Page 46 of 79

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

Posted: Mon Mar 06, 2017 10:59 pm
by PKPenguin321

Bottom post of the previous page:

Asdf3131 wrote:Spray bottle boxing gloves. Combine boxing gloves (or insulated gloves if you want to make it harder to get) with spray bottle, cable, and possibly an igniter. Punch someone to create a chemical spray traveling in their direction. The gloves could probably make you unable to use guns/energy weapons for balance reasons.
super duper stun gloves

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

Posted: Wed Mar 08, 2017 6:59 am
by Kel-the-Oblivious
Give traitor miners pokeballs that can capture megafauna.

Let me go full Ash Ketchum on the station.

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

Posted: Wed Mar 08, 2017 7:54 am
by PKPenguin321
Kel-the-Oblivious wrote:Give traitor miners pokeballs that can capture megafauna.

Let me go full Ash Ketchum on the station.
Not really awful it's been suggested multiple times, I think it's on other servers and it might have even been PRed once if memory serves

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

Posted: Wed Mar 08, 2017 9:29 am
by XDTM
laz injectors + bluespace bodybags?

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

Posted: Wed Mar 08, 2017 10:09 am
by DemonFiren
Kel-the-Oblivious wrote:Give traitor miners pokeballs that can capture megafauna.

Let me go full Ash Ketchum on the station.
On Lavaland that's extra Ash.

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

Posted: Wed Mar 08, 2017 1:49 pm
by calzilla1
PKPenguin321 wrote:
Kel-the-Oblivious wrote:Give traitor miners pokeballs that can capture megafauna.

Let me go full Ash Ketchum on the station.
Not really awful it's been suggested multiple times, I think it's on other servers and it might have even been PRed once if memory serves
Vg has it

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

Posted: Wed Mar 08, 2017 8:45 pm
by Nabski
There is now a haunted magic eight-ball.

Eyes are now organs.

We need haunted magic eyeballs.

They let you see ghosts?

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

Posted: Thu Mar 09, 2017 10:06 pm
by Kel
HoS now spawns with a spell called "Willpower of Security" which resets his exhaustion and instantly shakes him up from any stun once and then it's gone forever.

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

Posted: Thu Mar 09, 2017 10:10 pm
by Nabski
Kel wrote:HoS now spawns with a spell called "Willpower of Security" which resets his exhaustion and instantly shakes him up from any stun once and then it's gone forever.
How about a "Steel Resolve".

I'm sure we can POINT to someone who would PR it.

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

Posted: Thu Mar 09, 2017 10:11 pm
by Kel
That name is fucking glorious actually you're a genius

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

Posted: Thu Mar 09, 2017 10:38 pm
by darkpaladin109
Telefragging! If you teleport onto a tile that a person is already on, they get gibbed!

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

Posted: Thu Mar 09, 2017 10:41 pm
by Armhulen
darkpaladin109 wrote:Telefragging! If you teleport onto a tile that a person is already on, they get gibbed!
T R A C K I N G I M P L A N T

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

Posted: Thu Mar 09, 2017 11:26 pm
by DemonFiren
Armhulen wrote:
darkpaladin109 wrote:Telefragging! If you teleport onto a tile that a person is already on, they get gibbed!
T R A C K I N G I M P L A N T
Makes lethal chem implants utterly redundant.

But alternatively, both parties should get gibbed.

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

Posted: Fri Mar 10, 2017 10:26 pm
by Screemonster
Make intercoms beep and complain when people curse in earshot.
[youtube]5rVQGT01Kzg[/youtube]

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

Posted: Sat Mar 11, 2017 2:30 am
by darkpaladin109
DemonFiren wrote:
Armhulen wrote:
darkpaladin109 wrote:Telefragging! If you teleport onto a tile that a person is already on, they get gibbed!
T R A C K I N G I M P L A N T
Makes lethal chem implants utterly redundant.

But alternatively, both parties should get gibbed.
Oh yeah, that's how it actually works. Even better!

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

Posted: Sat Mar 11, 2017 3:43 am
by Armhulen
darkpaladin109 wrote:
DemonFiren wrote:
Armhulen wrote:
darkpaladin109 wrote:Telefragging! If you teleport onto a tile that a person is already on, they get gibbed!
T R A C K I N G I M P L A N T
Makes lethal chem implants utterly redundant.

But alternatively, both parties should get gibbed.
Oh yeah, that's how it actually works. Even better!
or EVEN better, [youtube]Ro_QpDJX-Sk[/youtube]

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

Posted: Sat Mar 11, 2017 3:47 am
by Jacough
Finishers! Basically powerful attacks that take about five seconds to charge up during which time you can't move but deal a fuck ton of damage or outright kill the victim. Mostly for people in crit and they always require two hands to do

Fire extinguisher and toolboxes, maybe just a general finisher: Your character straddles the person (not in a lewd way), raises the object over his head and brings it down hard 10 times in extremely quick succession

Captain's saber/spear:Your character holds the saber overhead and thrusts it straight down into the person's heart

Fire axe/e sword:Your character delivers a powerful overhead swing that decapitates the victim

Stun baton:Your character grabs the person, instantly ripping off any face protection, and jams the baton into their mouth, depleting the battery and frying their fucking face. Requires a fully charged baton otherwise it just does moderate burn damage

Hatchet/meat cleaver: Your character grabs the person by the neck and buries the hatchet right in their forehead, killing them instantly

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

Posted: Sat Mar 11, 2017 5:32 pm
by DemonFiren
Jacough wrote:Finishers! Basically powerful attacks that take about five seconds to charge up during which time you can't move but deal a fuck ton of damage or outright kill the victim. Mostly for people in crit and they always require two hands to do

Fire extinguisher and toolboxes, maybe just a general finisher: Your character straddles the person (not in a lewd way), raises the object over his head and brings it down hard 10 times in extremely quick succession

Captain's saber/spear:Your character holds the saber overhead and thrusts it straight down into the person's heart

Fire axe/e sword:Your character delivers a powerful overhead swing that decapitates the victim

Stun baton:Your character grabs the person, instantly ripping off any face protection, and jams the baton into their mouth, depleting the battery and frying their fucking face. Requires a fully charged baton otherwise it just does moderate burn damage

Hatchet/meat cleaver: Your character grabs the person by the neck and buries the hatchet right in their forehead, killing them instantly
you want shitty? unarmed finishers.
hulks should literally punch people's faces in
ordinary humans will throw their target to the ground and step on his neck
lizards will bite and tear their victim's throat out

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

Posted: Sat Mar 11, 2017 5:35 pm
by Screemonster
Just toss some fuckin' mortal kombat fatalities in there

give plasmamen the fuckin' scorpion "tear my mask off and incinerate the guy"

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

Posted: Sat Mar 11, 2017 7:04 pm
by Qbopper
i've wanted to do a zero escape gimmick for ages but it would be difficult so someone should make all the shit from 999 in admin spawnable form so I can steal ghosts from deadchat and force them to play the nonary game for my amusement

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

Posted: Sat Mar 11, 2017 7:29 pm
by Anonmare
More dangerous events the longer the round goes on.
  • Add the following new events:
  • Heating up - "The local star's intensity levels have fluctuated to be higher, station personnel are advised to dress lightly and avoid windows." (Temperatures near windows raise by 10-20 degrees. Solar panels produce more power for the duration. People in spacesuits while in space will get uncomfortably warm).
  • Cooling down - "The local star's intensity levels have fluctuated to be lower, station personnel are advised to drink hot cocoa in front of the plasma fire." (Temperatures near windows drop by 10-20 degrees, solar panels are less efficient for the period).
  • Syndicate recon party - "Syndicate radio chatter indicate increased activity near your station. Please report sightings of red suits to your local security team." (Between 3-6 melee only red-suited personnel spawn in space near the station).
  • Solar Wind activity - "Increased activity from the local star has been detected, releasing charged particles. Personnel are to be advised for EMP disturbances." (Low-intensity EMPs are expended in random locations over a 3 minute interval).
  • Stowaways - "We have found evidence of unauthorised personnel on the last supply shuttle, we believe they have have stowed away on your station. Security are advised to check for unregistered crewmembers." (Between 1-3 people spawn somewhere in maintenance with chameleon jumpsuits, shoes, headsets, bags and agent IDs w/ chameleon PDAs and syndi-keys. They do not get uplinks but do have traitor objectives. CentCom alert occurs 3-5 minutes after their spawning).

<20 minute mark:
What we have currently, events are never enough to disrupt station life in a significant way

20-30 minute mark
Station events can be disruptive to station life but rarely outright destructive
No unique events firing
Side-antagonists have a low-medium chance of spawning

30-40 minute mark
The danger from events begins to rapidly rise
Dangerous events have more chance of firing
Side-antagonists have a higher chance of spawning

50+ minutes mark:
The danger to the station is reaching its boiling point
Events that are hazardous to the station crew are increasingly commonplace
Side antagonists are at their highest chance of appearing

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

Posted: Sat Mar 11, 2017 7:39 pm
by Screemonster
One time elsewhere I ran a thing based on the Carrington Event.

It started off fairly innocuously with a warning from central, then a radiation storm hit, then after a brief pause I hit a few ion laws, scrambled comms, waited a little while longer, then started spawning fires near the windows, blowing up the SMESs in the solars, and finally hit the crescendo with a bunch of EMPs, blowing all the lights and generally fucking the power grid.

Oh, and the command report told them not to attempt calling the shuttle as the CME was interfering with navigation systems. Fun times.

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

Posted: Sat Mar 11, 2017 9:36 pm
by calzilla1
DemonFiren wrote:
Jacough wrote:Finishers! Basically powerful attacks that take about five seconds to charge up during which time you can't move but deal a fuck ton of damage or outright kill the victim. Mostly for people in crit and they always require two hands to do

Fire extinguisher and toolboxes, maybe just a general finisher: Your character straddles the person (not in a lewd way), raises the object over his head and brings it down hard 10 times in extremely quick succession

Captain's saber/spear:Your character holds the saber overhead and thrusts it straight down into the person's heart

Fire axe/e sword:Your character delivers a powerful overhead swing that decapitates the victim

Stun baton:Your character grabs the person, instantly ripping off any face protection, and jams the baton into their mouth, depleting the battery and frying their fucking face. Requires a fully charged baton otherwise it just does moderate burn damage

Hatchet/meat cleaver: Your character grabs the person by the neck and buries the hatchet right in their forehead, killing them instantly
you want shitty? unarmed finishers.
hulks should literally punch people's faces in
ordinary humans will throw their target to the ground and step on his neck
lizards will bite and tear their victim's throat out
Actually kav maga would be good for it

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

Posted: Sat Mar 11, 2017 9:41 pm
by leibniz
chasmshrooms. botany can make them, they spread to walls and make chasms on the floors next to them.

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

Posted: Sat Mar 11, 2017 9:48 pm
by Jacough
Qbopper wrote:i've wanted to do a zero escape gimmick for ages but it would be difficult so someone should make all the shit from 999 in admin spawnable form so I can steal ghosts from deadchat and force them to play the nonary game for my amusement
Be sure to have a brained dead guy in a roller chair but then it turns out he wasn't brain dead he was just pretending and he was there all along even though nobody ever acknowledged his presence for some stupid reason. Oh and make sure you make tons of Centcomm announcements about snails.

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

Posted: Sun Mar 12, 2017 5:31 pm
by Qbopper
Jacough wrote:
Qbopper wrote:i've wanted to do a zero escape gimmick for ages but it would be difficult so someone should make all the shit from 999 in admin spawnable form so I can steal ghosts from deadchat and force them to play the nonary game for my amusement
Be sure to have a brained dead guy in a roller chair but then it turns out he wasn't brain dead he was just pretending and he was there all along even though nobody ever acknowledged his presence for some stupid reason. Oh and make sure you make tons of Centcomm announcements about snails.
SPOILERS REE

I laughed, though
Spoiler:
for real though i'm not sure what to think of the fact that literally the entire series was created because some dumbass took a different trail because she can't step over a fucking snail like a normal human being

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

Posted: Sun Mar 12, 2017 8:05 pm
by darkpaladin109
Anything Poly says should come out in the voice of the person/thing Poly copied it from.

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

Posted: Sun Mar 12, 2017 8:09 pm
by XDTM
Make poly do that if you emag him

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

Posted: Sun Mar 12, 2017 8:20 pm
by Qbopper
XDTM wrote:Make poly do that if you emag him
this is the shitty suggestions thread, not the good suggestions thread

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

Posted: Mon Mar 13, 2017 1:26 am
by DemonFiren
XDTM wrote:Make poly do that if you emag him
poly is a girl's name
poly is a girl parrot
jesus fucking christ
when will you learn

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

Posted: Tue Mar 14, 2017 7:17 pm
by Davidchan
Break stun combat by making prone combat a thing. While resting people can still take most actions.

Resting/Being prone doesn't make you force drop what you are holding. Using a firearm while prone reduces recoil even! Thrown objects don't travel as far though.

Being slipped, tripped (disarm pushed), (tele)batoned or drunk no longer makes you drop what you are holding, so if you try to slip someone in combat they can still wack or kick you from the floor.

Tasers, Stun Batons and Stunprods, as well as chems or specific antag items and abilities that paralyze have an RNG chance from 25-90% (based on the item/ability) to force a person to drop anything they are holding and prevent actions from being taken (like kicking the stunner) until the stun wears off. Stuns of this class should be short and only just enough time to cuff a person or rip off their headset.

Add crawling to help flesh this out too, a prone person can move slowly along the ground (a handy way to evade ranged projectiles flying down the hall at you.) Crawling with 2 empty/non-broken hands moves just slightly slower than a person walking. If you have an object in your inactive hand but you active hand is free, you move noticeably slower than an unburdened person. Having an object in your active hand but your other hand is free makes you move slower still, and people with both hands full can not move or only move about as fast as a person in critical fighting space wind. Broken arms count as holding an object, and being cuffed counts as having an item in your active hand (but the other hand free.)

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

Posted: Tue Mar 14, 2017 9:46 pm
by Gun Hog
X.H.U.I.S. Slime armor! Thick, gelatinous goo-based protection! The armor is actually a living, reshaped slime that has been carefully pacified and trained. Blunt brute based attacks bounce harmlessly off the armor until its health is depleted, reverting the slime back to its spherical form. Sharp objects penetrate the slime's body, dealing half the weapon's damage to the slime and its wearer. Slime armor is very strong against burn and bullet attacks as well. If the slime used to make the armor is electrically charged, it will discharge this energy to melee attackers.

The weakness? Cold, of course! Low temperatures, the temperature gun, and space cause the armor to harden, freezing the user twice as fast, as well as being impossible to remove until the slime dies and flakes off, or is warmed before before it dies.

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

Posted: Tue Mar 14, 2017 10:46 pm
by Xhuis
it should make you randomly code conversion gamemodes every tick on a 1% chance

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

Posted: Wed Mar 15, 2017 7:00 pm
by Qbopper
there is a 1/100000 chance for a mineral tile to spawn "wood ore"

it's just some planks

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

Posted: Thu Mar 16, 2017 1:48 am
by JStheguy
Give the chaplain a horse so he can have a mighty steed to truly complete his crusader cosplay.

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

Posted: Thu Mar 16, 2017 4:45 pm
by Screemonster
Thermite golems.

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

Posted: Thu Mar 16, 2017 5:15 pm
by calzilla1
.1% chance to, when you buy a energy dagger, become a duel energy dagger. It is almost identical to the e-dagger but has 2 blades and does double damage

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

Posted: Thu Mar 16, 2017 5:24 pm
by Gun Hog
Screemonster wrote:Thermite golems.
What would their effects be? I have a strong idea, but I want to see your vision!

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

Posted: Thu Mar 16, 2017 11:47 pm
by factoryman942
use crayons on lemons/limes/oranges to change them to different citrus fruits

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

Posted: Fri Mar 17, 2017 12:10 am
by Screemonster
Gun Hog wrote:
Screemonster wrote:Thermite golems.
What would their effects be? I have a strong idea, but I want to see your vision!
Mostly normal, except if they're set on fire for any reason they melt the fuck out of anything they come into contact with before expiring. Can't stop/drop/roll. Extinguishing them causes an explosion.

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

Posted: Fri Mar 17, 2017 6:01 pm
by Rustledjimm
A new antag called Clothes Fibres.

The Syndicates are secretly indoctrinated by these alien beings called Life Fibres. They are woven into their clothes to give them immense strength and abilities. They have managed to sneak a small group of these indoctrinated people onto Space Station 13. Their objective is to consume all human personell onboard and escape on the shuttle bringing the Life Fibres to Centcomm. The syndicates choose a place to put their "base" where the main life-fibre lives. From here they can gather more fibres for implanting and most importantly trigger "The Event". Only one can be made but it can be moved by dragging if detached from it's position. Only a syndicate can detach and drag it.

They have a special tool to 'infect' other clothes with life fibres. These will not give the person wearing the clothes powers and it should be noticeable to the person wearing the clothes if they are conscious. But to any bystanders does not look out of the ordinary (can of course also infect clothes not being worn).

The Syndicates can trigger "The Event" at any time. But it must be done by at least 1 of them at the main life fibre. What does "The Event" entail? Anyone wearing clothes that have been implanted become stunned and cannot speak or hear. Those not affected can clearly see those with implanted clothes are being consumed by their uniforms. At this point the infection can spread between uniforms merely through contact. After a determined amount of time the clothes finally consume their prey, who are not killed however. My initial thinking is that then an AI-controlled clothed monster that is robust but can only do melee is formed, like a juggernaut. However because it would be boring for the player to just be sitting inside unconscious would it be odd if the person could control the clothes monster?

If the clothed monster is killed then it releases the human inside unharmed and without their uniform (prevents immediate re-infection and technically their uniform was the monster that was just killed) however they are unconscious and must be shaked awake (or will awake in 30 seconds or so). Clothed monster have the ability to attach clothes to knocked out naked humans or infecting already clothed humans after grappling them strongly enough. Meaning they too can spread the infection.

Items that cannot be infected are hats, belts, shoes/boots and hardsuits/space suits. I suppose armour would count too as being unable to be affected not being clothes.

The station wins if the Main Life-Fibre dies.


Rate my shitpost idea.

p.s yes I do like Kill la Kill.

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

Posted: Fri Mar 17, 2017 6:12 pm
by calzilla1
Rustledjimm wrote:A new antag called Clothes Fibres.

The Syndicates are secretly indoctrinated by these alien beings called Life Fibres. They are woven into their clothes to give them immense strength and abilities. They have managed to sneak a small group of these indoctrinated people onto Space Station 13. Their objective is to consume all human personell onboard and escape on the shuttle bringing the Life Fibres to Centcomm. The syndicates choose a place to put their "base" where the main life-fibre lives. From here they can gather more fibres for implanting and most importantly trigger "The Event". Only one can be made but it can be moved by dragging if detached from it's position. Only a syndicate can detach and drag it.

They have a special tool to 'infect' other clothes with life fibres. These will not give the person wearing the clothes powers and it should be noticeable to the person wearing the clothes if they are conscious. But to any bystanders does not look out of the ordinary (can of course also infect clothes not being worn).

The Syndicates can trigger "The Event" at any time. But it must be done by at least 1 of them at the main life fibre. What does "The Event" entail? Anyone wearing clothes that have been implanted become stunned and cannot speak or hear. Those not affected can clearly see those with implanted clothes are being consumed by their uniforms. At this point the infection can spread between uniforms merely through contact. After a determined amount of time the clothes finally consume their prey, who are not killed however. My initial thinking is that then an AI-controlled clothed monster that is robust but can only do melee is formed, like a juggernaut. However because it would be boring for the player to just be sitting inside unconscious would it be odd if the person could control the clothes monster?

If the clothed monster is killed then it releases the human inside unharmed and without their uniform (prevents immediate re-infection and technically their uniform was the monster that was just killed) however they are unconscious and must be shaked awake (or will awake in 30 seconds or so). Clothed monster have the ability to attach clothes to knocked out naked humans or infecting already clothed humans after grappling them strongly enough. Meaning they too can spread the infection.

Items that cannot be infected are hats, belts, shoes/boots and hardsuits/space suits. I suppose armour would count too as being unable to be affected not being clothes.

The station wins if the Main Life-Fibre dies.


Rate my shitpost idea.

p.s yes I do like Kill la Kill.
We already had this idea

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

Posted: Fri Mar 17, 2017 6:14 pm
by Rustledjimm
Well, I'm not exactly gonna trawl through 46 pages for it.

Wew.

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

Posted: Sat Mar 18, 2017 8:35 pm
by DemonFiren
Botany should get palm trees.
They should mutate into napalm trees.

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

Posted: Sat Mar 18, 2017 9:20 pm
by Screemonster
DemonFiren wrote:Botany should get palm trees.
They should mutate into napalm trees.
wrong thread

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

Posted: Sat Mar 18, 2017 11:53 pm
by Dr_bee
Screemonster wrote:
DemonFiren wrote:Botany should get palm trees.
They should mutate into napalm trees.
wrong thread
Botany already has way too many destructive and weaponized plants... but I am a sucker for a good pun, so someone actually code this. FLAMING COCONUTS!

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

Posted: Sun Mar 19, 2017 10:02 am
by FantasticFwoosh
Dr_bee wrote:
Screemonster wrote:
DemonFiren wrote:Botany should get palm trees.
They should mutate into napalm trees.
wrong thread
Botany already has way too many destructive and weaponized plants... but I am a sucker for a good pun, so someone actually code this. FLAMING COCONUTS!
Admin fruit like gat & cherry bombs would be fine. But isn't that just powercreep on the cherry bombs? Unless it is specifically incendiary.

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

Posted: Sun Mar 19, 2017 12:11 pm
by DemonFiren
Combustible lemons are incendiary IEDs.
Cherry bombs are loud and ugly bang.
Napalm trees should be area denial.

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

Posted: Sun Mar 19, 2017 12:14 pm
by Alipheese
Coded the napalm trees and made it so when they activate they create a fire. Figuring out how to scale that to potancy.

Renaming them from kaboomnuts to flaming coconuts?

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

Posted: Sun Mar 19, 2017 2:51 pm
by Qbopper
make it so if you target your mouth and click on yourself with a shoe in your hand you eat the shoe

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

Posted: Sun Mar 19, 2017 3:55 pm
by Anonmare
A buildable AI module that can re-name the AI with whatever name is on the board. AI name change boards are one-use only.

Give every borg module some form of fire extinguisher and crowbar. As well as give the janiborg floor tiles, cable coil and a screwdriver so they can perform very general maintenance (and fix those ugly as sin airlocks with their maint panels open being left all over the place).