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

Posted: Fri Jun 23, 2017 3:16 pm
by Screemonster

Bottom post of the previous page:

On planetstation (or any other multi-z map if someone comes up with one) there should be a carpet in front of the captain's desk and a switch next to his seat

Pressing the button drops whoever and whatever is standing on the carpet into a pit of carp

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

Posted: Fri Jun 23, 2017 4:30 pm
by FantasticFwoosh
Armhulen wrote:>adding knife ears
The entire point is to get the pretentious pricks murdered - eventually. I don't see the correlation between ERP and elves directly, dwarves have gotten stale though unfortunately so the rivalry is on hold. And Haevact already has sprites of sorts.

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

Posted: Fri Jun 23, 2017 6:24 pm
by DireVictory
DireVictory wrote:aggressive grab somebodies hand to make them do actions with it, like petting dogs or hitting themselves.
I just realized this can make spaceman trains possible with monkeymen, you no longer need other players to choo choo all over the station.

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

Posted: Fri Jun 23, 2017 7:09 pm
by FantasticFwoosh
DireVictory wrote:
DireVictory wrote:aggressive grab somebodies hand to make them do actions with it, like petting dogs or hitting themselves.
I just realized this can make spaceman trains possible with monkeymen, you no longer need other players to choo choo all over the station.
Cue the telekinesis users making you shoot yourself with your own gun at range, and then having to resist from killing yourself.

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

Posted: Sat Jun 24, 2017 7:14 am
by Anonmare
Shadowperson space ruin where a group of shadowpeople on a stealth research vessel conduct field exercises into xenology studies, genetic engineering and bomb manufacturing in an asteroid field Nanotrasen has deemed to be too resource scarce to be worth the effort of mining. The ship would be divided into various sections: the Genetic Engineering lab, Xenology and study area, Bomb manufactorium and torpedo tube. As well as a living area, cockpit and a small medbay with a chem dispenser/chemmster/heater in addition to a surgery area with abductor grade tools.

Genetic engineering would have a bunch of "pacified" human abductees to perform research on. Genetics essentially.
Xenology would have have a bunch of slime pens (as well as a reinforced containment cell with energy barriers) but no slime console, as well as a pirate broadcasting area with a normal security camera console for them to observe the Human habitat nearby.
The manufactorium would be toxins essentially with the mass driver lined up at a huge asteroid. It'd also have some holding tanks with gas miners in them for manufacturing the gas they needed, as well as some pre-filled cans and a stack of metal for manufacturing new ones.
The cockpit would be very cramped with a crew monitoring console, locked shuttle console, modular computer, power monitoring and alert console all tightly crammed into as much space as physically possible. Living quarters would be a very cramped dorms and a rec area all in one.
The medical area would have a sleeper, a defibrillator, chemist set-up and an operating theatre all cramply confined together.

To convey this is a stealth-ship, it would be made out of dark materials and have blacked out windows (which also keep them from being burned by the starlight. Don't ask why a species who burns under starlight even has a concept of windows or would put them on a ship) and would not be actively hostile to the station, but, if anyone happens to stray too close to their ship - they may defend it to keep their research secret.

The idea is to have a place where people can learn the secondary and not immediately practical side of science (Genetics, xenobiology, toxins etc.). Golems get R&D and mining, the Syndicate get chemistry and virology and Ash Lizards get combat+crafting.

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

Posted: Sat Jun 24, 2017 7:39 am
by FantasticFwoosh
Thats actually a full length suggestion post, rather than a shitty idea thread post.

I suggested moreso the same thing with ayy lmao's, but unless you can convince a coder i doubt whether that'd or this'd happen. Also shadowpeople are non-breathing so its not a issue for them to leave the ship and completely ignore their set tasks at hand.

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

Posted: Sat Jun 24, 2017 7:47 am
by Anonmare
They take burte and burn damage when exposed to light, even the light from stars. Breathing may be a non-issue but they're very unlikely to survive long enough to reach the station and get inside before they die from their injuries. Last I checked they have no blood as well so chems aren't too useful for them. Maybe they might survive with a bunch of healing patches and getting lucky on the z-level RNG

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

Posted: Sat Jun 24, 2017 7:49 am
by FantasticFwoosh
Having no light and plenty of darkness is not a issue on lavaland, and rudimentary kiting and then limping outside of aggro range means they have a leg up on lavaland monsters. Just build a shelter out of sandstone and hide in the darkness for literally 20 seconds. here's that Ayy lmao thing i talked about

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

Posted: Sat Jun 24, 2017 7:53 am
by Anonmare
>Lavaland
Shadowperson space ruin
And I remember the thread, I was just thinking about using shadowpeople because they're sort of neglected tbh.

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

Posted: Sat Jun 24, 2017 8:00 am
by FantasticFwoosh
Sorry still processing caffiene. It'd no doubt be isolated and boring a lot like space hotel even with the objective to do stuff, then there's the griefers who are going to throw humans into the windows and depressurise the entire place. No offence but its place is deserved.

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

Posted: Sat Jun 24, 2017 10:05 am
by Steelpoint
Its a viable idea, and not a bad one. However it would be much easier to do it with Abductors than Shadowpeople. A Shadowperson ship would require a lot of sprites, whereas the Abductors already have a lot of the needed sprites in place.

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

Posted: Sat Jun 24, 2017 10:08 pm
by TheWulfe
So get this: You know how soldiers have Urban camo for city fighting?

Image

I was thinking there should be a Space Station Camo for purchase for Traitors/Ops, where their version of camo matches up with the default grey floor, and another variant matching the underpaneling (for maint)

It would be a full sprite covering set (Jumpsuit/gloves/shoes/balaclava/armor) for jumpsuits for normal tator, and a re-sprited/colorized Nuke Op suit for Nuke Ops. The lines/color scheme would be a near match to the floor, but with an outline that's totally fair to see, and basically super obvious when moving/know it's there.

Basically something that's not going to be invisibility, but will help someone get the drop/first shot/ambush on people, sort of like the purpose in real life,

Image
Rare surveillance footage of a Nuke Op attacking a Nanotrasen space station while wearing the newly introduced Space Station Camo (2556, Colorized)

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

Posted: Sat Jun 24, 2017 10:14 pm
by Anonmare
Should make the outline drawable with a crayon.

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

Posted: Sat Jun 24, 2017 11:16 pm
by Screemonster
to be fair, just giving someone a suit that's floor tile texture would be super obvious when moving, especially if there's dirt on the floor or whatever.

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

Posted: Sun Jun 25, 2017 12:10 am
by Qbopper
Screemonster wrote:to be fair, just giving someone a suit that's floor tile texture would be super obvious when moving, especially if there's dirt on the floor or whatever.
yeah but all camo doesn't really work when moving

if you turned around with this suit on you'd be invisible save for your outline/gun/other equipment on you

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

Posted: Sun Jun 25, 2017 11:09 am
by Anonmare
Make having a Supermatter shard comign into contact with a Supermatter crystal cause a supermatter cascade and the only way to survive the end of the Universe is to escape into Lavaland's Necropolis..

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

Posted: Mon Jun 26, 2017 12:37 am
by One Seven One
Allow changelings to revive off any of their previous limbs.
Think you got one? Nope! Watch as they come out of a closet clad in stolen security gear!

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

Posted: Mon Jun 26, 2017 3:51 am
by Screemonster
replace the singulo's sprite with Sinistar and make it play the voice clips as it ruins its way through the station

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

Posted: Mon Jun 26, 2017 4:05 am
by Armhulen
One Seven One wrote:Allow changelings to revive off any of their previous limbs.
Think you got one? Nope! Watch as they come out of a closet clad in stolen security gear!
sounds hilarious and will probably push ling over the limit of salt and it'll get nerfed to unviability

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

Posted: Mon Jun 26, 2017 6:18 am
by One Seven One
Armhulen wrote:sounds hilarious and will probably push ling over the limit of salt and it'll get nerfed to unviability
Just imagine lings stockpiling arms in maint just to revive off them then go full murder ling with Arm blade, shield, and armor suit.
Better yet imagine them doing this after giving someone one of their arms as a limb replacement.

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

Posted: Mon Jun 26, 2017 11:53 am
by Gun Hog
One Seven One wrote:
Armhulen wrote:sounds hilarious and will probably push ling over the limit of salt and it'll get nerfed to unviability
Just imagine lings stockpiling arms in maint just to revive off them then go full murder ling with Arm blade, shield, and armor suit.
Better yet imagine them doing this after giving someone one of their arms as a limb replacement.
Someone here must be a Revolver Ocelot fan...

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

Posted: Mon Jun 26, 2017 12:07 pm
by Professor Hangar
Screemonster wrote:replace the singulo's sprite with Sinistar and make it play the voice clips as it ruins its way through the station
I swear I've seen this happen. It might have been on goon.

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

Posted: Mon Jun 26, 2017 3:41 pm
by Anonmare
Make revenants less griff ghost and more deadly. Refactor their abilities to be based around haunting people and attempting to return to the world of the Living by any means necessary.

Revenants are vengeful spirits with Unfinished Business on the mortal plane. Perhaps in a past life, they were a Clown whom was beaten to death by the Head of Security and now seek to have the last life? Only a Revenant knows its unliving passion. Revenants cannot use their abilities on Holy Ground. They do not have any abilities locked off from them, however harvesting a corpse will raise their essence cap like normal. (+5 max essence for long dead body/ckeyless corpse, +10 for recently dead, +15 for bodies dead within 60 seconds and +25 for harvesting the living).
Abilities
Spoiler:
  • Harvest - Functions like before.
  • Transmit - Functions like before.
  • Toggle Nightvision - Functions like before.
  • Message - Free to use ability. Allows you to write messages in blood, messages have a eight character limit.
  • Haunt - Temporarily reveal yourself to gain points. Any non-dead, non-braindead/catatonic player-controlled mobs who see you give you 10 points. Reveal yourself in a highly public area for big gains. (Obviously revealing yourself in the middle of a crowd has its downsides).
  • Defile - Works like normal. Has an additional effect of knocking people down and unblesses holy tiles.
  • Anchor - Designate an area as having significance to you in some way. If you are banished, you will return to your anchored point. Abilities are more effective and you regenerate your essence quicker to capacity as long as you remain in your anchored area. Take extra damage from holy artefacts in your anchored area.
  • Skinride - Place yourself inside of somebody else's body, they recieven o messages however anyone examining them will see there's something "off" about them. Whilst inside of somebody's body, you may speak to them freely and pass over salt and holy tiles without any issue. Take essence damage if the person you're skinriding consumes holy water.
  • Poltergeist - Select an object, then select a location you want to throw it. Does not produce a message or have an external indicator. Get the Geneticist blamed for TKing!
  • Blight - A person is overcome with hallucinations, a feeling of mild coldness and will take a moderate amount of brain damage. Their speech is impaired and will cult-slur if attempting to speak. Holy water will purge the effect and protect you against the effects.
  • Malfunction - Target a powered machine and cause it to shoot lightning at nearby people. The machine is damaged in the process and loses 25% health.
  • Stigmata - Inflict a heavy level of bleeding upon a target. Does not do brute damage. People with holy water in their system are protected against it.
  • Greater Poltergeist. Select a tile. Any unanchored objects within 6x6 tiles will be flung towards it.
  • Blaspheme - Affects a 9x9 area. Any corpses in that area rise as non-infectious NPC zombies, also has a chance at converting anything within a 6x6 area into a blood cult tile or floor.
  • Return - Requires a Revenant to have at least 300 essence and a drained body. The Revenant returns to Life through the corpse and walks the station as a Returned Revenant. Returned Revenants have a selection of abilities below.
Returned Revenants are powerful undead creatures with a selection of supernatural powers and abilities at their disposal. They must spend essence to maintain this form and any 1/4 of any damage they take is taken from their essence, if their essence drops too low (~20) they are forced to exit the body and said body disintegrates into skeletal remains. Revenants have passive abilities and active abilities. They are weak to holy weapons, holy water and fire. A Revenant forced to exit its body will have its maximum essence reduced unless doing so would reduce it below its starting amount.

Passive Abilities
Spoiler:
  • Immunity to cold and low pressure.
  • Immunity to radiation, brain damage and disease.
  • Have no need for blood or oxygen.
  • Immune to toxin damage and cellular damage, as well as an inability process chemicals.
  • May force open airlocks with their barehands.
  • Have innate thermal and nigh vision.
  • Immune to stamina damage and if stunned will only drop their inhands and be forced to remain still
  • Resist out of restraints instantly
  • Considered friendly to spiders, carp and zombies.
Active Abilities
Spoiler:
  • Harvest - Must be standing next to a corpse. Allows them to absorb its essence.
  • Toggle Nightvision - Works like normal.
  • Repulse - Functions like the wizard spell. Anyone within a 3x3 area around you is flung away.
  • Decay area - Functions like defile but affects 18x18 tiles. The closer to the epicentre, the greater the effect (someone on the edge will be knocked down hardly a second whilst someone next to you will be knocked down for as long as a stunbaton would).
  • Touch of Death - Temporarily makes your punces do 30 brute damage, and punches knock people across the room.
  • Blaspheme - Works like normal.
  • Command - Zombies you raise, as well as spiders and carp, will follow you. Using Command again will make them stop.
  • Dominate - Choose a person. They will be paralyzed and, for as long as they remain in your line of sight, they will take a steadily increasing amount of brute damage. On death they will break apart into a pile of body parts. Very high cost and cooldown.

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

Posted: Mon Jun 26, 2017 3:53 pm
by DemonFiren
Spoiler:
  • MSO FIX IT

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

Posted: Mon Jun 26, 2017 3:58 pm
by Anonmare
Spoiler:
MSO I did the thing again

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

Posted: Mon Jun 26, 2017 4:45 pm
by D&B
Nani

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

Posted: Mon Jun 26, 2017 6:49 pm
by Pizzatiger
Anonmare wrote:Make having a Supermatter shard comign into contact with a Supermatter crystal cause a supermatter cascade and the only way to survive the end of the Universe is to escape into Lavaland's Necropolis..
I know you stole this from baystation but i still really enjoy this idea as long as it's hard to achieve

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

Posted: Wed Jun 28, 2017 12:03 am
by PKPenguin321
Anonmare wrote:A poorly calibrated teleporter has a chance of misfiring, failing to teleport the person going through it (but produces someone else on the other end).

Both persons are identical in every way, even down to the implants or organs they have or don't have. if the original was an antagonist, the copy gets their antagonist objectives as well as an objective ensuring the original is destroyed. The equation must be balanced after all.
this would actually be really really fucking cool but there needs to be a way to implement it without allowing players to exploit it

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

Posted: Wed Jun 28, 2017 12:54 pm
by DireVictory
borg handlebars. Lets you steer the borg like a real vehicle when you ride them.

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

Posted: Thu Jun 29, 2017 12:38 am
by chemiiat
remove toxins from premises

1. remove toxins, redistribute the stuff inside to other departments if people care about having a few extra timers and shit
2. move the TTVs to the CE's locker for fuck's sake. bombs should be a rare thing that has to be approved by a head of staff supervising the atmos team.
3. replace the toxins room with the IT department, let science nerds deal with solving computer viruses, glitches, and shit that would affect the station. they get engineering and science headsets (might be a bit too much, maybe.)
4. give the new IT job telecoms access and responsibility for fixing interference, sabotage (recode telecoms to be good and not a horrific, unknowable beast). this would also allow antags to creatively sabotage comms instead of turning off the APC every single time
5. rejoice that the most cancerous thing in the game will at least happen less often

Really, you could just do 1 and 2 and the state of the game would drastically improve.

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

Posted: Thu Jun 29, 2017 6:25 am
by Armhulen
chemiiat wrote:remove toxins from premises

1. remove toxins, redistribute the stuff inside to other departments if people care about having a few extra timers and shit
2. move the TTVs to the CE's locker for fuck's sake. bombs should be a rare thing that has to be approved by a head of staff supervising the atmos team.
3. replace the toxins room with the IT department, let science nerds deal with solving computer viruses, glitches, and shit that would affect the station. they get engineering and science headsets (might be a bit too much, maybe.)
4. give the new IT job telecoms access and responsibility for fixing interference, sabotage (recode telecoms to be good and not a horrific, unknowable beast). this would also allow antags to creatively sabotage comms instead of turning off the APC every single time
5. rejoice that the most cancerous thing in the game will at least happen less often

Really, you could just do 1 and 2 and the state of the game would drastically improve.
This sounds fun with NTSL

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

Posted: Thu Jun 29, 2017 7:02 am
by DemonFiren
i wonder if hugbox still filters

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

Posted: Thu Jun 29, 2017 1:22 pm
by Steelpoint
Anti-Murderbone Defence System

If the player population is below twenty players at round start then a automatic Anti-Mass Murder system is activated by Centcom. This system is designed to discourage traitors from slaughtering the crew on low pop.

The system will only kick in when a single Traitor has killed at between 30% to 40% of the active population. When the system is activated several things occur.
  • If the traitor had a 'die a glorious death' objective, it now swaps to a 'escape on the shuttle alive' objective.
  • The system will automatically name and shame the traitor in question over the radio, irrespective if comms are down or up.
  • The system will track the traitor and announce their current position every 30 seconds on the radio.
  • The escape pods will be sent to a Prison Ship when launched. This will only affect the Traitor who triggered the system. If that traitor is on a escape pod, they fail any "escape alive" objectives. Any other traitors will not fail escape alive objectives if they are on the pod.
  • The Escape Shuttle will spawn a large contingent of special NPC Nanotrasen Private Security Officers. These officers will stay on the the shuttle and will only fire lethally on the traitor, even if the traitor is in disguise. If attacked by a third party they will attempt to use a stun baton on them, failing that they will use lethal force.
In addition.
  • If all heads of staff are dead AND the anti-murderboner system is activated, the escape shuttle is called on a ten minute timer. This cannot be recalled outside of admin intervention.
The ultimate aim of this system is to punish Traitors who attempt to mass murderbone on low pop, and give a way for the surviving crew to avoid the traitor and survive.

its likely a shitty idea but meh.

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

Posted: Fri Jun 30, 2017 12:37 pm
by darkpaladin109
Give security breathalyzers.

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

Posted: Sat Jul 01, 2017 10:26 am
by Steelpoint
Remove round start access to cloning.

Rework defibrillation so that it can work on a corpse up to five minutes after they have died. In addition you can heal any damage a corpse has sustained up to a minimum of 150 damage, so if a corpse has 200 brute damage you can heal them until they have only 150 brute damage. Defibrillators will also work so long as the corpse has less than 160 damage of any type, so as long as no damage type has more than 160 points worth than a corpse can be defibbed.

--------

Genetics starts with the cloning pod and the machine to insert the body, but it does not have the cloning board. RnD must research and produce the board, which can be acquired without the need of minerals but it will be very expensive in terms of having high tech requirements and a high metal/glass cost.

--------

Once cloning is online it has several restrictions that makes it a option of last resort, not the first option. Unless the cloner is fully upgraded it has a very strong tendency to produce clones that lack limbs and internal organs. The Brain, Chest and Head are the only limbs/organs that are guaranteed to spawn, otherwise every other limb and organ has a chance of not generating even if the clone is left to mature.

if the cloner is upgraded it reduces the odds of the clone missing organs and limbs, a fully upgraded Cloner will unlock the auto-cloner function and its clones will only have a very small chance to miss a limb, have a max limit of only one possible missing limb, and all organs will successfully grow.

In addition the cloning time is lengthy at five minutes to clone, the timer cannot be decreased. Ejecting a clone prematurely will guarantee it has many organs and limbs missing if it is below a certain % threshold (higher ranked cloner can release a clone early and suffer little risks, a tier 1 cloner that releases its clone below 90% will kill the clone, t2 at 80%, t3 at 70% and t4 at 50%. If the clone is ejected above the saftey threshold it will likely miss extra limbs but no extra organs will be missing.

--------

Medbay will be stocked with a small stockpile of extra Human organs, however it has no stocks of Lizard, Catpeople or Plasmamen organs. It'll be up to medbay staff to encourage organ donations from the crew (spare a kidney or lung) or to extract organs from corpses before the organs rot away.

--------

The aim is to make death far more punishing than it is, while not making defibrillators too powerful. Also the system does not change ways to permanently remove people from the round from a traitors perspective, if anything it makes it easier.

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

Posted: Sat Jul 01, 2017 10:26 pm
by PKPenguin321
Posting very serious and fleshed out balance ideas in this thread comes off as so passive aggressive

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

Posted: Sat Jul 01, 2017 10:32 pm
by Anonmare
I post serious suggestions here because if anyone says it's shit I can just say I was being ironic

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

Posted: Sun Jul 02, 2017 12:20 am
by Screemonster
I mostly make shitposts about things that would be hilarious as fuck precisely once until people started to powergame around them and deliver the MOST OPTIMUM WAY to use them

yanno, like gangs :honk:

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

Posted: Sun Jul 02, 2017 6:50 pm
by Anonmare
Give malf AIs a carp summon power

In memoriam of when carp could be convinced to follow AI eyes and getting them to follow it was a malf strategy.

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

Posted: Sun Jul 02, 2017 7:20 pm
by FantasticFwoosh
A spell that lets wizards play russian roulette

Image

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

Posted: Sun Jul 02, 2017 9:40 pm
by Gun Hog
Anonmare wrote:Give malf AIs a carp summon power

In memoriam of when carp could be convinced to follow AI eyes and getting them to follow it was a malf strategy.
Let them do this with holocarp!

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

Posted: Mon Jul 03, 2017 11:33 am
by FantasticFwoosh
The AI hijacks a holocarp and leads a swarm of carp by emitting a mating call?

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

Posted: Mon Jul 03, 2017 5:56 pm
by Screemonster
Gun Hog wrote:
Anonmare wrote:Give malf AIs a carp summon power

In memoriam of when carp could be convinced to follow AI eyes and getting them to follow it was a malf strategy.
Let them do this with holocarp!
No gonna lie, a "holographic core defence" module would be pretty fuckin' sweet

bonus points if you get one of your borgs to move you so when people break into the core to lynch you, you can activate your trap card

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

Posted: Tue Jul 04, 2017 12:38 pm
by Professor Hangar
darkpaladin109 wrote:Give security breathalyzers.
Enforce a mandatory minimum BAC.

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

Posted: Wed Jul 05, 2017 7:04 pm
by existence_success
Allow revheads to convert people with flashbangs.

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

Posted: Fri Jul 07, 2017 11:12 pm
by Gun Hog
Grand Theft Auto, SS13 style! Click an occupied vehicle on harm intent to attempt to knock someone off his vehicle, then automatically steal the key and hop onto the vehicle! CLOWN JACKED MY CART HELP!!!

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

Posted: Fri Jul 07, 2017 11:19 pm
by DemonFiren
existence_success wrote:Allow revheads to convert people with flashbangs.
return the clusterbang to metatstation

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

Posted: Tue Jul 11, 2017 9:42 pm
by Anonmare
Give service borg botany and chef tool,s plus a mediborg style manipulator that lets them handle seed packets and containers.
Allow mediborgs to handle medical beakers with their maniulator
Give engiborgs RPEDs

Let's make the service meme borg great

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

Posted: Fri Jul 14, 2017 8:23 am
by DemonFiren
Botanists (traitor botanists?) should be able to grow a variation of water melons that look just like ordinary melons, but have a chance to open up a chasm under you when you eat them.

Call them gorge melons.

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

Posted: Mon Jul 17, 2017 5:09 pm
by Anonmare
Give each department a protolathe, circuit imprinter and a RD console that's locked to only be able to produce things with certain tags (Medical RD consoles can only produce equipment and circuits with the medical/chemical tags, security can only produce things with the weapon/military/security tags etc.) but leave science with the master RD console that's unrestricted

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

Posted: Mon Jul 17, 2017 5:33 pm
by Gun Hog
Anonmare wrote:Give each department a protolathe, circuit imprinter and a RD console that's locked to only be able to produce things with certain tags (Medical RD consoles can only produce equipment and circuits with the medical/chemical tags, security can only produce things with the weapon/military/security tags etc.) but leave science with the master RD console that's unrestricted
Literally an idea that I and several others have thrown around, except my version includes bluespace ore storage (Take ore from the ORM, then load it into a bin in the server room). This way, people can get things without someone stealing ALL of the ore for one department!