Page 18 of 79

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

Posted: Fri Sep 18, 2015 3:25 pm
by Takeguru

Bottom post of the previous page:

Sounds like something I'd trade 20 TC to an admin for a box of

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

Posted: Fri Sep 18, 2015 5:29 pm
by Septavius
Gun Hog wrote:Cyborg auto-repair! A toggable upgrade module from Science that slowly repairs a cyborg at 1 health per tick, at the cost one additional power used per tick.

Two new Malfunction powers:
The first, a power to forcibly enable the auto-repair systems all of the AI's cyborgs manually.
The second, Cyborg Fortification, enhances the firmware of the AI's cyborgs, automatically hacking and preventing them being detected by the Robotics console. The AI invests in its cyborgs, giving up its own powers in order to empower its minions.
wrong thread

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

Posted: Fri Sep 18, 2015 5:37 pm
by Gun Hog
Septavius wrote:
Gun Hog wrote: :honk:
wrong thread
Apparently so: https://github.com/tgstation/-tg-station/pull/11845

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

Posted: Sat Sep 19, 2015 7:34 am
by Tokiko2
A new changeling power: Powergrab.

It's an instant tier 3 grab. Instant win for single target assasinations, useless against more than 1 person. Possibly useless in high visibility areas too.

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

Posted: Sat Sep 19, 2015 10:49 am
by DemonFiren
Attacking Poly should instantly summon a swarm of parrots to rush to her defense, robust whoever struck the blow, then despawn after a fixed time.

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

Posted: Sat Sep 19, 2015 11:41 pm
by Fragnostic
Tokiko2 wrote:A new changeling power: Powergrab.

It's an instant tier 3 grab. Instant win for single target assasinations, useless against more than 1 person. Possibly useless in high visibility areas too.
Wrong thread, it could be like a tentacle apendage. When you hold someone with that grab and throw them it should deal like 10 damage.Could be obvious as fuck for balance, like an animated writhing/flailing tentacle. Only grabs if using in grab intent, knocks down like a telebaton in disarm intent, and whips like chain of command on harm intent. Does whatever tentacles do on help intent :^)
inb4 ERP prop, lollerderby 4 prez

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

Posted: Sun Sep 20, 2015 3:09 am
by PKPenguin321
Fragnostic wrote:
Tokiko2 wrote:A new changeling power: Powergrab.

It's an instant tier 3 grab. Instant win for single target assasinations, useless against more than 1 person. Possibly useless in high visibility areas too.
Wrong thread, it could be like a tentacle apendage. When you hold someone with that grab and throw them it should deal like 10 damage.Could be obvious as fuck for balance, like an animated writhing/flailing tentacle. Only grabs if using in grab intent, knocks down like a telebaton in disarm intent, and whips like chain of command on harm intent. Does whatever tentacles do on help intent :^)
inb4 ERP prop, lollerderby 4 prez
actually this is probably the most perfect thread for that idea

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

Posted: Sun Sep 20, 2015 3:23 am
by Fragnostic
oh okay
yeah I guess you're right :(

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

Posted: Fri Sep 25, 2015 7:04 pm
by Shadowlight213
Mining hardsuits have slots for Bluespace crystals which cause them to teleport to the mining base if they die in the mines.

Also, Cardboard boxes are invisible to anyone wearing sec shades while not moving. If the box moves, or gets within one or two tiles of the shade wearer, it becomes visible.

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

Posted: Fri Sep 25, 2015 9:02 pm
by Xhuis
palpatine213 wrote:Mining hardsuits have slots for Bluespace crystals which cause them to teleport to the mining base if they die in the mines.
That's actually a really neat idea.

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

Posted: Fri Sep 25, 2015 9:44 pm
by Gun Hog
Xhuis wrote:
palpatine213 wrote:Mining hardsuits have slots for Bluespace crystals which cause them to teleport to the mining base if they die in the mines.
That's actually a really neat idea.
I like that, too. It would be a justification for buffing mining mobs a little. Dead miners return to station for cloning. Lel

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

Posted: Fri Sep 25, 2015 9:53 pm
by Screemonster
palpatine213 wrote: Also, Cardboard boxes are invisible to anyone wearing sec shades while not moving. If the box moves, or gets within one or two tiles of the shade wearer, it becomes visible.
Make boxes the default disguise for the chameleon projector.

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

Posted: Sat Sep 26, 2015 10:11 am
by tuypo1
make explosions caused by emaged light replacers really loud so i can actually terorise the station with a bunch of explosions

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

Posted: Sat Sep 26, 2015 1:51 pm
by linelynnline
Prohibition Dry Station Gamemode

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

Posted: Sat Sep 26, 2015 4:20 pm
by Wyzack
Would actually be super fun as an admin event, have a secret maintenance speakeasy serving hooch and moonshine, assisstents bootlegging illegal booze. mite b cool

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

Posted: Sat Sep 26, 2015 5:45 pm
by linelynnline
Wyzack wrote:Would actually be super fun as an admin event, have a secret maintenance speakeasy serving hooch and moonshine, assisstents bootlegging illegal booze. mite b cool
I've seen engineering set up a secret speakeasy before

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

Posted: Sun Sep 27, 2015 2:25 am
by tuypo1
i had a round last night where i raided a maint greytider hideout and that was good fun fun for all involved raiding speakeasys is a similar idea although it needs a decent sized sec force the round in question i had to raid the hideout as the warden although it was a pretty tense fight if there had been more officers involved we would have steamroled them (although i think a large part of my sucess was the element of suprise) so you would have to arm the bootleggers. Of course at that point i was using lethals it would be hard to justify it against bootlegers but then you have bootlegers that can shoot first against sec who cant. This needs its own thread but it was hard enougth typing this post on this shiity old phone

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

Posted: Sun Sep 27, 2015 3:25 am
by PKPenguin321
tuypo1 wrote:i had a round last night where i raided a maint greytider hideout and that was good fun fun for all involved raiding speakeasys is a similar idea although it needs a decent sized sec force the round in question i had to raid the hideout as the warden although it was a pretty tense fight if there had been more officers involved we would have steamroled them (although i think a large part of my sucess was the element of suprise) so you would have to arm the bootleggers. Of course at that point i was using lethals it would be hard to justify it against bootlegers but then you have bootlegers that can shoot first against sec who cant. This needs its own thread but it was hard enougth typing this post on this shiity old phone
are you okay
you sound like you've just had a stroke

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

Posted: Sun Sep 27, 2015 3:54 am
by tuypo1
im fine just typing on a shiity old phone so my formating is a bit off.

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

Posted: Mon Sep 28, 2015 6:19 pm
by DaemonBomb
A redesign of Changelings to make them more like The Thing
  • Lings spawn in as Corgis being chased by Space Norwegians
  • They'd have lots of 1v1 abilities for disabling people (For instance, give them a quick-choke/mute where they melds their hand with the victim's face and can drag them around ala Garry's assimilation).
  • The ability to sacrifice some of it's biomass (health) to let some of it's cells split off and become an NPC monster.
  • They have to kill it's target to absorb them (No dna absorption sting silliness)
  • Almost all abilities are single target, and take a bit of time but also completely incapacitate their target
  • It is completely immune to normal brute damage.
  • The only ways to kill it are by burning it into a husk, or blowing it up.
  • Fire will stop a lot of it's abilities from continuing and do massive damage to Lings
  • All of it's combat abilities are loud, and most of them destroy exosuits so they can't just run around in a firesuit being invincible and murderboning.
  • When in crit, it can gib itself to turn into a very weak little headspider thing to escape, like in the defib scene of The Thing. The headspider can vent crawl and will eventually regenerate back into a full changeling, but while in the spider form it has the health of a baby spiderling.
  • Speaking of the defib scene, a changeling can fake it's own death to insta-absorb anyone who tries to defib it.
  • A husked changeling can regenerate from the body of one of it's victims that it has absorbed, bringing the body back to life with very low health and the Changeling's consciousness. This will make Lings more hesitant to space bodies.
  • A welding tool, lighter,( basically anything that can light a cigarette) can be applied to a syringe of blood. If it's a changeling's blood, the syringe will break and a message will be shown

Pros
  • Less murderboning because the Ling can pretty much only kill one person at a time with just it's abilities
  • Rounds are tense even if the ling doesn't do much, because once someone finds out there is a ling, the station will be swarming with twitchy, flame thrower wielding assistants and people dragging around plasma containers.
  • Rounds will be fun for Atmos techs
  • Encourages people to stick together
  • Rounds wont end in the first twenty minutes because the ling will just jump to another body.
  • No one will really know when the lings are dead.
Cons
  • Imbalanced as fuck
  • Salty lone wolves
  • Well meaning plasma fires will lag the server
  • No one will really know when the lings are dead

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

Posted: Mon Sep 28, 2015 7:49 pm
by Cheimon
Sounds worth a shot. If someone coded it and added it as a game mode, I'm sure there'd be more enjoyment.

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

Posted: Tue Sep 29, 2015 3:22 am
by Drynwyn
Salty lone wolves are the primary reason to play SS13

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

Posted: Tue Sep 29, 2015 7:38 am
by Not-Dorsidarf
I like the idea. Changeling can't be fixed by little tweaks anymore, ditch it and make it TEH THING

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

Posted: Tue Sep 29, 2015 2:23 pm
by DaemonBomb
Well, it's not like they weren't always a reference to The Thing. I mean, the armblade is straight from the 2011 Prequel. Hell, Goon's horrorling is straight from the climax of the movie.

Plus, no one ever uses flamethrowers, and flamethrowers are fantastic fun.

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

Posted: Tue Sep 29, 2015 4:17 pm
by TechnoAlchemist
DaemonBomb wrote:Well, it's not like they weren't always a reference to The Thing. I mean, the armblade is straight from the 2011 Prequel. Hell, Goon's horrorling is straight from the climax of the movie.

Plus, no one ever uses flamethrowers, and flamethrowers are fantastic fun.
I always assumed arm blades were a prototype reference.

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

Posted: Tue Sep 29, 2015 5:54 pm
by Cheimon
The current sprite is based on the prototype, but arm-blades exist in all sorts of media, like this comic.

Image

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

Posted: Wed Sep 30, 2015 12:45 am
by Screemonster
Add a fake Big Red Button to the arcade machine prizes.
When pressed, it turns out to be the EMERGENCY PARTY BUTTON

[youtube]AxYuG-0ABpw[/youtube]

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

Posted: Wed Sep 30, 2015 12:52 am
by tuypo1
DaemonBomb wrote:Well, it's not like they weren't always a reference to The Thing. I mean, the armblade is straight from the 2011 Prequel. Hell, Goon's horrorling is straight from the climax of the movie.

Plus, no one ever uses flamethrowers, and flamethrowers are fantastic fun.
that because a lot of people get buthurt about the hot air left behind even though we have a whole job dedicated to fixing problems with the air.

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

Posted: Wed Sep 30, 2015 3:31 am
by Xhuis
Whenever someone is being choked, they cannot speak. Somewhat related, make all speech deal 1 oxygen damage, 5 for yelling. This would give an incentive not to say one-word fragmented sentences and encourage emotes, which would promote a healthy roleplay environment.

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

Posted: Wed Sep 30, 2015 3:34 am
by DaemonBomb
Xhuis wrote:Whenever someone is being choked, they cannot speak. Somewhat related, make all speech deal 1 oxygen damage, 5 for yelling. This would give an incentive not to say one-word fragmented sentences and encourage emotes, which would promote a healthy roleplay environment.
FUND HE
No, but seriously, I've heard people over the radio who were being chocked that were just like "Hey. Assistant McGreyshirt is choking me in the dorms. Could someone come help?". It broke my emulsion and ruined my photo development.

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

Posted: Wed Sep 30, 2015 4:50 am
by tuypo1
darkroom in the libriary to develop film

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

Posted: Wed Sep 30, 2015 8:13 pm
by linelynnline
The shuttle shouldn't be easy to call.

It should be harder to call a shuttle early.

I know this is a shitty idea, because I have no idea HOW you would do that.

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

Posted: Wed Sep 30, 2015 8:40 pm
by ThanatosRa
I AM FULLY AWARE OF THE BALANCE ISSUES WITH THIS, hence it's presence in this thread.

Still It feels like a really cool idea.

Nuke Ops rounds have a small chance to have a single traitor tasked with helping the Ops team. Objectives would be to help them blow up the station then escape with the ops on their shuttle.
They are honestly expendable though, and the Ops team may simply choose to kill them anyway. But perhaps there could be some incentive to bring them back with them. Would probably need to give said traitor access to the Op radio channel to help coordinate.

The Idea of a traitor being an inside man for the team who gets to live or die based on the whims of the ops(or his own competency if he gets caught) is just cool to me.

Might help break some of the Ops meta too since a traitor with traitor gear being discovered would throw the crew off and leave them surprised when those red suits star gunning people down.
Of course it also adds a meta paranoia of securing the disk if a lone traitor is discovered before the 15 minute mark.
EDIT: A side thought would be, if it could be set that this Inside man could be restricted to low level non-head positions.


EDIT 2: Alternate Nuke Ops Round! Nuke Harder! Team is spawned as High TC count traitors on the station with a special console hidden on the station to pool and configure their group. Higher Risk Stealth Ops! Give them the ability to call their ship for extraction once the station bomb is set up so they can escape in style.

EDIT 3: Another addendum. My understanding of coding is quite lacking so I apologize. And added thought is that the inside man should only have a chance of spawning on HIGH pop rounds.

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

Posted: Wed Sep 30, 2015 8:48 pm
by Fragnostic
DaemonBomb wrote:
Xhuis wrote:Whenever someone is being choked, they cannot speak. Somewhat related, make all speech deal 1 oxygen damage, 5 for yelling. This would give an incentive not to say one-word fragmented sentences and encourage emotes, which would promote a healthy roleplay environment.
FUND HE
No, but seriously, I've heard people over the radio who were being chocked that were just like "Hey. Assistant McGreyshirt is choking me in the dorms. Could someone come help?". It broke my emulsion and ruined my photo development.
What if everything you said while being choked is littered with 'ACK'and 'AURGH' instead of most vowels.

And to actually contribute to the thread and not get off topic with an okay suggestion, how about stun damage and stamina damage can stack? And if you're hit with more than 2 tasers or 7 disabler beams, you enter a state of 'excited delirium' and you'll have strobing tunnel vision and someone has to help you up to get you out of it. If you spend too long in that state, your vision will get narrower and narrower until you reach the most stable crit ever, which you will continue to be in over and over until you get some epinephrine in you.

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

Posted: Thu Oct 01, 2015 12:01 pm
by Fragnostic
What if lings get abilities based on biomass? And biomass is only acquired by absorption. You get maximum biomass from absorbing a live specimen, a less biomass from dead bodies, even less biomass from simple creatures, and no biomass from dead bodies. It'd be cool if they could scoop up gibs though.

There shouldn't be any cap on biomass unless you reach something ridiculously high, maybe scaled with the population. Then you have the option to use all of your biomass for some amazing loud/dead-end/last resort ability. Arm axe/scythe instead of armblade, calcium projectile launcher for stamina damage, corrosive/incendiary vomit, thickened skin from carbon realignment for space travel and a bit of armor, tentacle that allows you to knock people down like a telebaton with no hit cooldown but shorter stun, increased strength to thrash walls open at the expense of damage to your arms(walls in 2 hits, r-wall in 4 hits), and a harder/sharper serrated proboscis already extended so you just drag your sprite to your victims and absorb in about 15 seconds. Keep in mind that all of this would have to be earned via a series of grueling absorptions, with most of the victims being alive, meaning lots of husks.

New abilities could be more take-down based, as opposed to just greytiding with EMP. Lings could spit globs of regurgitated organic matter that slows down the target, but will never stun/incapacitate. Something like skeletal breakdown that leaves the ling in a shamble of limbs and flesh, unable to wear clothes or hold items or anything, but can ventcrawl/escape cuffs without having to become a monkey and brute damage would fuuuuck you.

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

Posted: Thu Oct 01, 2015 1:39 pm
by DaemonBomb
So give Changelings scaling abilities and a horrormode that they have to earn to encourage them to be both active and stay hidden until they're strong enough to REEEEEEEEEEE? I like it.

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

Posted: Thu Oct 01, 2015 2:18 pm
by ChangelingRain
Isn't this the shitty suggestions thread? Why is there a good idea in the shitty suggestions thread?
SIGNATURE, LOOK AT LING LINK K

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

Posted: Thu Oct 01, 2015 3:43 pm
by TechnoAlchemist
A lot of these suggestions are just "I think this should be a thing but I'm too insecure to make a thread about it"

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

Posted: Thu Oct 01, 2015 4:35 pm
by Miauw
ThanatosRa wrote:I AM FULLY AWARE OF THE BALANCE ISSUES WITH THIS, hence it's presence in this thread.

Still It feels like a really cool idea.

Nuke Ops rounds have a small chance to have a single traitor tasked with helping the Ops team. Objectives would be to help them blow up the station then escape with the ops on their shuttle.
They are honestly expendable though, and the Ops team may simply choose to kill them anyway. But perhaps there could be some incentive to bring them back with them. Would probably need to give said traitor access to the Op radio channel to help coordinate.

The Idea of a traitor being an inside man for the team who gets to live or die based on the whims of the ops(or his own competency if he gets caught) is just cool to me.

Might help break some of the Ops meta too since a traitor with traitor gear being discovered would throw the crew off and leave them surprised when those red suits star gunning people down.
Of course it also adds a meta paranoia of securing the disk if a lone traitor is discovered before the 15 minute mark.
EDIT: A side thought would be, if it could be set that this Inside man could be restricted to low level non-head positions.


EDIT 2: Alternate Nuke Ops Round! Nuke Harder! Team is spawned as High TC count traitors on the station with a special console hidden on the station to pool and configure their group. Higher Risk Stealth Ops! Give them the ability to call their ship for extraction once the station bomb is set up so they can escape in style.

EDIT 3: Another addendum. My understanding of coding is quite lacking so I apologize. And added thought is that the inside man should only have a chance of spawning on HIGH pop rounds.
this has been suggested as an item akin to the cyborg spawner. i personally quite like the idea, tbh.

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

Posted: Thu Oct 01, 2015 6:06 pm
by Cheimon
Problem is that, at least in my experience, a lone "stealth op" is typically more effective than the entire team if he knows what he's doing. Captains are much more likely to be downed and killed as they won't be on their guard, but it's just much less fun for the ops and the crew.

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

Posted: Thu Oct 01, 2015 9:58 pm
by ThanatosRa
I'd say that a stipulation would be that it could only be done on HIGH pop rounds when the ops are at a disadvantage. Of course, if we're going Full SHitcurity, or the inside man is incompetent, that's where the balance is. I could see such a thing utterly Wrecking a lowpop late night round.

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

Posted: Fri Oct 02, 2015 10:39 am
by tuypo1
Cheimon wrote:but it's just much less fun for the ops and the crew.
that's really the problem with stealth ops in general either they get caught and slaughtered or the crew never gets a chance

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

Posted: Fri Oct 02, 2015 10:40 am
by tuypo1
Fragnostic wrote:/escape cuffs without having to become a monkey and brute damage would fuuuuck you.
they can do this now already.

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

Posted: Fri Oct 02, 2015 5:48 pm
by Helios
Space jam event.
Have one net in arrivals, the other in escape. Everyone spawns with the red team and blue team vests and laser guns.
First team to 3 points wins

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

Posted: Sat Oct 03, 2015 11:57 am
by srifenbyxp
In-Game department / proximidy voice chat

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

Posted: Sat Oct 03, 2015 6:27 pm
by Erbbu
SS13 where everyone had mics and voice chatted would be amazing. Too bad the technology isn't there and you could not really impersonate as anyone as you would not have their voice.

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

Posted: Sat Oct 03, 2015 6:33 pm
by DaemonBomb
Allow ERP, and then add voice chat. :^)

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

Posted: Sun Oct 04, 2015 1:37 am
by tuypo1
Erbbu wrote:SS13 where everyone had mics and voice chatted would be amazing. Too bad the technology isn't there and you could not really impersonate as anyone as you would not have their voice.
man voice chat would kill my data allowance

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

Posted: Sun Oct 04, 2015 11:38 pm
by Gun Hog
DEATHSQUAD borgs! When admins hit the Deathsquad button, they are given a prompt to specify the number of human and borg officers.

400 health to somewhat match the rating for DS armor.
25K charge like a Syndieborg.
EMP shielding such that it only takes damage and power drain, but no stun.
Sensors shielded against flashes.

Equipment:
- Flash
- Built in thermal vision
- Pulse Rifle
- E-sword
- Nanite hypospray
- Borg LMG
- Pinpointer with DS member / Disk modes

A tough, reliable borg as robust as the DS members themselves, without being a joke to defeat like normal borgs.

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

Posted: Mon Oct 05, 2015 4:32 am
by PKPenguin321
Gun Hog wrote:DEATHSQUAD borgs! When admins hit the Deathsquad button, they are given a prompt to specify the number of human and borg officers.

400 health to somewhat match the rating for DS armor.
25K charge like a Syndieborg.
EMP shielding such that it only takes damage and power drain, but no stun.
Sensors shielded against flashes.

Equipment:
- Flash
- Built in thermal vision
- Pulse Rifle
- E-sword
- Nanite hypospray
- Borg LMG
- Pinpointer with DS member / Disk modes

A tough, reliable borg as robust as the DS members themselves, without being a joke to defeat like normal borgs.
as long as it's admin only you may as well make it a stronger ascended shadowling

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

Posted: Mon Oct 05, 2015 4:01 pm
by Miauw
when admins hit the deathsquad button, make a popup with "kill everybody now to save time and effort"