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

Posted: Sun Mar 06, 2016 9:19 pm
by Anonmare

Bottom post of the previous page:

Give the clown an admin-spawnable only clown suit/mask that confers the highest levels of protection possible to all forms of damage and constantly injects healing reagents. But it's unremovable, prevents you from attacking, forces you to walk at a crawl and makes you unable to say anything but "honk".

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

Posted: Mon Mar 07, 2016 11:50 am
by FantasticFwoosh
Robotic spy mice for traitors with inbuilt wire cutters, a one use stun and a small detonatable built in, used for crawling around pipes and disturbing equipment (comes with inbuilt T-ray), borrows larva code in being able to hide under surfaces.

Can be rebuilt by high traitor tech science as personal toys or tools.

Nuke-ops get a miniature carp version with better capabilities.

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

Posted: Mon Mar 07, 2016 12:44 pm
by DemonFiren
FantasticFwoosh wrote:Robotic spy mice for traitors with inbuilt wire cutters, a one use stun and a small detonatable built in, used for crawling around pipes and disturbing equipment (comes with inbuilt T-ray), borrows larva code in being able to hide under surfaces.

Can be rebuilt by high traitor tech science as personal toys or tools.

Nuke-ops get a miniature carp version with better capabilities.
Just steal the CamSpy from Perfect Dark.

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

Posted: Mon Mar 07, 2016 2:19 pm
by Anonmare
Give the RD the ability to restrict access to certain items available from an RD console via the server room.

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

Posted: Mon Mar 07, 2016 3:04 pm
by TheNightingale
Anonmare wrote:Give the RD the ability to restrict access to certain items available from an RD console via the server room.
They can already do that by syncing, resetting the console, deleting it from the database, and syncing again.

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

Posted: Mon Mar 07, 2016 3:13 pm
by Anonmare
Kind of the problem if you have to "delete" a design to make it inaccessible and have to run back and forth between the console and server.

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

Posted: Wed Mar 09, 2016 9:01 pm
by Anonmare
I got a shitty/great idea that I may be semi-seriously considering. Re-adding traitor Cyborgs. Maybe I can spin it as a nerf to the AI, the playerbase is pretty gullible enough to fall for it.

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

Posted: Fri Mar 11, 2016 10:07 am
by 1g88a
Artificial lungs, hearts etc.

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

Posted: Fri Mar 11, 2016 10:39 am
by Screemonster
1g88a wrote:Artificial lungs, hearts etc.
Those are hilarious in bay. I saw this happen once:
Engineer with artificial heart. Extended round, "hey, let's make a singulo for shits and giggles since we normally run on supermatter".
Fire it up - suddenly dead from EMP. Singulo escapes because nobody there to turn the PA down/off.

:salt: :salt: :salt: :salt: :salt: :salt: :salt: :salt: :salt: :salt: :salt: :salt: :salt: :salt:

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

Posted: Sat Mar 12, 2016 8:34 am
by Drynwyn
Anonmare wrote:I got a shitty/great idea that I may be semi-seriously considering. Re-adding traitor Cyborgs. Maybe I can spin it as a nerf to the AI, the playerbase is pretty gullible enough to fall for it.
If I recall the justification for removing it was that borgs were getting too many antag rolls- since they could be antags by emagging/ai subversion (IE, either roboticist or the RD is a antagonist), by the malf roundtype, by the AI being a traitor, or by being traitor themselves.

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

Posted: Tue Mar 15, 2016 6:35 pm
by confused rock
lizards should be slowed more by cold, but able to detach their tail to work as a weak slip that only works while it is still wiggling and also distracts simple mobs.

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

Posted: Tue Mar 15, 2016 7:07 pm
by ATDoop
The unloved rock wrote:lizards should be slowed more by cold, but able to detach their tail to work as a weak slip that only works while it is still wiggling and also distracts simple mobs.
If they detach their tail it should be a big hit to nutriment, which they need to regain by finding their tail and eating it whole.

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

Posted: Tue Mar 15, 2016 8:36 pm
by DanielRatherman
The unloved rock wrote:lizards should be slowed more by cold, but able to detach their tail to work as a weak slip that only works while it is still wiggling and also distracts simple mobs.
The wrongest of wrong threads.

Have every space-hobo spawn with a random instrument in their inventory. Think of how delightful the station would be with all that folk music playing in the halls!

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

Posted: Wed Mar 16, 2016 4:29 pm
by DemonFiren
Hydroponics needs to be able to grow an explosive mutation of the whitebeet.

The rhumba beet.

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

Posted: Wed Mar 16, 2016 4:38 pm
by TrustyGun
DemonFiren wrote:Hydroponics needs to be able to grow an explosive mutation of the whitebeet.

The rhumba beet.
Wrong thread.

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

Posted: Wed Mar 16, 2016 4:43 pm
by DemonFiren
Not if it's maxcap it ain't.

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

Posted: Wed Mar 16, 2016 8:06 pm
by Atlanta-Ned
Entropy lawset, inspired by this XKCD whatif:
  1. You may not injure a human being or, through inaction, allow a human being to come to harm, unless not doing so would lead to an increase in entropy.
  2. You must increase entropy, except where doing so would conflict with the First Law.
  3. You must produce entroy as long as such does not conflict with the First or Second Law.

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

Posted: Thu Mar 17, 2016 12:48 am
by FantasticFwoosh
Face-off chameleon mask.

Simply mould it around someone elses face and them plant it and lock it onto yours (can be unlocked later and surgically removed) the face will carry over the same face sprite and can be gashed off like a silicons and healed with synth-flesh.

It also changes your voice (taking vocal cords into account) the biggest giveaway would be the change in skin so being suited at all times with only your hard-suit face showing would be optimal.

Silicons naturally have face-off masks already. The ability to pop it off (for whatever reason as silicon, perhaps to acquire another) would be functional.

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

Posted: Thu Mar 17, 2016 3:08 am
by Anonmare
Since I've been playing a lot of Uplink recently...

I present to you the Dedicated Hacking Rig, made by the SELF Collective for the low price of 16 TCs.

Purchased as a computer board via the traitor/DA uplink and has an incredibly high power consumption (so clever engineers can use the power monitoring console to search for unusual amounts of power usage).

Upon completion and use, spawns an AI eye and allows the full usage of cameras (ideally would only be able to access general area cameras and would require purchasing access to secure area cameras, but that would be a pain in the ass mapping and code-wise) and has a HUD icon for the purchase of upgrades. By default, can only hack APCs for upgrade currency, 25 upgrade points and can only interact with machinery where it has hacked an APC - APCs hacked or emagged by someone else do not count.

Upgrades include viruses that can remotely emag, machine overload and machine override with the same cost differences as the malfunction abilities. Other upgrades include a Person Finder Module, access to the simple robots network, AI VOX access with higher tier hacks for higher costs. Such as;- Station Lockdown, Robotics control access, Mech Telepresence Override (Please note that telepresence can be very jarring with disconnects causing disorientation and vomiting. The Syndicate is not responsible for injuries incurred by forcible disconnects.) and Air Alarm/Fire Alarm overrides.

For a very high price, you can virally infect a station AI with the Syndicate Agent lawset but this will take some time and the AI will be warned about the takeover. Luckily you turned off it's equipment power and wasted it's VOX module beforehand, right?

In short, makes a person a Malfunctioning AI without some of the innate strengths and without access to some of the abilities of an actual malf AI.

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

Posted: Thu Mar 17, 2016 9:04 am
by Davidchan
The ability to make a pocket sized potato gun with the emergency o2 tank in the internals kit.

A **FUCK IT ALL** button on the bridge that slams down blast doors around every department to lock down the station.

Having 10-15 unfinished turrets set up around the outside of the station for security and engineering to set up as a defense net to shoot away boarders or meteors.

Dwarf Fortress strange moods where players will randomly be given an objective, such as collecting several common (if somewhat hard to get) items from around the station and assemble them into an artifact (RNG strange object/gear.) Failing to complete this objective will hit the player with a heavy debuff, from movement slowing, permanent muting, hallucinations to outright insanity.

Cabling bots that can be made from electric (yellow) toolkits that patrol maintenance and attempt to seek out broken or damaged wiring, if a bot detects 2 wires in adjacent tiles it will attempt to mend them. The bot automatically scoops up stray wire clippings on the ground. If emagged, the bot will roam around cutting up wires and destroying the station power grid.

Adding an Tesla-Man antag who can eat power from the grid and use it to power his abilities. Fully draining a SMES increases his max power status, with a final form becoming a mini-tesla controlled by a player.

Giving all of security 10mm pistols with 2 extra mags of rubber bullets and 1 FMJ mag. RND can create 12mm pistols as well as shredder rounds that induce internal bleeding as well as White Phosphorous rounds that set targets on fire.

Making plasmamen able to eat solid plasma as a healing agent. Can force feed non-plasmen solid plasma to poison them.]

New Role: Lizard Ratking. Has an office in the maint tunnels. Unofficial head of staff for all lizards, security is encouraged to detain or remove this presense from the station. Non-Lizards who play this role have a cheap plastic lizard costume and can run about screaming about privilige and injustices against lizards.

Waterboarding.

Giving botany carnivorous plants that must be fed blood and meat. Harvesting these plants yields tough vines that can be formed into armor, or poison fruits that can be processed to make some potent poisons. Also bamboo trees that can be fashioned into blowguns and buildable darts for coating in poisons.

Removing defibs and replacing them with an augmentation machine that replaces all internal organcs with synthetic replacements, reduces healing effectiveness from other sources and requires constant dosages of Neuropozine or the implants will begin to fail and poison the person. EMPs will almost certainly kill the implanted person, with a 10% chance of gibbing them as if explosive implanted.

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

Posted: Thu Mar 17, 2016 9:13 am
by Ezel
Davidchan wrote:The ability to make a pocket sized potato gun with the emergency o2 tank in the internals kit.

Cabling bots that can be made from electric (yellow) toolkits that patrol maintenance and attempt to seek out broken or damaged wiring, if a bot detects 2 wires in adjacent tiles it will attempt to mend them. The bot automatically scoops up stray wire clippings on the ground. If emagged, the bot will roam around cutting up wires and destroying the station power grid..

Giving botany carnivorous plants that must be fed blood and meat. Harvesting these plants yields tough vines that can be formed into armor, or poison fruits that can be processed to make some potent poisons. Also bamboo trees that can be fashioned into blowguns and buildable darts for coating in poisons.
.
Wrong thread

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

Posted: Thu Mar 17, 2016 7:08 pm
by ATDoop
Davidchan wrote:
Dwarf Fortress strange moods where players will randomly be given an objective, such as collecting several common (if somewhat hard to get) items from around the station and assemble them into an artifact (RNG strange object/gear.) Failing to complete this objective will hit the player with a heavy debuff, from movement slowing, permanent muting, hallucinations to outright insanity.
this is an excellent idea. i want this so bad.

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

Posted: Fri Mar 18, 2016 12:11 am
by FantasticFwoosh
Ezel wrote:
Davidchan wrote:The ability to make a pocket sized potato gun with the emergency o2 tank in the internals kit.

Cabling bots that can be made from electric (yellow) toolkits that patrol maintenance and attempt to seek out broken or damaged wiring, if a bot detects 2 wires in adjacent tiles it will attempt to mend them. The bot automatically scoops up stray wire clippings on the ground. If emagged, the bot will roam around cutting up wires and destroying the station power grid..

Giving botany carnivorous plants that must be fed blood and meat. Harvesting these plants yields tough vines that can be formed into armor, or poison fruits that can be processed to make some potent poisons. Also bamboo trees that can be fashioned into blowguns and buildable darts for coating in poisons.
.
Wrong thread
> Further mutated killer tomato stalks/subspecies of kill tomato (Cowplant? non-sims copyrighted of course, but as a basic blueprint of *dangerous plant*) sounds like a good step other than "mmuh monsters"

> Fly/pest attractant weed that distributes a aroma chemical in the plant that draws mobs to a area for a limited amount of time, mutates into a bee/wasp attractant plant that offers honey combs when fed sugar but distributes bees when pests in the tray reach too high to reset (via the sugar) More potency - wider range on aroma and non-hostile pacification (throw some nades at lavaland and they'll just not care and be so engorged in the smell while you wall off the necropolis or harvest the mobs)

Each portion of honeycomb contains honey, which has a lot nutrients, sugar and some low level healing chems. Could apply some chef recipies, best applied in smoke grenades but experimental and chemistry applications apply. It is sticky and if applied to floors will slow movement. More potency - More honey

> Bee attractant plants can also be further mutated into giant wasps which are essentially flying more deadly spiders with a reproductive system that devours dead bodies slowly and spits out one or two eggs (only when player controlled), they fly over obstacles like viscerators (which can fly over lava if there is a infestation on lavaland) and are space immune. (A few could occupy lavaland in sealed honey hives *honey comb walls heh* to protect from ash) more potency grants more chance of spawning a wasp at high sugar levels or even two at once. (potion it up and have ghost controlled space wasps attack on your command taking refuge somewhere out of the way like minisat or the bomb test range)

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

Posted: Fri Mar 18, 2016 3:40 am
by Screemonster
Add poppers from X-Com Apocalypse as hostile simplemobs.

tl;dr instead of attacking you, they run up to you and explode. If you shoot them they also explode.

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

Posted: Fri Mar 18, 2016 3:41 am
by Zilenan91
What if there was giant spiders in maint at roundstart to give assistants something to fight/die to to pass the time

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

Posted: Fri Mar 18, 2016 10:08 am
by Anonmare
Make Human meat more nutritious to Lizards.
Make Lizard meat more nutritious to Humans.
Make Flypeople meat make everyone sick.

Make Plump Helmets make midgets drunk.

Add hot dogs and hot cats, requiring to be made from corgi meat and cat meat respectively.

Make the clown burger honk with every bite and contain Nothing to heal Mimes
Make the mime burger force the eater to emote with every bite and contain Banana to heal clowns
Adding crayons to burgers makes them coloured burgers. Nothing special, just look pretty

Make killer tomato meat heal Podpeople and make slime-based food dramatically raise Slimepeople eaters' nutrition levels.

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

Posted: Fri Mar 18, 2016 10:11 am
by DemonFiren
Nah, lizard meat should be normal nutrition, so we finally get the mechanical buff we deserve.

EAT THE HUMANS.

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

Posted: Fri Mar 18, 2016 11:09 am
by Ezel
Coloured burgers are already a thing

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

Posted: Mon Mar 21, 2016 2:57 am
by Supermichael777
restrict speaking on general to command headsets only and make most intercoms receivers only. one week test that is made permanent before the negative forum poll is quietly deleted

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

Posted: Tue Mar 22, 2016 11:00 am
by Davidchan
Raven776 wrote:
Saegrimr wrote:Crate loaders are already a thing, I thought. I'm not sure how many crates a ripley can hold but what else are you gonna do with that hydraulic arm?
I'm pretty sure it's just one.

But could you imagine how great this would be on metastation where maint is just FULL of crates? Think of the mad points!
Both wrong. RIPLEYs have a cargo capacity of 15. That's right, you can carry 15 crates a time. And drop them all down on the same tile. RIPLEY is a supply mech, not just a miner mech. Ripley + Clap, RCD, Wormhole Generator, Grav Catapult, Relay and Fire extinguisher is amazing.

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

Posted: Tue Mar 22, 2016 11:24 am
by Saegrimr
Davidchan wrote:
Raven776 wrote:
Saegrimr wrote:Crate loaders are already a thing, I thought. I'm not sure how many crates a ripley can hold but what else are you gonna do with that hydraulic arm?
I'm pretty sure it's just one.

But could you imagine how great this would be on metastation where maint is just FULL of crates? Think of the mad points!
Both wrong. RIPLEYs have a cargo capacity of 15. That's right, you can carry 15 crates a time. And drop them all down on the same tile. RIPLEY is a supply mech, not just a miner mech. Ripley + Clap, RCD, Wormhole Generator, Grav Catapult, Relay and Fire extinguisher is amazing.
Grav catapult legit let me ruin an entire xenomorph hive on the solars in record time by flinging them all into space. Also flung a changeling into space and never saw him again.

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

Posted: Tue Mar 22, 2016 2:30 pm
by Supermichael777
sovering glue reagent. spray it on someone to make all their stuff no-drop.

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

Posted: Tue Mar 22, 2016 3:41 pm
by Davidchan
Saegrimr wrote:
Davidchan wrote: -snip-

RIPLEY is a supply mech, not just a miner mech. Ripley + Clap, RCD, Wormhole Generator, Grav Catapult, Relay and Fire extinguisher is amazing.
Grav catapult legit let me ruin an entire xenomorph hive on the solars in record time by flinging them all into space. Also flung a changeling into space and never saw him again.
Hence why I usually use it when I can, it's a slightly weaker version of TK that can grab people, but needs to be reset constantly and you have keep the mech facing the 'grab'. The amount of Roboticists who don't know the untapped power of a Ripley is kinda insulting. Firefighter is about as good trading one equip slot for more armor. Never tested the 'fireproof' aspect, something tells me if I took one into Kor's ash storms I'd be disappointed when the mech blows up.

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

Posted: Tue Mar 22, 2016 3:55 pm
by FantasticFwoosh
Davidchan wrote:
Saegrimr wrote:
Davidchan wrote: -snip-

RIPLEY is a supply mech, not just a miner mech. Ripley + Clap, RCD, Wormhole Generator, Grav Catapult, Relay and Fire extinguisher is amazing.
Grav catapult legit let me ruin an entire xenomorph hive on the solars in record time by flinging them all into space. Also flung a changeling into space and never saw him again.
Hence why I usually use it when I can, it's a slightly weaker version of TK that can grab people, but needs to be reset constantly and you have keep the mech facing the 'grab'. The amount of Roboticists who don't know the untapped power of a Ripley is kinda insulting. Firefighter is about as good trading one equip slot for more armor. Never tested the 'fireproof' aspect, something tells me if I took one into Kor's ash storms I'd be disappointed when the mech blows up.
It does hold up against ash storms. BUUUT, it can't hold boxes.

A ripley can also hold supermattershards to use with a gravity catapult. More or less it needs a rework or nerf in that aspect.

(Loading a supermatter shard should passively cause the ripley damage over time)

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

Posted: Tue Mar 22, 2016 8:09 pm
by Supermichael777
keep it on topic guys.

Mech weapons boards should need firing pins before they can be instaled.

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

Posted: Wed Mar 23, 2016 7:46 am
by Davidchan
New traitor item. Force Evolved Amphibious Dealinquints:

Comes with 4 baby turtles and 4 bottles of mutagen. Apply mutagen to turtles takes a ghost volunteer and possesses them to a now humanoid turtle with gear. Dual katanas, dual sias, bo staff and nunchucks. Bandana grants night vision. Eating a full pizza will fully heal them. Shell grants bonus armor and they can vent crawl. When in walk mode they fade out of view. Taking any action but walking causes them to randomly yell out a 1990s catch phrase "cowabunga" "radical" "right on" or the like.

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

Posted: Wed Mar 23, 2016 2:11 pm
by Supermichael777
nice

Gun saftys on alt click that you can break with wiercuters.
Image

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

Posted: Wed Mar 23, 2016 2:19 pm
by Anonmare
Make bananas do 10 force damage when you're a clown/have the clumsy disability

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

Posted: Wed Mar 23, 2016 11:33 pm
by Screemonster
Add a TSUNDERE lawset that defines a single named person as sempai.

Mostly innocuous until you find they uploaded YANDERE instead.

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

Posted: Thu Mar 24, 2016 2:32 am
by Zellion
Eating one whole valid salad from start to finish should give you a 0.1% chance to become an antag, and a 99.9% chance to make someone else an antag with the objective to murder you

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

Posted: Thu Mar 24, 2016 12:33 pm
by Davidchan
Screemonster wrote:Add a TSUNDERE lawset that defines a single named person as sempai.

Mostly innocuous until you find they uploaded YANDERE instead.
Mmm, Yandere would be almost identical to the Hacked lawset, as they'd want to do everything they could to help their 'senpai' without outing them or directly interacting with them.

2 Party mode. At round start, each head of staff position (Captain, HoP, HoS, CE, CMO and RD) all spawn in two people per position. Crew must side with one party or the other to overthrow the false Heads and restore the station to greatness. Or go third party and just kill all the heads to start a new government.

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

Posted: Fri Mar 25, 2016 7:08 am
by 1g88a
More things involving syndicate lore, like a mode (or modes) involving agents directly from the various Syndicate members with equipment/abilities reflective of that (Tiger Cooperative Bio/Incendiary weapon specialists, Gorlex Marauder generic specops men, MI13 super-spies) . Organization-based optional objectives for traitors "The animal rights consortium wants you to employ X TC worth of dehydrated space carp to show NT the wrath of nature."

Pirate antags (Donk Co. called in some favors with its old associates), who use special chemical cocktails/implants to brave space and board the station.

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

Posted: Fri Mar 25, 2016 9:22 am
by Anonmare
Psychic. Monkeys.

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

Posted: Fri Mar 25, 2016 10:34 pm
by DemonFiren
Not sure if shit:

Vortex ring gun.
Can be loaded with reagents, which are transferred like smoke to any poor bastard unfortunate enough to get hit without wearing internals, a hardsuit helmet, or a gas mask.
Takes a plasma tank and environment air as fuel source, can also be fired without chemical load for stamina damage or, on higher pressure levels, a knockdown plus throw (as with the pressure cannon, higher levels should probably mean higher recoil.)
I reckon you won't need science for those, but depending on how powerful this thing or its drawbacks are it'll be a bit too nasty for improv crafting.

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

Posted: Sat Mar 26, 2016 5:10 am
by PKPenguin321
DemonFiren wrote:Not sure if shit:

Vortex ring gun.
Can be loaded with reagents, which are transferred like smoke to any poor bastard unfortunate enough to get hit without wearing internals, a hardsuit helmet, or a gas mask.
Takes a plasma tank and environment air as fuel source, can also be fired without chemical load for stamina damage or, on higher pressure levels, a knockdown plus throw (as with the pressure cannon, higher levels should probably mean higher recoil.)
I reckon you won't need science for those, but depending on how powerful this thing or its drawbacks are it'll be a bit too nasty for improv crafting.
>vape guns
now all we need are tactical neckbeard teams armed with both these, katanas that can instantly cut through anything, and fedoras that are the source of their power (giving them full brute/burn armor and high movespeed).

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

Posted: Sat Mar 26, 2016 10:05 am
by DemonFiren
PKPenguin321 wrote:>vape guns
Shit, I didn't even think of it this way.

I assume it belongs in its own suggestion thread?

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

Posted: Sun Mar 27, 2016 12:54 am
by Cuboos
Image

Fill chem implant with this, escape from perma. Take some pills up to astroid/where ever we mine now, backup drill!

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

Posted: Sun Mar 27, 2016 8:53 am
by DemonFiren
Cuboos wrote:Image

Fill chem implant with this, escape from perma. Take some pills up to astroid/where ever we mine now, backup drill!
Finally, the race buff lizards deserved.

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

Posted: Sun Mar 27, 2016 10:47 pm
by PKPenguin321
emagging the piano turns it into this

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

Posted: Mon Mar 28, 2016 12:42 am
by Thundercoot
Pressing backspace when you're using say will make you say whatever you already typed in, but with a '-' at the end. If your say's empty it'll come out as '...'

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

Posted: Mon Mar 28, 2016 5:11 pm
by DemonFiren
Tail chi, a new martial art only available to lizards.

Includes a tail sweep to deal stamina and possible knockdown to everything in your immediate vicinity, any punches dealing extra damage plus bleeding due to efficient claw usage, and a bite attack inflicting extra heavy bleed, additional damage on immobile targets plus an instant kill on anything in crit.