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Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 12:35 am
by Vekter
STILL haven't had anyone actually pick this up and run with it. Surprisingly.

Idea would be a traitor-style uplink PDA for clowns (and maybe mimes but fuck mimes) where they could purchase additional clowning tools.

Some of the concepts we had a while back were a synth-nana grenade, a 'revolver' that fires a BANG flag at people (kinda like the cap gun), the old squirting flower (refillable, of course), and extra horns and shoes in the event some asshole steals yours.

Could even have a function where it works differently for traitors, give stuff like a lube grenade or CLOWNBOMB, idk post ideas? I'd love to hear from a coder on this because this could be something really fucking fun.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 12:36 am
by Sometinyprick
Clown Uplink would be pretty nice.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 12:38 am
by DemonFiren
Mime Uplink, as traitor spend ALL THE POINTS on a decked-out Reticence.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 12:38 am
by Gadd
YES

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 12:42 am
by paprika
Stupid

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 12:55 am
by Alex Crimson
So long as when you order things your PDA has a chance to blow up.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 4:08 am
by dezzmont
It should replace the clowns gear and not be located in a PDA if it is done.

That said a lot of this stuff sounds like arcade machine winnings.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 5:12 am
by RG4
ClownMag or BananTopicSequencer what it does it makes any object that's emaggable to produce clown effects. If you emag an e-gun it now permanently makes it shot bang flags,emagging doors forces them to honk, borgs are given a clown over,etc,etc.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 6:18 am
by Scones
It'll only be funny until it's implemented.

But can we have a Clown Car?

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 6:39 am
by Raven776
I think one of the traitor bundles should be clown themed. Clown costume with an agent ID (comes with regular clown access), three lube grenades, a max potency banana, and something else (Special squirt flower?)

Otherwise, this isn't really worth it. Clown doesn't need more things to be funny.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 11:04 am
by Cuboos
Clown:
Static Balloon: blow balloon up, rub balloon on self, FEEL THE POWER OF THE DARK SIDE, stuns for three seconds, has to be recharged after each use.

Traitor Clown:
Switchable revolver: can be turned from lethal to joke modes. Joke modes does a number of things, makes a capgun noise, ejects a flag or a balloon. Lethal mode shoots people the joke, lodges a flag into them or a projectile with a balloon tied to it. Looks hilarious bad ass when they die

Mime:
Invisible sling shot: Can hold only very small items/maybe use an invible ammo. Requires two hands to use. Range is twice as long as throw distance. Disappears after being dropped, gone forever. Does small amounts of brute damage + pluss potential extra effects depending on ammo used. (Blue Space crystals teleport, ghost peppers light people on fire, ect.)

Traitor Mime:
Invisible mule bot: Runs in straight line until it collides with something, then dissapears. Possibly breaks a window if it hits one, but still dissapears on impact. Runs people over, deals mulebot damage.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 4:44 pm
by Pybro
Wasn't the reasoning against job-specific traitor items that it eliminates any chance of stealth once someone sees it? Or something?

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 4:55 pm
by Alex Crimson
You could allow any traitor to buy any job-specific item. Hell, if you wanted to be fancy you could make the traitor items cost more if your job/id is different from the class-item you want to buy.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 5:13 pm
by Peble
i love the sound of clownmag

doors honking whenever theyre opened and closed

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 8:36 pm
by Vekter
Pybro wrote:Wasn't the reasoning against job-specific traitor items that it eliminates any chance of stealth once someone sees it? Or something?
I still think that's horseshit. There's items that have no purpose other than to scream I'M A TRAITOR, KILL ME, so why can't we have ones that at least function too?

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 9:24 pm
by Cipher3
Pybro wrote:Wasn't the reasoning against job-specific traitor items that it eliminates any chance of stealth once someone sees it? Or something?
That sounds like a really ridiculous argument though. It's either disguised so that it looks like a normal item like a lot of other traitor items, OR don't wave it around in public. There's always the option not to buy it. It's hard to have a chance of stealth when waving around an e-sword too, man.

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 10:28 pm
by deathhoof
Mime uplink should have mime manuals as an option. Mime manuals would function as spellbooks for mime powers. A few good mime powers would be:
>another invisible wall
>create nothing - fills mimes empty containers with nothing
>create invisible beartrap - creates a bear trap that disapears after a short while and does holodamage
>create invisible bycicle - gives the mime temporary speed boost while on tiles
>become nothing - temporary turns mime into an invisible human. Thus if they are naked they would not be visible.
>juggle nothing - gives the mime temporary force 15 projectiles (expensive power)
>nothing transmutation - destroys everything on the mime, making them completely naked (Expensive power)
>nothing beam - gives the mime invisible disabler temporarily (expensive power)
In addition to not talking, in order to use some of their more powerful abilities, the mime should have to make a pact to not pick up physical objects. The nothing pact should have a cooldown of 75 rather than 300 like the speech pact.
>solidify nothing - allows ghosts around the mime to be visible and interact with chairs and lockers (only available in october and via prays)
Non mime manual uplink items:
>baquette (with nothing in it)
>cursed mime mask
>nothing bottle
>mute toxin bottle (expensive)
>white pen - writes invisible like the white crayon but isnt always bold
>mime stamp - a stamp that actually blanks the contents of a paper

Re: Tri-annual "Clown Shop" thread

Posted: Sun Dec 21, 2014 10:31 pm
by DemonFiren
Mute-toxin, oh dear, the abuse. I can smell it.

Re: Tri-annual "Clown Shop" thread

Posted: Mon Dec 22, 2014 4:56 am
by FrostFenex
Clown botany Ray-shoot at all plants to make them banana plants
Seriously though I love the id of the clowns getting more stuff.

Re: Tri-annual "Clown Shop" thread

Posted: Mon Dec 22, 2014 5:01 am
by mikecari
paprika wrote:Stupid
Papsmear please, if it's so stupid then make a better suggestion.

Re: Tri-annual "Clown Shop" thread

Posted: Mon Dec 22, 2014 5:30 am
by dezzmont
Alex Crimson wrote:You could allow any traitor to buy any job-specific item. Hell, if you wanted to be fancy you could make the traitor items cost more if your job/id is different from the class-item you want to buy.
I love you. This is a brilliant idea.

Re: Tri-annual "Clown Shop" thread

Posted: Mon Dec 22, 2014 6:40 pm
by oranges
mikecari wrote:
paprika wrote:Stupid
Papsmear please, if it's so stupid then make a better suggestion.
It's better to usually just ignore them

Re: Tri-annual "Clown Shop" thread

Posted: Mon Dec 22, 2014 8:13 pm
by Alex Crimson
dezzmont wrote:
Alex Crimson wrote:You could allow any traitor to buy any job-specific item. Hell, if you wanted to be fancy you could make the traitor items cost more if your job/id is different from the class-item you want to buy.
I love you. This is a brilliant idea.
Here is an even better one!

Sort all the current traitor items into 3 categories. Stealth, Sabotage and Lethal/Assassination. Depending on the objectives you get, the traitor items cost more/less. Say 100/150/200% cost depending on your objectives. So if you for example got objectives that were just to steal something, stealth traitor items would cost the normal amount, but lethal items like esword/bow would cost twice as much.

You're welcome, world.