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

Posted: Thu Jul 14, 2016 10:44 am
by DemonFiren

Bottom post of the previous page:

So, after playing some Fallout 2 I've gotten an idea for Ash Walkers that also works to change Lavaland's theme a little.

Make them work basically like intelligent deathclaws.
NT grabbed Wags' brothers and sisters, modified them to be thirty times larger and smarter, and dropped a breeding population on Lavaland to deter Syndicate colonisation.
Eventually these lizards found an old bio-lab left over from a previous civilisation and equipped with its own AI (that has gone completely rampant and only barely self-aware over time).
The AI offered them a deal: faster reproduction and greater intelligence in exchange for protecting it and feeding it specimens to process.
From the biomass of these specimens the AI clones deathclaw ashligger hatchlings which grow up remarkably quickly due to genememes, and were also modified to be much more aggressive than the original population.
End result? They're much larger, tougher and faster than humans as well as (possibly) immune to ash storms, however they cannot use guns or any machinery due to oversized claws.

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

Posted: Thu Jul 14, 2016 5:37 pm
by One Seven One
DemonFiren wrote:So, after playing some Fallout 2 I've gotten an idea for Ash Walkers that also works to change Lavaland's theme a little.

Make them work basically like intelligent deathclaws.
NT grabbed Wags' brothers and sisters, modified them to be thirty times larger and smarter, and dropped a breeding population on Lavaland to deter Syndicate colonisation.
Eventually these lizards found an old bio-lab left over from a previous civilisation and equipped with its own AI (that has gone completely rampant and only barely self-aware over time).
The AI offered them a deal: faster reproduction and greater intelligence in exchange for protecting it and feeding it specimens to process.
From the biomass of these specimens the AI clones deathclaw ashligger hatchlings which grow up remarkably quickly due to genememes, and were also modified to be much more aggressive than the original population.
End result? They're much larger, tougher and faster than humans as well as (possibly) immune to ash storms, however they cannot use guns or any machinery due to oversized claws.
So getting rid of their ability to invade the station
Making them possibly a more destructive threat
Keeping with the science theme

You know I actually like this idea a lot

Sure Ashwalker invasions are fun but defending your homeworld from oncoming station threats is where it's at.
It would even give them an IC reason to not just be "WAAAAGH, poke pink fleshy ones with sticks till dead!"
As long as they're not so big that I can't hide in boxes then I'm fine.

Maybe we could even give them the power to claw away at walls with their claws, so they don't need picks.

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

Posted: Thu Jul 14, 2016 5:57 pm
by DemonFiren
I was thinking of letting them force airlocks xeno-style, though perhaps on a longer timer.
And yeah, sure, bashing through rock sounds good.

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

Posted: Thu Jul 14, 2016 6:15 pm
by InsaneHyena
> It's "DemonFiren tries to push his furfaggotry again" episode.

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

Posted: Thu Jul 14, 2016 6:44 pm
by DemonFiren
InsaneHyena wrote:> It's "DemonFiren tries to push his furfaggotry again" episode.
>furfaggotry
>FURfaggotry
Image

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

Posted: Thu Jul 14, 2016 7:14 pm
by InsaneHyena
> implying there's a substantial difference between lizardfag degeneracy and wolffag degeneracy

Anyway, to keep my post relevant to the thread. Two new custom suicides - for suiciding with arcane tome and clockwork slab. In the first case, your body is violently gibbed, but you leave behind a soulstone with your soul that can be used for creating a construct. Suicide with a slab dusts you instead, but also produces a ratvar positronic with your soul.

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

Posted: Thu Jul 14, 2016 8:05 pm
by DemonFiren
>implying there isn't
>implying lizards are degenerate

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

Posted: Thu Jul 14, 2016 8:49 pm
by Screemonster
whenever someone deathgasps it should have a 1/10 chance of making a wilhelm scream

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

Posted: Thu Jul 14, 2016 11:54 pm
by MrEousTranger
Add a genetic mutation that basically lets you see ghosts.
You see ghosts, except to you
ghosts look like they did before they died.
And you can hear the dead chat
and spend your time fulfilling the wishes
of those who have died.
I_Honk_dead_people.jpg
I see dead chat.
All the time.

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

Posted: Fri Jul 15, 2016 12:35 am
by BeeSting12
take blob out and replace it with monkey

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

Posted: Fri Jul 15, 2016 1:02 pm
by DemonFiren
Give the clown a can of canned laughter.
It contains 50-100u of a reagent that is completely purged as soon as a mob's system processes it, then plays a laugh track to anyone within hearing range.
Inject it into the chef's food!
Fill your water flower with it!
Fill Sec's pepper sprays with it while they're not looking!
Replace a cryo healing mix with canned laughter and colourful reagent!
Wreak havoc by dropping a large chemical payload filled with the stuff in Escape!

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

Posted: Fri Jul 15, 2016 1:36 pm
by Scott
MrEousTranger wrote:Add a genetic mutation that basically lets you see ghosts.
You see ghosts, except to you
ghosts look like they did before they died.
And you can hear the dead chat
and spend your time fulfilling the wishes
of those who have died.
I_Honk_dead_people.jpg
I see dead chat.
All the time.
wrong thread mate

although I wouldn't let them hear all deadchat, just from the ghosts close by

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

Posted: Fri Jul 15, 2016 2:50 pm
by Davidchan
Various chemicals present in a person's body should result in unusual and potentially devastating clone defects.

For example. If a person died of spider bites and had 30u of spider venom in their system while cloned, 30 spiderlings would be released from the cloner upon them being ejected.

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

Posted: Fri Jul 15, 2016 5:57 pm
by MrEousTranger
Davidchan wrote:Various chemicals present in a person's body should result in unusual and potentially devastating clone defects.

For example. If a person died of spider bites and had 30u of spider venom in their system while cloned, 30 spiderlings would be released from the cloner upon them being ejected.
It should make them HALF SPIDER HALF MAN

omg do this for everything, cloned with xeno babby inside oh shit it'll be like alien resurrection with the disgusting Ripley clones.

Bit by a mutant IAN???????? CORGIMAN RACEEE!!!!

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

Posted: Fri Jul 15, 2016 10:48 pm
by ThanatosRa
a spider the size of a buick

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

Posted: Sat Jul 16, 2016 1:26 pm
by Screemonster
add a new subtype of traitor called the Validhunter. They spawn in all roundtypes with the objective to murder someone, but only appear if the target is an antag themselves who previously roundstart suicided as a non-antag.

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

Posted: Sat Jul 16, 2016 3:11 pm
by Reece
Add anew wizard item, bag ofbears, comes with fifteen fuzzballs that when thrown turn into pissed offspacebears.

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

Posted: Sat Jul 16, 2016 3:32 pm
by Screemonster
Reece wrote:Add anew wizard item, bag ofbears, comes with fifteen fuzzballs that when thrown turn into pissed offspacebears.
wrong thread

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

Posted: Sat Jul 16, 2016 4:34 pm
by Lumbermancer
Take the station. And drop it on the lava planet. Remove mining station and repurpose cargo.

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

Posted: Sat Jul 16, 2016 5:05 pm
by Wyzack
Lumber will you ever recover from the fact that everyone likes a thing you don't like?

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

Posted: Sat Jul 16, 2016 5:22 pm
by Lumbermancer
What do I not like?

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

Posted: Sat Jul 16, 2016 7:41 pm
by Gamarr
ThanatosRa wrote:a spider the size of a buick
I'll take this and up you with Actual space spiders. None of this 'I must breathe o2' shit. They arrive via event, space dust (instead of sand/ore remnants, space eggs are interspersed in that and hatch when exposed to vacuum), or larger meteors. The babies are all player controlled spiderlings, basically. They grow exceedingly slow default to maturation but can(and should) consume eachother to get bigger, faster. Initial maturation you get spiders the size we are used to presently. But they need to find and consume their brothers still to reach the next tier of big-fucking-space-spider. Babies and eggs dying on the edge of the station should be a natural and usually benign process; they hatch and starve/die off in their environment easily. They are not predators.

Notes- They live in space, and are harmed by the atmosphere within a station proper.
-They do not need to 'eat' outside of power from wires. Their nests are made (commonly) on solars, where they can tap right into the feeds. The effect should be a blocking of said solar wing 'upriver' of the silk-webbing-whatever. Spider heals on said nest, and also grows faster. Growing the webbing to encompass/block more solar branches will give a stronger nest, but will noticeably block most/all of the energy to the solar SMES and get human attention. Maybe when you are the size of a buick you can eat electricity in peace....
-They consume their brothers for biomass alone to get larger, not out of a dietary or nutritional requirement.
-Engineers can harvest the nests partially for 'charged' webbing silk whatever. R&D uses, or maybe the wire is extra durable and when used in lieu of cable coils, has increased properties (longer cable restraint removal, wire in maint laid with this would require repeated snipping to cut/does not falter to mice teeth, I dunno this is a rough idea).
--Harvesting partially means you don't destroy the webbing nest, wherever it is, but you gain a small fragment of the silk. Space-spider habitats are not dependent upon (but are greatly helped by) Humans or advanced space-faring societies, meaning hostile responses only happen if the nest is threatened and thus the spiders food supply. No humans maintaining the solar wing also means no power in the wiring more than likely, and thus no food and little growth/maturation.

WIP concepts: Space-spiders begin to accrue electrical-based abilities/traits, including tesla-like nests. The nests eventually may give off their own charge if large/old enough.
-Buick-sized final stage space-spiders are likewise non-predatory, organically, but may easily start to cover the outside of the station in in large swathes of webbing, which may or may not be problematic (breaches would be much less worrisome, maybe).
-At that point, it may not be a good idea to harass the giant spider and just make sure the solar wing is running so it's happy.
-Final stage spider may leave eggs/create nodules out of stored energy-matter, which engineers can harvest for makeshift batteries, lights, food, cargo $$$$, or grenades.
-Aggressively combats space-carp, the organisms sharing a habitat and naturally feuding for differing reasons.

tl;dr space spiders that eats energy from wires on solar or maint if starving.

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

Posted: Sun Jul 17, 2016 9:26 pm
by D&B
Giant Space Megafauna Whale Carp found in any Z layer of space that can spawn via event.

After 10 minutes of it spawning, it homes in to the station and attacks by ramming into windows and spawning more space carp swarms from eggs it produces.

Crew must fight it by making enough weapons to shoot through the mini space carp or making enough cargo points to order Blue Space Artillery Strikes from NT. Each purchase of a BSAS gives the Captain a small option in comms console to aim the strike and then order it so NT fires.

It drops smaller Space Carp eggs that can be hatched by the crew to have their own space carp pet.

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

Posted: Sun Jul 17, 2016 9:41 pm
by Davidchan
D&B wrote:Giant Space Megafauna Whale Carp found in any Z layer of space that can spawn via event.

After 10 minutes of it spawning, it homes in to the station and attacks by ramming into windows and spawning more space carp swarms from eggs it produces.

Crew must fight it by making enough weapons to shoot through the mini space carp or making enough cargo points to order Blue Space Artillery Strikes from NT. Each purchase of a BSAS gives the Captain a small option in comms console to aim the strike and then order it so NT fires.

It drops smaller Space Carp eggs that can be hatched by the crew to have their own space carp pet.
Space Newfoundland?

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

Posted: Sun Jul 17, 2016 10:16 pm
by D&B
Davidchan wrote:
D&B wrote:Giant Space Megafauna Whale Carp found in any Z layer of space that can spawn via event.

After 10 minutes of it spawning, it homes in to the station and attacks by ramming into windows and spawning more space carp swarms from eggs it produces.

Crew must fight it by making enough weapons to shoot through the mini space carp or making enough cargo points to order Blue Space Artillery Strikes from NT. Each purchase of a BSAS gives the Captain a small option in comms console to aim the strike and then order it so NT fires.

It drops smaller Space Carp eggs that can be hatched by the crew to have their own space carp pet.
Space Newfoundland?
Yeah I guess

Energy Harpoons when

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

Posted: Mon Jul 18, 2016 10:24 am
by Screemonster
add a command report announcing the purge to the list of things that can happen with Summon Events

then ban anyone who acts on it :honk:

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

Posted: Mon Jul 18, 2016 3:48 pm
by peoplearestrange
A supermatter shard rifle. Fires slithers of SM, instantly dissolving those it hits. If it misses it has a chance to decay and cause hallucinations in an AEO where it stops.
Then wait for the complaints to role in :^)

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

Posted: Mon Jul 18, 2016 4:06 pm
by DemonFiren
Image
You called?

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

Posted: Mon Jul 18, 2016 4:08 pm
by Gun Hog
"Control Implant Console" for Captain and HoS. Each Mindshield implant contains a micro bomb and beepsky smash-like chemical, which the Captain or HoS can use to stunlock or gib any implanted personnel they feel is acting up - this includes people implanted during the round.

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

Posted: Mon Jul 18, 2016 4:17 pm
by Screemonster
Gun Hog wrote:"Control Implant Console" for Captain and HoS. Each Mindshield implant contains a micro bomb and beepsky smash-like chemical, which the Captain or HoS can use to stunlock or gib any implanted personnel they feel is acting up - this includes people implanted during the round.
you know who else whould have access

:ai:
:honkman:

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

Posted: Mon Jul 18, 2016 6:45 pm
by DemonFiren
Finally, the AI gets to blow harmful officers.

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

Posted: Mon Jul 18, 2016 9:07 pm
by Davidchan
Needless nerf borgs again by making a common item stun them for 10 seconds. Oh wait. https://github.com/tgstation/tgstation/pull/19370

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

Posted: Mon Jul 18, 2016 9:36 pm
by Zilenan91
Gamarr wrote:
ThanatosRa wrote:a spider the size of a buick
snip

Paradise coded these things called Terror Spiders that looked really really cool and I hope that someone adds them to here some day.

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

Posted: Wed Jul 20, 2016 5:40 am
by Gamarr
Being flashbanged effectively (no eyes and ear protection) should have a chance to weak/negate certain conditions such as sleep through morphine.

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

Posted: Thu Jul 21, 2016 1:49 pm
by DemonFiren
Replace laughter demons with deathclowns.
Spoiler:
deathclown.png

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

Posted: Thu Jul 21, 2016 5:28 pm
by Gun Hog
DemonFiren wrote:Replace laughter demons with deathclowns.
Spoiler:
deathclown.png
DO IT DO IT DO IT!!

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

Posted: Thu Jul 21, 2016 6:19 pm
by Reece
Give MMI's legs.

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

Posted: Thu Jul 21, 2016 6:45 pm
by DemonFiren
Reece wrote:Give MMI's legs.
Bay had spiderbots for a while.
This is what MMIs should be, they're also available to posis.

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

Posted: Fri Jul 22, 2016 10:45 am
by Anonmare
Silicons should see people in bloated skin suits as naked Humans.
Also add bloated scale suits and make silicons see Humans dressed in them as naked Lizards.

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

Posted: Fri Jul 22, 2016 11:22 am
by Reece
Hell yeah.

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

Posted: Tue Jul 26, 2016 12:45 am
by Davidchan

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

Posted: Thu Jul 28, 2016 2:04 am
by Gamarr
Having multiple cards in your hand still work when thrown, spreading out with the more used per hand. Now you can 'shotgun' a room with 3-6 syndie cards! Release your inner Gambit!

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

Posted: Thu Jul 28, 2016 2:10 am
by Drynwyn
Gamarr wrote:Having multiple cards in your hand still work when thrown, spreading out with the more used per hand. Now you can 'shotgun' a room with 3-6 syndie cards! Release your inner Gambit!
Wrong thread

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

Posted: Thu Jul 28, 2016 4:35 am
by Davidchan
New Syndicate Anti-Borg item: Magnets!

1TC gets you a box of 4, tiny sized objects that can fit in your pocket. Shape and sprite is random refridgerator magnets from Clowns to CR20 to SyndiCakes. When used on (or thrown at) a Cyborg, enforces a random Ion Law, forces Drone overlay vision so they can't tell people apart, and all radio, binary and local chatter become Unknown with scrambled letters and static. 25% chance that when a borg moves it will be in a random direction as if confused/drunk.

Removing the magnet requires the borg to stay still and resist for 60 seconds. Someone else can remove it in 5 seconds with help intent to peel the magnet off. When researched, grants ECM 3 and Syndicate 1. Magnets, how do they work?

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

Posted: Thu Jul 28, 2016 4:39 am
by MrEousTranger
Davidchan wrote:New Syndicate Anti-Borg item: Magnets!

1TC gets you a box of 4, tiny sized objects that can fit in your pocket. Shape and sprite is random refridgerator magnets from Clowns to CR20 to SyndiCakes. When used on (or thrown at) a Cyborg, enforces a random Ion Law, forces Drone overlay vision so they can't tell people apart, and all radio, binary and local chatter become Unknown with scrambled letters and static. 25% chance that when a borg moves it will be in a random direction as if confused/drunk.

Removing the magnet requires the borg to stay still and resist for 60 seconds. Someone else can remove it in 5 seconds with help intent to peel the magnet off. When researched, grants ECM 3 and Syndicate 1. Magnets, how do they work?
Have you seen what happens when you stick a magnet on a tv screen??
Fucks its shit up real fast.

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

Posted: Thu Jul 28, 2016 4:41 am
by Davidchan
Thats exactly where this come from.

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

Posted: Thu Jul 28, 2016 8:44 am
by Armhulen
Davidchan wrote:Thats exactly where this come from.
so why the fuck is it in the shitty ideas thread, I love it!

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

Posted: Thu Jul 28, 2016 8:58 am
by PKPenguin321
Magnets would have to make borgs sing showtunes

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

Posted: Thu Jul 28, 2016 9:30 am
by Reece
^ Yes.
Also new crafting item, metal rod, wire, chem nade casing and wirecutters as a tool to make an electromagnet rod that lets you stunprod borgs.

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

Posted: Thu Jul 28, 2016 8:17 pm
by DemonFiren
When shunting into an APC, AIs should have a small chance to shunt into an Armoured Personnel Carrier instead, which they can then teleport on-station.

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

Posted: Thu Jul 28, 2016 9:02 pm
by Screemonster
Image

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