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

Posted: Wed Dec 07, 2016 1:02 pm
by Alipheese

Bottom post of the previous page:

Give autolathes a queue.

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

Posted: Thu Dec 08, 2016 8:39 am
by Davidchan
Vent gnomes side-antag.

Up to six of them spawn during an event, and they are given a list of half dozen or more items to steal which can range from anything from cheeseburgers to ion rifles to broken glass shards.

They'd have sprites the size of mice, can run under tables and around things like welding tanks, air canisters ect... but pushing things ontop of a gnome has a chance to hurt them, as does walking over one with harm intent set. But vent crawling should be their main mode of transport.

As the kicker, upon completing their objectives they can build crude secborgs to use as mechs and take revenge on the crew for any gnomes that were killed.

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

Posted: Thu Dec 08, 2016 10:42 am
by MisterPerson
Alipheese wrote:Give autolathes a queue.
Wrong thread

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

Posted: Thu Dec 08, 2016 12:14 pm
by calzilla1
Alipheese wrote:Give autolathes a queue.
Stop stealing my ideas

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

Posted: Thu Dec 08, 2016 1:08 pm
by Screemonster
Alipheese wrote:Give autolathes a queue.
don't cap it

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

Posted: Thu Dec 08, 2016 1:24 pm
by FantasticFwoosh
Davidchan wrote:Vent gnomes side-antag.

Up to six of them spawn during an event, and they are given a list of half dozen or more items to steal which can range from anything from cheeseburgers to ion rifles to broken glass shards.

They'd have sprites the size of mice, can run under tables and around things like welding tanks, air canisters ect... but pushing things ontop of a gnome has a chance to hurt them, as does walking over one with harm intent set. But vent crawling should be their main mode of transport.

As the kicker, upon completing their objectives they can build crude secborgs to use as mechs and take revenge on the crew for any gnomes that were killed.
Vent goblins/maint gremlins would be better, spawn from a special xenobio (aka not typically able to mutate because rare admeme) glowshroom variant "Goblin-Cap" which does not spread but drops spores periodically in the 5x5 area around it. Spores after growing into another plant type for a little while become fleshy pods where these ghost role/NPC gobboes spawn

Image
Spoiler:
I even have some orc sprites if you're interested

Image (Fully clad in scrap metal armour)
Image (Bodytype without clothes)

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

Posted: Thu Dec 08, 2016 1:26 pm
by Davidchan
Stop trying to add Orks. Also letting the reproduce will make the butt hurt scream even more since according to the vocal minority conversion/ghost roles are bad because... reasons?

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

Posted: Thu Dec 08, 2016 1:29 pm
by FantasticFwoosh
Davidchan wrote:Stop trying to add Orks. Also letting the reproduce will make the butt hurt scream even more since according to the vocal minority conversion/ghost roles are bad because... reasons?
Read Title

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

Posted: Thu Dec 08, 2016 2:39 pm
by Davidchan
FantasticFwoosh wrote:
Davidchan wrote:Stop trying to add Orks. Also letting the reproduce will make the butt hurt scream even more since according to the vocal minority conversion/ghost roles are bad because... reasons?
Read Title
Image

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

Posted: Thu Dec 08, 2016 3:27 pm
by Grazyn
Call them Leprechauns and make them work like a mini wishgranter if you manage to capture one

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

Posted: Thu Dec 08, 2016 3:34 pm
by FantasticFwoosh
Grazyn wrote:Call them Leprechauns and make them work like a mini wishgranter if you manage to capture one
Sounds like devil datum.

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

Posted: Thu Dec 08, 2016 4:35 pm
by peoplearestrange
Give mechs a crayon firing gun that colours mobs on hit or doodles random smeer graffiti upon contact with floor/wall

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

Posted: Thu Dec 08, 2016 6:14 pm
by Gun Hog
peoplearestrange wrote:Give mechs a crayon firing gun that colors mobs on hit or doodles random smear graffiti upon contact with floor/wall
Good HONK mech weapon...

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

Posted: Thu Dec 08, 2016 8:32 pm
by Screemonster
make uncalibrated teleporters have a chance of spawning a ghost into your evil mirror universe twin the instant you depart, identical in gear and appearance in every way except they have a goatee (or if you normally have a goatee, are clean-shaven) and given the objective to kill you and escape on the shuttle

if you're an antag, they are informed of your antag status and given the briefing to stop you at all costs instead.

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

Posted: Thu Dec 08, 2016 11:30 pm
by PKPenguin321
peoplearestrange wrote:Give mechs a crayon firing gun that colours mobs on hit or doodles random smeer graffiti upon contact with floor/wall
less shitty idea: paintball gun that does the colorful reagent effect on hit

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

Posted: Fri Dec 09, 2016 2:26 am
by 1g88a
Gun gloves
Image

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

Posted: Fri Dec 09, 2016 3:16 am
by Kel-the-Oblivious
1g88a wrote:Gun gloves
Image
Fits a single 9mm, needs to be screw drivered to reload, and uses the modular receiver.

Modular receiver needs more craftable items.

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

Posted: Fri Dec 09, 2016 10:28 am
by DemonFiren
Two 9mms, given that you have two gloves.
Can also accidentally go off when sneezing or coughing, or alternatively in melee combat.

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

Posted: Fri Dec 09, 2016 11:58 am
by Grazyn
Well according to wikipedia, it could only be used in melee. The piston extending over the barrel is the trigger, you have to make a fist and press it against your target to shoot

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

Posted: Fri Dec 09, 2016 1:38 pm
by Davidchan
Aka the literal handgun that was literally used in Inglorius Bastards to punch-shoot a nazi guard before jihad bombing Hitler's movie booth.Spoilas

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

Posted: Sat Dec 10, 2016 2:29 am
by 1g88a
Syndicate Auto-Garrote. Comes in a box with an implanter for the controller. Attach to someone's neck and it will send them a message making it very clear that someone has control over their life. Allows the implanted user to whisper messages to the subject (that will be replayed at whisper volume over the garrote's speaker). When activated by the user or when the user dies the garrote will choke the victim, stopping breathing and muting them. Removing it could involve some sort of hacking process, maybe even let the user tinker with it to set it to outright strangle rather than just choke. Failed removal could result in the garrote to malfunction and decapitating the victim. Emagging the garrote should also cause the garrote to decapitate the victim when activated.

Obvious cons: -Requires people to even pretend to roleplay to work as anything other than a dramatic murder device
-OH SWEET FREE ANTAG *doesn't fight back*
-Does-Not-Meta has enslaved Jack Metafriend for the 12th time
-Everyone races to enslave Powergamer X

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

Posted: Sat Dec 10, 2016 11:53 am
by FantasticFwoosh
We already have this, its called a chemical implant full of poison mixed in with a tracking implant to talk over the prisoner console in their head.

Shitty idea - because we have nutriment pumps & adrenals (illegal tech) let us make our own chem implants for triggering sudden chem related death in other people.

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

Posted: Sat Dec 10, 2016 11:32 pm
by Danowar
is there a way to booby-trap implants so they couldn't just run to medbay to take them out?

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

Posted: Sun Dec 11, 2016 12:09 am
by FantasticFwoosh
Danowar wrote:is there a way to booby-trap implants so they couldn't just run to medbay to take them out?
Not current, but you could watch them run into medbay & track them using the combined console & cams to terminate.

A auto-kill button for removal is a bit extreme, but i agree there's circumstances it should definitely be a option.

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

Posted: Sun Dec 11, 2016 8:45 pm
by Grazyn
The following suggestion is for when guncrafting is merged

A new move in CQC to attack someone and dismantle the gun in his hand.

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

Posted: Mon Dec 12, 2016 2:46 am
by 1g88a
FantasticFwoosh wrote:We already have this, its called a chemical implant full of poison mixed in with a tracking implant to talk over the prisoner console in their head.
Those are all sec items and the other thing is just another toy for r&d.

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

Posted: Mon Dec 12, 2016 8:39 am
by Davidchan
Have beepsky and secbots timestamp zipcuffs so people can prove how long they've been cuffed and held in limbo by sec.

Add actual timers to sec cuffs that do the same thing and make it policy to subtract cuffed time from sentance time as time served.

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

Posted: Tue Dec 13, 2016 11:04 am
by Screemonster
give traitors a Bane mask that constantly feeds them chemicals from an internal tank, the default chemical giving them the same nostun/punching effects as hulk but all their dialogue is replaced with baneposts

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

Posted: Tue Dec 13, 2016 11:07 am
by Grazyn
What happens if they pull the mask off?

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

Posted: Tue Dec 13, 2016 11:08 am
by Screemonster
it puts them in paincrit

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

Posted: Tue Dec 13, 2016 9:09 pm
by DemonFiren
It also injects the former wearer with 4u of growth hormone.

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

Posted: Sat Dec 17, 2016 4:38 am
by Gun Hog
Add new armor crafting recipes:
- Armored labcoat: Sec vest + labcoat (any design). Creates a labcoat with armor values added from the vest.
- Reinforced work vest: Engineering work vest + sec vest. Like the labcoat, it carries the armor values of the sec vest while having the other properties of the work vest.
- <Insert cargo appropriate item here>

Start department Security officers with their respective items (R. work vest for Engi Sec, Labcoats for Sci and Med officers, etc) so they actually look like they belong there!

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

Posted: Tue Dec 20, 2016 7:21 pm
by darkpaladin109
Emmaging a cloner console should make anyone that's cloned from the connected cloner a clone of the emmager. Now antags can finally make an army of clones!

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

Posted: Wed Dec 21, 2016 7:18 am
by DemonFiren
Only if it shares the emagger's objective, gets telepathy to him and a big red text saying THIS FUCK IS YOUR BOSS.
As emagger your telepathic link is boldtext, of course.

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

Posted: Wed Dec 21, 2016 7:52 am
by Kel-the-Oblivious
Don't make it an emag option, but a brand new traitor item. Install it into the cloner, and anyone who comes out instantly shares the objectives with the traitor who installed it. Costs 20 points because of just how POWERFUL it would be to have anyone who gets cloned as your lackey.

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

Posted: Wed Dec 21, 2016 12:01 pm
by DemonFiren
Kinda snowflake to have that just for one machine, besides, it would be immediately obvious to anyone performing the cloning.

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

Posted: Wed Dec 21, 2016 12:15 pm
by Screemonster
Subverting the cloning machine and having it spit out horrible genetic monstrosities would be fun. Especially if they only mutate into their monstrous version after a time delay so the doctors could be blissfully cloning people without realising that shenanigans are afoot until they've already spawned a dozen of the things.

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

Posted: Fri Dec 23, 2016 7:50 am
by Davidchan
Give the Bartender a still and allow him to put random shit into it to create a form of ghetto chemistry.

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

Posted: Fri Dec 23, 2016 8:18 am
by Screemonster
Davidchan wrote:Give the Bartender a still and allow him to put random shit into it to create a form of ghetto chemistry.
http://www.homebrewtalk.com/showthread.php?t=76867
Fermentation in the past was a haphazard affair because no one knew how to control the wild yeasts properly. Often a leg of mutton was thrown into the barrel, or sometimes the cock's throat was slit and blood was poured in! It was said that no traces of meat or bone remained when the barrel was emptied however. It is also true, that rats who drank from the froth at the top of a fermenting barrel often got drunk and fell in.
Spoiler:
COCK ALE (circa the 1500's) A real recipe from some obscure text found in the Scottish Highlands... Enjoy....

Procedure:
"Take 10 gallons of ale and a large cock, the older the better; parboil the cock, flay him, and stamp him in a stone mortar until his bones are broken (you must gut him when you flaw him). Then, put the cock into two quarts of sack, and put to it five pounds of raisins of the sun - stoned; some blades of mace, and a few cloves. Put all these into a canvas bag, and a little before you find the ale has been working, put the bag and ale together in vessel.
In a week or nine days bottle it up, fill the bottle just above the neck and give it the same time to ripen as other ale."

Alternate recipe:
Brutal, eh? I was also given a modern recipe written by some guy named C.J.J. Berry.... Here goes this one...
"Take a few pieces of _cooked_ chicken and a few chicken bones (approx one tenth of the edible portion of the bird) well crushed or minced.

Also take half of pound of raisins, a very little mace, and one or maybe two cloves. Add all these ingrediants to half a bottle of string country white wine. Soak for 24 hrs. Then make on gallon of beer as follows:

1 lb Malt extract
1 Oz Hops
1/2 lb demerarra sugar
1 gallon water
Yeast and nutrient


Add the whole of the chicken mixture to the beer at the end of the second day. Fermentation will last six or seven days longer than usual and the ale should be matured at least one month in the bottle. This cock ale is of the barley wine type.

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

Posted: Sun Dec 25, 2016 6:04 pm
by DemonFiren
You know the sounds you can play as synth? *beep, *honk, *sad?
Make them OOC commands.

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

Posted: Sun Dec 25, 2016 7:32 pm
by Anonmare
Give the Janitor a Kitchen Gun
[youtube]Gvj0i1PN-Pw[/youtube]

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

Posted: Sun Dec 25, 2016 9:02 pm
by Whoisthere
Bleeding buckshot.
Does 0 damage but causes bleeding.

Also the pellets embed.

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

Posted: Sun Dec 25, 2016 9:09 pm
by confused rock
y tho

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

Posted: Sun Dec 25, 2016 10:21 pm
by D&B
Mid Round antagonist that on spawn blows out all lights in the station.

They have a high brute weapon replacing a hand, are invisible in darkness, and can blink or jaunt without the animations, they also have hulk and thermal vision. If they kill someone they can grab akin a changeling succ and heal all the damage they get. Weapons that can be chosen are: Chainsaw, Machete, Scythe, Armblade, any other slasher film weapons.

Being in light hurts them slightly, and not killing for an x amount of time will provoke hallucinations on them and the players near them.

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

Posted: Mon Dec 26, 2016 12:40 am
by Armhulen
is that suggestion as shitty as you thought it was? I love it.

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

Posted: Mon Dec 26, 2016 12:46 am
by Screemonster
Blowing all the lights when it happens is so obviously telegraphed too

"HEY FUCKOS, BETTER BUCKLE DOWN CAUSE SHIT'S ABOUT TO GET REAL"

I love it.

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

Posted: Mon Dec 26, 2016 12:55 am
by Armhulen
It should make starlight dark until he's killed, too.

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

Posted: Mon Dec 26, 2016 1:13 am
by D&B
It sounds unbalanced and i just clicked on the closest thread.

I'll make a more indepth post about it tomorrow if i get a better idea on how it could go

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

Posted: Mon Dec 26, 2016 3:12 am
by Armhulen
midround antagonists don't need to be balanced too much as long as they're not round-ending

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

Posted: Mon Dec 26, 2016 10:42 pm
by darkpaladin109
Emmaging a ID console lets you open up "Syndicate Agent" job slots that are guaranteed antags with guns and e-swords, a list of all Syndicate Agents on-station and a objective to kill all non-syndies.

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

Posted: Mon Dec 26, 2016 11:25 pm
by Anonmare
Sounds like you'd want a list of Slashers with different strengths and weaknesses so it's harder to have a hard counter strategy to every Slasher. Like, one slasher might be damaged by the light, another might have an easily recognisable soul jar and yet another might only be harmed by specific types of weapons/damage. I tried to think of a few slashers.

All slashers in the following list have no-drop acid/fire/freon immune clothes and signature weapons, as well as night vision, unless stated otherwise.

Slashers
The Welder
Spoiler:
  • Strengths
  • Immune to all flashes and flashbangs
  • Space Immune
  • No lungs or need to breathe
  • Recognisable as Human by AIs and cyborgs
  • Chems are metabolised extremely quick (But is not immune to their effects)
  • Immune to toxin damage
  • If killed, may stand back up again with all injuries healed after 10 seconds
  • Can resist out of restraints in a few seconds
  • Can teleport, like the Wizard spell, but only while not being observed
  • Disease and genetics immune
  • Can use their weapon to force a door open after a few seconds
  • Weaknesses
  • Not immune to knockouts or stuns, being tasered or stunbatoned will make him stand still for a second + drop anything in his hand except his weapon (Disablers have no effect)
  • No built-in regeneration abilities
  • Has a bulky and obvious soul jar. If destroyed, The Welder drops dead and cannot revive. The Soul jar will slowdown its carrier, the Welder will be instantly alerted if it's picked up (it cannot be dragged) or damaged and can only be destroyed by lasers, fire, incineration or being tossed into a singularity
  • Weapon comparatively weak to other slashers
  • Cannot use guns
  • Takes extra damage from fire
  • Mute
The Shadowling
Spoiler:
  • Strengths
  • Weapon can be toggled between armblade and arm-tentacle a la Changeling
  • Short-range Jaunt
  • Variable Night+Thermal vision
  • Quick-grabs
  • Blinding Smoke spell
  • Light-disabling spell on a quick cooldown
  • EMP spell on a long cooldown
  • Space immunity
  • No lungs or need to breathe
  • No blood
  • Regenerates injuries quickly while in darkness
  • Immune to tasers/disablers/stunbatons
  • Weaknesses
  • Weakness to light, will take brute and burn while standing in starlight or brighter
  • Double damage from burn weapons
  • Inability to understand Human language
  • Extremely obviously non-Human to AIs and cyborgs
  • Flashes will deal knock-down in addition to their usual effect. Same effect as flashing someone with thermals
  • No revivification
Tunnel Clown
Spoiler:
  • Strengths
  • Immune to all forms of stuns and slips
  • Has an unremovable indestructible ID with theatre and maintenance access
  • Can summon "props" to an unoccupied hand, props include:- A squirt flower with larger capacity and strong acid instead of water, banana-themed caltrops that slip and embed when stepped on, throwable acid cream pies, a one-use airhorn that confuses, deafens and disorientates everyone in a 7-tile radius, barbed wire bolas that deal a small amount of brute per tick when trying to remove them, balloons that when used will pop and spread blood in a short range around where it is popped and a bikehorn that does the same as the airhorn except to only those it hits
  • Recognisable as Human to AIs and cyborgs
  • Outfit resembles a normal clowns but looks more bedraggled and has unremovable blood-stains.
  • Has a passive, ongoing heal
  • If killed, can re-appear somewhere randomly in the station's maintenance after a short amount of time
  • Regenerates blood very quickly, metabolises chems just as quick
  • Signature weapon is very weak, dealing ~15 damage, but ignores all armour
  • Has a quick cooldown blink spell
  • Can bloodcrawl
  • Immune to projectile weapons
  • Can slip out of restraints extremely easily
  • Shoes are no-slip and don't have the slowdown normal clown shoes have
  • Clown outfit has the same armour values as body armour
  • Weaknesses
  • Takes double damage from "security" weapons (I.E. Taser pistolwhipping, stunbatons and the HoS's laser gun)
  • Needs to breathe and is harmed by the cold and low pressures
  • Can be stunned (however the clown recovers very quickly)
  • When speaking, random words will be replaced by "HONK"
  • Is harmed by the Mime's Nothing reagent and will react as though it is acid if splashed. If injected, is treated as cyanide and mutetoxin
  • Cannot revive if the body is destroyed before he is able to "respawn"