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

Posted: Mon May 09, 2016 2:19 pm
by DemonFiren

Bottom post of the previous page:

The ultra clown-pin should not self-destruct with a bang.
It should self-destruct with a HONK.

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

Posted: Thu May 12, 2016 10:49 am
by XDTM
Let people in deep crit hear ghost chat for near death experiences

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

Posted: Thu May 12, 2016 1:21 pm
by IrishWristWatch0
XDTM wrote:Let people in deep crit hear ghost chat for near death experiences
Image

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

Posted: Thu May 12, 2016 1:24 pm
by InsaneHyena
XDTM wrote:Let people in deep crit hear ghost chat for near death experiences
Wrong thread, implement immediately.

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

Posted: Thu May 12, 2016 6:57 pm
by Topham
XDTM wrote:Let people in deep crit hear ghost chat for near death experiences
there's so much fucked up potential in this. i love it. implement immediately. would we have to change how we look at ghost chat though? because right now it's a kind of IC-OOC hybrid, and i dunno if we'd have to get rid of some of the OOC aspect of that

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

Posted: Thu May 12, 2016 7:19 pm
by Hornygranny
Alt clicking riot/combat shotguns with a shotgun shell in hand adds it to a side sling for shells
3 side slings spawn in the armory, next to 3 boxes of breaching shells

Image

Said slings spawn with breaching shells at round start
Image

They have a range of two tiles, require you to be standing still for more than two seconds (otherwise the gun flys out of your hands) and obviously blows open airlocks. If it contacts a person, it does 20 brute, stuns them for 5 seconds, and blows them back 4 tiles.

*Have it so it just flings a unsecured airlock in the direction they are facing so people standing behind the door get smacked by a giant piece of metal going mach 5

This hard-buffs security, letting them breach open airlocks, and additonally camp choke points.

---

Flasher bulbs break still, but re-add (if they were removed) synthetic flashes, in which, never break once they are added to a flasher (still break if used in hand to prevent infinite whitescreen)
The replacement bulb box is replaced with a box of these, normal flashes still start in the flashers, in order to make it require a set up time as opposed to a quick bolt system

--

Add a tactical tool kit, which can be placed on the security belt as a box like item, and contain a wrench, welder, screwdriver and crowbar.
It essentially is just a black tool bag that when put into a security belt, attaches onto the back of the toolbelt sprite, containing basic tools to allow for the brig to be upgraded/repaired easier
Image
One spawns in the wardens tool belt by default, replacing pepperspray (no one uses pepperspray), and two spawn in the armory.

---

Theres a button in the HOS's and Warden's office that sends a annoucement to all security PDA's stating for them to return to the brig and equip themselves at the armory, clicking this button auto-elevates it to code blue, and if its already code blue, makes a HOS desk annoucement stating
"All crew members are to return to their departments for their own safety, a emergency has been detected on station and is being handled by the on board security team. There is no further information at this time"

Pressing it opens the armory shutters, and unlocks the lethal shotgun locker, and closes the cell shutters and desk shutters. AI SOP dictates that if a elevated security level is needed, this button is pressed. If the AI presses it, its a AI annoucement, not a HOS desk annoucement.

---

You can two riot shields on a target stand and it becomes a moving bullet proof object, if one of the two riot shields is collapsable, alt clicking it collapses the riot shield allowing you to shoot over it, but not into it. (only able to shoot over it if your standing right next to it)

Doesn't stop lasers unless both of the shields are energy shields, in which it becomes the same as a normal riot+collapsable

Simply use the shield on the target stand to create this, screwdriver it twice to remove both riot shields, this can't be done if there is already a target on the target stand.

---

Flashers, and security barricades when they are deployed can be upgraded with a area denial system, two, and only two of which spawns in the armory
If someone who isn't loyalty implanted fires a weapon (from a taser to a pulse rifle) next to it, it launches either a clusterbang in a random direction around it, or 4 flash bangs in all 4 directions around it.
Once this has been done, it needs to be reloaded with 4 more flashbangs, in order to compensate for this, a additonal box of flashbangs can now be found in the armory, next to the ADS system
Concept
Image
Shitty attempt at it, things sticking out the side are the smoke tubes, bottom things are the mounting brackets, and the white thing is a sensor (going off of CIWS)
Image

---

Combat knives are added to the security vender, and the boot sprites show it added to it when you place it in it, two sharpening rods (not stones) spawn in it to.
Sharpening Rod
Image

Sharpening Rods have two uses, so if you have dicks on your security team, they'll keep the rod and not let you use it, adds a additonal 5 brute and a 60% chance to make them bleed on the first hit

Also, security is now trained with knives, throwing them makes a -swoosh- noise, the same noise that swinging a machete vertically, while angling it horizontially does, (or you know the sound that it makes when you throw a knife.) Throwing it at someone has a 40% chance to stick it into their chest, 20% chance on limbs, and a 15% chance on their head, hitting them in the head with a knife if they aren't wearing head gear puts them into crit instantly.

If a knife sticks into them period, it does a flat 20 brute on the limb, and causes bleeding immediately, and doesn't stop untill its removed.

They also have 50% slower click delay when using them, as opposed to cargo or a greytider, meaning 50% of the time, if my math isn't shit, security will win in a melee fight if the knife is sharpened, and there are no disarms.

---

You can now attach combat knives to the end of stun batons, meaning harm batoning now does 10 more brute, and induces bleeding 15 percent more
You can also throw it and lodge it into people, with lower stick rates of course, 25% to chest, 10% to limbs, 5% to head.

Once its stuck inside a limb, it will constantly add on a percentage variable to fall out, that being 5%, every second its it, a additonal 5% is added,
Every second its in, however, it stuns for the same duration as a stun baton, assuming its on and you didn't just give them a stun baton. The effect is immediately applied as soon as it sticks into them.
If its stuck in the chest, theres a 5% chance to induce cardiac arrest, and a 7% chance to cause lung constriction (no breath)
If its stuck in their head, it has the same effects as a combat knife and insta-crits them, if the stun baton is on, every time it shocks, it does a additonal 5 brute and applies brain damage.

---

Riot shields can now be made into larger, more robust shields by adding metal or plas-steel
Proceess is as follows
Screwdriver riot shield to allow for modification
Attach metal rods to create a frame to support the additonal armor
Attach 5 metal to build the under frame
Weld it
Attach 10 plas-steel to build the bulk of the armor
Wrench it
Weld it
Attach 5 more metal to build the outer flaps and arm guard
Wrench it
Weld it

Now you have a full blown ghetto shield, you walk much slower, but it blocks up to 70% of all projectiles, however, after sustaining 20 hits, it breaks down into a normal riot shield, with a random chance to drop X and Y ammout of metal and metal rods onto the floor (plas-steel is lost)

Applying plas steel to a damaged one removes its affects untill its wrenched and welded, but once it's wrenched and welded, it repairs it up into the next stage.
There are 5 stages in all
Fully Repaired (no repairs) (70% block, 60% speed loss)
Slightly Damaged (requires 5 plas steel to repair) ( 60% block, 40% speed loss)
Moderately Damaged (requires 10 plas steel to repair) (50% block, 30% speed loss)
Severely Damaged (requires 10 plas steel and 5 metal to repair, starting with metal, wrench and weld both) (30% block, 10% speed loss)
Riot Shield (requires complete rebuild)

You are unable to wield a additonal weapon while doing this, as its a two handed shield, (one using your forearm, and one just being a handle to hold onto)
You can use a welder on a fully repaired one to cut a port in it, small enough to fit a spear through, which will cause anyone who runs into you to take damage, if you are facing them directly
Meaning more roman combat, because obviously the only way to push back the grey tide is with shields and spears

---

a box M67 Frag Grenades now spawn in the armory, inside of the lethal locker, which is now renamed to the High Security locker,
I believe this are actually already in the game, so essentially just stick that shit in there so sec now has shit that makes a boom, they can be attached to sec belts or put into pockets
3 thermite grenades spawn in there to, no fancy sprites though, just chemistry grenades

---

Attaching a combat knife onto a metal rod in place of a piece of glass makes a damn good spear, with equal, if not better stats to a spear.

---

The tiny security masks that are basically oxygen masks with hailers attached are now replaced with SWAT masks, of which now have two modes, security combat and security medical
Security combat shows dots based on threat assessment, meaning one dot would be a grey tider, two dots would be a cultist, and three dots would be nuke ops. four dots would be things like juggernauts, xenomorphs, or abductors

Things that would give someone one dot:
Carrying a station found weapon (bone saw, kitchen knife, fire axe)
Wearing body armor without a loyalty implant or having a job that starts with it (HoP, Bartender, checks ID not crew manifest)
Being bloody
Having a head of staff ID without having their proper uniform, and having a obstructed face (meaning it wont register if the real hop decides to wear combat boots one day, so long as he doesn't wear a mask that covers his face)
Having a face covering mask on that isn't relevant to your job (clown, meme, engineers having hardsuits, atmos tech's having gas masks, ect, this wouldn't be strict either, the robotcist wearing a gas mask for example, would be allowed)
Having a wanted status (still displays the W)

Things that would give someone two dots:
Carrying a traitor weapon (revolver, energy sword, energy bow)
Carrying traitor gear (chamelon projector, emag)
Having traitor gear on a visible slot (ebow on belt)
Having mis-matched higher dot gear, (chrono suit helmet, cultist body armor)
Having boxes in hand that match what traitor gear spawns in (holopara injector box, chamelon kit box)
Holding gangster gear (Uzi, opened spray can, switch blade)
Having gangster gear on a visible slot
Having a flash when your job has no access to one (robotcists, engineers, and scientests are given one dot for this, the rest are given two (excluding people who have access to it))

Things that would give someone three dots
Carrying a syndicate weapon (C20-r, sniper rifle)
Having a syndicate weapon on a visible slot (c20r on suit storage)
Having syndicate gear equipped without signs of station-involvement (away mission victors don't get shot on sight if they have black shoes/insulated gloves/welding helmets, being verified as someone who is actually appart of the station in syndicate gear does it globally for all helmets, meaning if you are seen once with your face exposed while wearing a syndicate hardsuit, you won't be given another 3 dot status)
Being in 1-3 tile proximity of a suspicious beacon or syndicate bomb
Carrying syndicate equipment without pre-approvement to be assigned to the station, people carrying syndicate gear and being verified as appart of the crew get two dots if the gear isn't attainable from the gateway.

Things that would give someone/thing four dots
Being nar-sie
Being the clown
Being a construct
Being a wizard
Being a abductor
Being a xenomorph
Being a deathsquad officer (all 4 dots flash)
Being a ERT officer (all 4 dots flash)
Being a Admiral (all 4 dots flash)
Being a admin fucking around (talking corgi, faithless)
Mismatched sprites (admin fuckery) are assigned 4 dot statuses to

The dots go down the right hand side of a person, in the same overlay as normal (both modes include wanted/implant statuses)
The first dot from the top is yellow
the second dot is orange
the third dot is crimson red
the fourth dot is hot pink

The Warden's helmet is a tint of navy blue, and the HOS's is blacker, and the lens are a brighter red than the normal ones.
Both the wardens and the HOS's helmet have the ability to assign/erase dot statuses based on threat assessment, meaning if you have a bag full of syndicate gear, get the warden to approve your dot status so you don't get ggnoreed by a security officer who shit himself

Security Medical has the same four dot system, its in the same spot, since both modes can't be running at the same time
The first dot from the top is green, meaning the patient is at 100% health
The next dot is yellow, once it switches dots, the dot before it turns off, the yellow dot means the patient is below 50% health or has below 30% heath on a limb, shift clicking shows which limb
The next dot is red, a flashing red one, meaning the patient is in crit, the dot flashes faster based on how close the patient is to death
The last dot is white, meaning the patient is dead and his soul is still present, if the last dot is grey, the patient has ghosted after he died.

The HOS's eye piece now does all of this, including having a third night vision mode, it also becomes a traitor objective.

---

Tactical Medkits are now added, similar to the tactical toolkit, this one would go above the left buttcheek, while the toolkit would go above the right buttcheek
Contains 2 red striped autoinjectors containing 15 units of Salicyclic Acid
Contains 2 yellow stripped auto injectors containing 15 units of Oxandrolone
Contains 1 green striped autoinjector containing 15 units of Atropine
Contains 1 pink stripped autoinjector containing a 15 unit mix stimulants

annnd i got tired of typing
theres your mix of oxford for the day
steelpointmccurity aint got shit on me

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

Posted: Thu May 12, 2016 9:21 pm
by MMMiracles
i honestly had to check mid-way that i wasn't actually reading a post from oxford

well memed

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

Posted: Thu May 12, 2016 9:30 pm
by oranges
I don't think you should give them ideas hg, people might take them seriously.

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

Posted: Sun May 15, 2016 10:51 pm
by Reece
Mining should be re-worked into a colony expedition. To that end I propose the following absurd addons.

Botany should be able to grow terraforming seeds, like Kudzu they spread out rapidly but replace the lava floor with grass, when planted they create a central pod that emits O2 all around it at a safe amount. You can mutate them into murdergrass that tries strangling anyone lying down on it.

Mining itself gets a new toy, the drop pod system, a locker sized pod (essentially a special locker) can carry a miner and all his/her gear along with a load of special equipment, that is then dropped to the surface of the asteroid or lavaland via a computer in the mining dock, this way you can drop miners in to help rescue people or directly onto a more juicy bit of ore, or a safezone set up by another miner

Pod system
Pod manufacturer: put in resources, build pods for the launcher.
Pod launcher: Drag a pod onto the platform, the computer has the options 'scan' which brings up a list of GPS devices on the mining Z-level. Load, scans for a pod in the platform, if there is one there it displays the message 'payload ready' if not it says 'platform empty' Target, targets the selected GPS unit. Launch, launches the loaded pod at the GPS signal. You can only target actual GPS units.
Standard pod: Basically a fancy locker that keeps the person inside at a safe temperature and air level, comes pre-packed with a pick, shovel, GPS, capsule and emergency tank. Will function as ghetto escape pods if you climb in it and don't launch but rather let the emergency shuttle launch countdown.
Terraformer pod: Upon landing pops into a surival capsule sized room with a terraformer pod in the middle and various plant seeds to drop on the grass that will grow out of it.
Bombardment pod: Gibtonite tipped warhead! For when you really, really, really don't want those ashwalkers to get on the station, or for large scale rock clearing I guess, if you want to be boring. Explosion radius the same as a fully powered gibtonite explosion.
Two way pod: Connects directly to a gate on the station to let people feely come and go between the two points. Will also transport any object placed inside, so ashwalkers could toss in a gibtonite, hit it and then close the pod to send it up to the station if they wanted, but should really be used to move ore from the surface in large amounts.

New mining equipment.
Mining laser: Basically an emitter for miners, accepts any type of powercell or directly wiring them in.
Coring charge: Shaped charge that creates a 3x7 corridor facing the direction it was planted. Needs a powercell to set off, or wiring to set off.
Pod Guidance system: Pods find their targets by locking into the GPS and then depending on the level of components in the pod launcher will hit a random spot around that location, the guidance system makes the next shot hit directly onto the GPS, load the GPS into the machine, and spent one bluespace crystal to prep the GPS.
Monster netting: Places a trap tile that catches whatever monsters walk over it in a net that holds them for up to a minute, keeping them immobile and passive for that time. has a 99% chance to fail on ash drakes. 50% chance to fail on Goliaths, 20% chance to fail on Legions, and 20% chance to fail on Watchers.
Monster control collar: Place it on a monster to put them under mind control, they can then be harvested for natural resources and renamed.
Thermoelectric pump: Place next to lava and activate, it will stick a pipe into the lava and begin generating power, can hold up to ten powercells at once to keep them charging, and can be wired into other gear.
Ash Shield: once powered up it will keep an area free of ash storms.
Floodlights: Big ass lights that illiminate large areas. Needs powercells. Lights sometimes blow out.
Defence turrets: shoots monster nets, bullets or flashbangs depending on what it's set to. Needs powercells and ammo.
Fencing: Basically a grille with the dimensions of a windoor, drag your sprite onto it to climb over, can be fitted with razor wire to make it harder to climb. Attach a powercell to electrify a certain number of segments. The more advanced the cell the more segments getting electrified, run wire under it to make it all electrified.
Secure gate: ^ but as a gate, click to open, click with mining ID to lock.

New Ashwalker stuff.
Invisibility cloak: Throw a stack of ten goliath plates to get an exosuit that turns you most invisible.
Ash potion: a beaker of human blood gets you a potion that makes you immune to the ash storms.
Beast tokens: Three goliath bones lets you craft a token to summon a friendly goliath to attack non ash walkers, Three watcher corpses to summon them, a legion heart to summon a legion and an ash drake body to summon just a normal ash drake (no effect on hostility)
Hunting spears: Goliath bone, watcher sinew and a bluespace crystal gets you a spear that when clicked once designates where you're standing as a drop off point and then killing something with the spear teleports the body to the drop off point.
Tracking kit: Watcher sinew, Goliath plate and plasma ore creates a scroll that when clicked gives you the direction of the nearest human, or the ashwalker tendril if you change the settings.
Infester clump: Clicking on the cleaner bugs in the walker nest once they've been fed gives you a clump of rotting flesh infested with small insects, when you're on a metal floor click the clump and it spawns a mini tendril; ashwalkers can drag click themselves onto this tendril, it will gib their current body but then they can spawn back on any other mini tendril on the Z-level.
The Maw: Three Aswalkers sacrifice themselves into the tendril to spawn a fleshy pod, when that pod is hit it opens up into a ringed mouth filled with teeth that will use goliath style tentacles to stun people, and then drag them into it, it gibs them and spits out an ashwalker egg at a 1-1 ratio. Must be dragged, when it opens up it cancels the use of all tendrils mini and main. When killed all the ashwalker gear becomes useless, you have to then make more.

New natural resources.
Goliath milk: disgusting, but has omnizine in it. When heated makes Sour Goliath milk, which has cyanide.
Watcher tears: Drinking them lets you walk across lava for the next minute.
Legion ash: Using it on yourself makes you immune to the next ash storm.
Ash Drake eggs: Eating causes the ash drake to go rogue, place in lava to get Ash hatchling as a loyal pet.

New Creature.
Ash Hatchling: A tiny ash drake with no combat abilities, vanity pet.

Because buffing something like this is totally not unreasonable and totally wouldn't take a massive amount of effort coding and spriting all this new shit, and totally wouldn't be broken as fuck and wouldn't turn every round into ashwalker Vs the station the moment anyone died.

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

Posted: Mon May 16, 2016 3:49 pm
by Armhulen
Reece wrote:snip
Yes! Remove the shuttle over to the mining station, so if you're dropping down, you should come prepared. The two way pod could be the gate???

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

Posted: Mon May 16, 2016 6:27 pm
by EndgamerAzari
Goddamn, I had the shittiest fucking idea in the middle of the night last night but now I can't remember it.

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

Posted: Mon May 16, 2016 6:53 pm
by Screemonster
EndgamerAzari wrote:Goddamn, I had the shittiest fucking idea in the middle of the night last night but now I can't remember it.
was it getting up and posting 8-)

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

Posted: Mon May 16, 2016 8:29 pm
by ThanatosRa
A way to strip and bleach skulls from severed heads. And then subsequently craft items from them. SKULLS FOR THE SKULL THRONE.

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

Posted: Mon May 16, 2016 8:57 pm
by Screemonster
ThanatosRa wrote:A way to strip and bleach skulls from severed heads. And then subsequently craft items from them. SKULLS FOR THE SKULL THRONE.
wrong thread, add as new cult theme alongside ratvar

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

Posted: Tue May 17, 2016 7:36 am
by InsaneHyena
Talisman paper planes - cult can make paper planes out of their talismans, giving them an unreliable method of delivering ranged stuns. Or EMP. Or teleport.

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

Posted: Thu May 19, 2016 8:55 pm
by ThanatosRa
Paranoia special round mode. Every single last person, implanted or not, is a traitor with 20TCs. Including latejoins. Sentient mobs also get objectives. And Ghost Roles too.

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

Posted: Thu May 19, 2016 9:10 pm
by DemonFiren
ThanatosRa wrote:Paranoia special round mode. Every single last person, implanted or not, is a traitor with 20TCs. Including latejoins. Sentient mobs also get objectives. And Ghost Roles too.
That's called Highlander.

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

Posted: Thu May 19, 2016 9:12 pm
by ThanatosRa
DemonFiren wrote:
ThanatosRa wrote:Paranoia special round mode. Every single last person, implanted or not, is a traitor with 20TCs. Including latejoins. Sentient mobs also get objectives. And Ghost Roles too.
That's called Highlander.
Full standard TC access, not bloody swords!

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

Posted: Thu May 19, 2016 9:15 pm
by DemonFiren
The end result is the same.

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

Posted: Thu May 19, 2016 9:16 pm
by ThanatosRa
LET THE MURDERBONER FLOW.

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

Posted: Thu May 19, 2016 9:49 pm
by Screemonster
Isn't there already an "Everyone is the traitor mode" button on the admin panel?

Good for sending everyone on the entire server to murder one guy.

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

Posted: Thu May 19, 2016 11:04 pm
by Anonmare
Reminds me of the time everyone but one guy was a traitor with the objective of being rude/mean/a bully to that guy

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

Posted: Fri May 20, 2016 12:08 am
by ThanatosRa
Amend the Idea to give No TCs or traitor toys to everyone leaving them only to use what's available on the station?

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

Posted: Fri May 20, 2016 1:52 pm
by Gun Hog
Add a Multiverse sword to the Lavaland loot table! When miners find them, they can either make temporary (because the atmosphere would kill them) duplicates to help them fight the mobs, or take it to the station to start a self-sustaining Highlander round!

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

Posted: Mon May 23, 2016 3:41 am
by Anonmare
Give Security an EOD suit that's got 80 bullet_resist/60 energy_resist/80 melee_resist/100 bomb_resist and fire resistance. But no spaceworthiness and 2-3 slowdown.

Put the Newcops up against The Wall and security is the fucking Wall.
Spoiler:
Image
I'm tipsy and semi-serious about this

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

Posted: Mon May 23, 2016 6:31 am
by Gun Hog
Anonmare wrote:Give Security an EOD suit that's got 80 bullet_resist/60 energy_resist/80 melee_resist/100 bomb_resist and fire resistance. But no spaceworthiness and 2-3 slowdown.

Put the Newcops up against The Wall and security is the fucking Wall.
Spoiler:
Image
I'm tipsy and semi-serious about this
Sorry bud, Steelpoint already beat you to the attempt: https://github.com/tgstation/-tg-statio ... 22cd132788

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

Posted: Mon May 23, 2016 3:15 pm
by Anonmare
>Closed
Oh right I forgot that any buff to security is literally Hitler and will be denied without chance of contest. Silly me.

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

Posted: Mon May 23, 2016 3:19 pm
by Gun Hog
Anonmare wrote:>Closed
Oh right I forgot that any buff to security is literally Hitler and will be denied without chance of contest. Silly me.
It is no different for Silicons. Antags hate to lose. If we are "furries", then they are 12-year-old Halo kids.

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

Posted: Mon May 23, 2016 10:25 pm
by PKPenguin321
Gun Hog wrote:
Anonmare wrote:>Closed
Oh right I forgot that any buff to security is literally Hitler and will be denied without chance of contest. Silly me.
It is no different for Silicons. Antags hate to lose. If we are "furries", then they are 12-year-old Halo kids.
It is no different for Antags. Silicons hate to lose. If we are "12-year-old Halo kids", then they are furries.

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

Posted: Tue May 24, 2016 12:39 am
by Reece
PKPenguin321 wrote:
Gun Hog wrote:
Anonmare wrote:>Closed
Oh right I forgot that any buff to security is literally Hitler and will be denied without chance of contest. Silly me.
It is no different for Silicons. Antags hate to lose. If we are "furries", then they are 12-year-old Halo kids.
It is no different for Antags. Silicons hate to lose. If we are "12-year-old Halo kids", then they are furries.
Antag Versus Silicon deathmatch server when?
EDIT:wait no, pointless. For 2TC's you'd always win as antag.

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

Posted: Tue May 24, 2016 5:47 am
by Davidchan
[youtube][/youtube]
PKPenguin321 wrote:
Gun Hog wrote:
Anonmare wrote:>Closed
Oh right I forgot that any buff to security is literally Hitler and will be denied without chance of contest. Silly me.
It is no different for Silicons. Antags hate to lose. If we are "furries", then they are 12-year-old Halo kids.
It is no different for Antags. Silicons hate to lose. If we are "12-year-old Halo kids", then they are furries.
It's okay PKP. Just point to where the big mean SecBorg touched you. Image

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

Posted: Tue May 24, 2016 5:59 am
by PKPenguin321
Davidchan wrote:
PKPenguin321 wrote:
Gun Hog wrote:
Anonmare wrote:>Closed
Oh right I forgot that any buff to security is literally Hitler and will be denied without chance of contest. Silly me.
It is no different for Silicons. Antags hate to lose. If we are "furries", then they are 12-year-old Halo kids.
It is no different for Antags. Silicons hate to lose. If we are "12-year-old Halo kids", then they are furries.
It's okay PKP. Just point to where the big mean SecBorg touched you. Image
Right here, in my fun
It just tore it up mercilessly

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

Posted: Tue May 24, 2016 5:10 pm
by Wyzack
Nowhere because they are remove lmao

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

Posted: Thu May 26, 2016 4:06 am
by Screemonster
Replace revenants with the Mysterons.

Mysterons have the ability to copy a corpse and spawn into the station and complete their objectives, whatever they may be. Usually destroy a thing or assassinate a person.

If no convenient corpses are available they can get a limited ability to fuck with station equipment for a minute (open canisters, shock/slam doors and so on) in order to create one, but doing so results in a big booming voice heard across the station announcing their presence and stating their objectives.

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

Posted: Sun May 29, 2016 9:50 pm
by Zellion
Remove roundstart cyborgs, make borging living people a bannable offense. Everyone has a last will that you can read by examining which is set in game preference stating
"I would like to be cloned" or "I would like to be turned into a cyborg"

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

Posted: Mon May 30, 2016 6:09 am
by DemonFiren
I see you've been to Bay recently.

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

Posted: Mon May 30, 2016 11:37 am
by Reece
Is Bay still going?

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

Posted: Mon May 30, 2016 3:58 pm
by Zellion
DemonFiren wrote:I see you've been to Bay recently.
Do they literally have that? I haven't been to bay in years.

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

Posted: Mon May 30, 2016 7:06 pm
by DemonFiren
Well, they had roundstart borgs while I left, but borging without paperwork was bannable, as were executions unless you were a traitor HoS or Captain.

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

Posted: Fri Jun 03, 2016 4:04 am
by Gamarr
A hallucinatory drug alternate that makes a small, minor % of the effects 'real.' Functions standard to what we have in the game when you are 'high' with flashing colors, fake mobs, random 'plasma leaks', etc. with the slight adjustment that some of the shit will kill you when its a part of 'reality'. Maybe a narsie booze or cursed liquor source? I'unno.

-Gunshot sound actually occurs, with all nearby hearing it
-Tentacle monster sprite that shows up to beat you up? Yeah, that one isn't so fake and is eating your face
-Randomly spawned NPC duplicates of the hallucinatory-person target
-Bleeding walls for everybody involved
etc.

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

Posted: Fri Jun 03, 2016 4:21 am
by confused rock
you should add angel wings

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

Posted: Fri Jun 03, 2016 4:40 am
by MMMiracles
The unloved rock wrote:you should add angel wings
add lizard customization while were at it

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

Posted: Fri Jun 03, 2016 5:46 am
by Davidchan
Move the entire station to lavaland with ashwalkers and hostile mobs regularly trying to breach it.

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

Posted: Sun Jun 05, 2016 12:45 pm
by Anonmare
Make emags limited use and require more uses by being used on an unhacked APC.
Make emags able to set an APC to be permanently locked or unlocked by swiping an emag on it, toggling it between locked and unlocked (this does not use a charge).

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

Posted: Mon Jun 06, 2016 9:14 am
by Ezel
Anonmare wrote:Make emags limited use and require more uses by being used on an unhacked APC.
Make emags able to set an APC to be permanently locked or unlocked by swiping an emag on it, toggling it between locked and unlocked (this does not use a charge).
Might aswell buy a emp flashlight if you downgrade the emagg

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

Posted: Mon Jun 06, 2016 10:13 pm
by Gamarr
Some lavaland/'random' sleepers and-or Shaft Miners get a volleyball with a face upon spawn. Using it is like asking for a pAI, except if the ghost accepts, they can now talk to just the creator of the volleyball, who likewise is the only one who can hear them. No, no pAI functionality. This is purely a talking volleyball idea for the hermits that need them most.

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

Posted: Tue Jun 07, 2016 2:51 am
by Zilenan91
Make it a coconut with a face on it and it's good

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

Posted: Tue Jun 07, 2016 4:34 am
by Wizardjenkins66
Gamarr wrote:Some lavaland/'random' sleepers and-or Shaft Miners get a volleyball with a face upon spawn. Using it is like asking for a pAI, except if the ghost accepts, they can now talk to just the creator of the volleyball, who likewise is the only one who can hear them. No, no pAI functionality. This is purely a talking volleyball idea for the hermits that need them most.
Wrong thread

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

Posted: Tue Jun 07, 2016 5:05 pm
by Armhulen
Gamarr wrote:Some lavaland/'random' sleepers and-or Shaft Miners get a volleyball with a face upon spawn. Using it is like asking for a pAI, except if the ghost accepts, they can now talk to just the creator of the volleyball, who likewise is the only one who can hear them. No, no pAI functionality. This is purely a talking volleyball idea for the hermits that need them most.
Make only the user be able to hear it and YES.

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

Posted: Tue Jun 07, 2016 7:25 pm
by confused rock
Wizardjenkins66 wrote:
Gamarr wrote:Some lavaland/'random' sleepers and-or Shaft Miners get a volleyball with a face upon spawn. Using it is like asking for a pAI, except if the ghost accepts, they can now talk to just the creator of the volleyball, who likewise is the only one who can hear them. No, no pAI functionality. This is purely a talking volleyball idea for the hermits that need them most.
Wrong thread

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

Posted: Tue Jun 07, 2016 7:41 pm
by Armhulen
The unloved rock wrote:
Wizardjenkins66 wrote:
Gamarr wrote:Some lavaland/'random' sleepers and-or Shaft Miners get a volleyball with a face upon spawn. Using it is like asking for a pAI, except if the ghost accepts, they can now talk to just the creator of the volleyball, who likewise is the only one who can hear them. No, no pAI functionality. This is purely a talking volleyball idea for the hermits that need them most.
Wrong thread