl;dr fungi borer-aliens who dont outright kill the crew and turn closets into horrible moldy dens of depravity


The Only reason that this idea is bad is not in the idea itself, Well, Primarily, I haven't read it over too much, But the main issue is that we have an antag freeze.
I play Trevor Fea on Bagil, And Giorno Giovanna on terry. Yes, I'm THAT raging asshole. Sorry for being such a cunt.
Have I told you how much I hate engineering, by the way?

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