Page 71 of 79

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

Posted: Tue May 14, 2019 11:57 pm
by BokehSynapsid

Bottom post of the previous page:

new role: the clown wrangler
can be either random or summoned by admins, if there's no living clown on the station a clown role is also summoned

the clown wrangler is dressed like a cowboy/rodeo clown and has a unique item that's a whip, it can change modes from being a disarmer to being a pair of cuffs ("wrapping up" in the whip) but it can only be used on clowns. the clown wrangler's job is to hold the clown in captivity with the whip until the end of the round, and has jurisdiction to do so by space law (he's the sheriff)

hijinks ensue. :honk:

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

Posted: Thu May 16, 2019 2:25 pm
by Screemonster
megaknock spell for wizards that instantly removes any and all access restrictions on all doors and buttons on the station and unlocks every APC, air alarm, emitter, etc if locked
the only things unaffected are consoles that require an ID to be inserted to function

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

Posted: Mon May 20, 2019 1:28 pm
by Davidchan
Add horrific rituals to Cult that gives them unusual benefits while leaving their body scarred and marked.

Sight of the Damned: Cultist ritualistically gouges their own eyes out and carves demonic runes around their sockets. How ever, they aren't rendered completely blind by this action. They still have regular vision out to 3 tiles, and can see 'auras' of living beings out to 6 tiles, even through walls and darkness. In addition, they permanently gain the ability to see ghosts.

By her Word: Cultist uses their knife to cut runes and scripture of Nar'Sie into their flesh. All brute and burn damage is reduced dramatically and melee attacks against them have a 1 in 5 chance of being redirected at the attacker. However, being splashed with holy water after this ritual is completed inflicts severe damage and cripples the cultist for a short time.

Fervor of Faith: Cultist amputees both their legs during a dark prayer that empowers their mobility. Grants them the ability to float as if a construct, unaffected by gravity and allowing maneuvering even in space. Cultists constantly 'bleeds' from the leg stumps, leaving a trail of dark glowing blood everywhere they go.

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

Posted: Tue May 21, 2019 4:46 am
by JJRcop
Hamster wheel battery subtype that you can capture a mouse with. It has a charge that slowly drains as the mouse runs on it, and you recharge it by feeding the mouse cheese.

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

Posted: Thu Jun 13, 2019 8:26 am
by Whoisthere
add a firefighter cyborg module

equipment:
-fireaxe for obvious reason
-fire extinguisher for obvious reason
-crowbar to crowbar open fire doors
-tank and nozzle that accepts/spreads all gases for obvious reason
-inbuilt pump connected to tank and nozzle to scoop up hot plasma and such
-flash like all borgs have
-stun arm to stun flash-protected people and drag them out of the fire (or in case there is a burning dude running around setting everyone on fire)
-disabler for above
-cuffs for above


as a bonus we can just reuse existing sec borg sprite because it is red like a firecar

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

Posted: Thu Jun 13, 2019 9:12 am
by tinodrima7020
Whoisthere wrote:add a firefighter cyborg module

equipment:
-fireaxe for obvious reason
-fire extinguisher for obvious reason
-crowbar to crowbar open fire doors
-tank and nozzle that accepts/spreads all gases for obvious reason
-inbuilt pump connected to tank and nozzle to scoop up hot plasma and such
-flash like all borgs have
-stun arm to stun flash-protected people and drag them out of the fire (or in case there is a burning dude running around setting everyone on fire)
-disabler for above
-cuffs for above

as a bonus we can just reuse existing sec borg sprite because it is red like a firecar
This is unironically a good idea if you remove the last 3.

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

Posted: Thu Jun 13, 2019 10:44 am
by teepeepee
Whoisthere wrote:add a firefighter cyborg module

equipment:
-fireaxe for obvious reason
-fire extinguisher for obvious reason
-crowbar to crowbar open fire doors
-tank and nozzle that accepts/spreads all gases for obvious reason
-inbuilt pump connected to tank and nozzle to scoop up hot plasma and such
-flash like all borgs have
-stun arm to stun flash-protected people and drag them out of the fire (or in case there is a burning dude running around setting everyone on fire)
-disabler for above
-cuffs for above


as a bonus we can just reuse existing sec borg sprite because it is red like a firecar
fire axe already works as a crowbar for door-opening purpouses
I think you meant scrubber too, when you said pump
last three are retarded
overall a good idea, wrong thread

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

Posted: Thu Jun 13, 2019 3:21 pm
by confused rock
I’d say “cant tell if tino and teepee are retarded or not” but I already know they are, this is the best joke of the millenia

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

Posted: Fri Jul 05, 2019 3:39 pm
by Mickyan
emagging a cardborg costume should disguise you as a syndieborg

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

Posted: Wed Jul 10, 2019 7:33 pm
by Whoisthere
filter/rename:
gravitational -> gravatational
medic -> medac
gun -> gat
laser gun -> red gat
disabler -> blue gat

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

Posted: Mon Jul 22, 2019 5:22 pm
by Anonmare
Expand emergency spacesuit tearing so that any spacesuit can experience tearing that can be caused by damage. Make it so they need patching to prevent the space from seeping in. Softsuits are more tearable while hardsuits are more resilient, but hardsuits need to be taken off to be fixed whereas softsuits can be patched directly.

Make spacesuits able to let you breathe from internals without needing a mask if you have the suit and helmet on.

Make species with no blood unable to draw runes as cultists. Allow cultists to draw runes using containers of blood, such as blood bags or beakers, if they have them in hand.

Give SMES units a remote control function and let powerflow consoles alter remote enabled SMES units.

Genercise APC/Air alarm/Airlock/Fire Alarm/Firelock circuits into one, access configurable circuit. Make firelocks openable without the need for a crowbar but have the ones at roundstart only open for people with atmospherics access, people without access can still open them as before.

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

Posted: Tue Jul 23, 2019 4:19 pm
by Screemonster
add cryo-prison that puts the prisoners into a dream world where they can go and fight monsters

let the cryo-prison add objectives rehab programs to tell prisoners to be good

emag the console to make it add murder objectives to the criminals

be well

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

Posted: Wed Jul 24, 2019 6:55 pm
by Anonmare
Make emagging APCs adds a bunch of options to the system override panel that can be used to harm or disrupt others. For example:
  • Overload - One time use command that burns up 90% of the APC's charge remaining charge to proc Machine Overload on all machines in the area, blacklisting certain machineries like the grav gen. The chance of a successful proc increases with charge. The base chance for a fully-charged APC with roundstart powercells should be between 25-33% with a max-charge bluespace powercell having at least a 75% chance of success for each machine. The APC itself is a valid target for this override.
  • Lockdown - Toggleable ability. Burns APC charge overtime while enabled., procs all airlocks in the area to close (if they are not so already), bolt (if they are not so already) and disrupt main power and backup power supplies. Lockdown will automatically release if the APC runs out of power, but may be disabled manually through the APC interface, whereupon the airlocks will unbolt as soon as power returns to them.
  • Overcharge - Turns the APC into a hazard after 10 seconds, allowing time for the hacker to get clear. The APC will now discharge tesla shocks to anyone who passes within 3-tiles radius of it in ~4 second intervals, burning 10% charge each time. Higher capacity cells deal more damage, wearing gloves or a hardsuit will grant half-protection and wearing both will grant full immunity.
Using an emag on an already emagged APC should also lock the interface, allowing traitors to mask their efforts behind making the AI look suspicious.

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

Posted: Thu Jul 25, 2019 11:33 am
by peoplearestrange
Engineers can chip off a bit of the SM core and make their own swords. Has a 1 in 10 chance of ashing them though

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

Posted: Wed Jul 31, 2019 10:21 pm
by severepwnage
orange man is ultra fucking mad with my big brain ideas so

-when you put a stun baton in the coin press it drops an antag token
-wearing the jabroni outfit gives you a stamina damage only version of CQC only inside areas designated as "boxing ring" and "rage cage"

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

Posted: Wed Jul 31, 2019 11:07 pm
by PKPenguin321
severepwnage wrote: -wearing the jabroni outfit gives you a stamina damage only version of CQC only inside areas designated as "boxing ring" and "rage cage"
dont forget the dorms bedrooms

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

Posted: Fri Aug 02, 2019 3:04 am
by Arathian
I will post and update in this comment dumb ideas I wanna do eventually in some form:

Add all current playable races as toxins in xenobiology. Including plasmemes (but that one will need some SEVERE restrictions, and probably from a green crossbreed). Gotta ask oranges about that when the catgirl situation is resolved.

Add a "Business Golem" and a "Revolutionary Golem" to xenobiology. Business Golem will essentially be capitalist golem without the conversion/special unlocks. It can be created by putting a huge amount of credits (10k+ at least) into an empty golem shell. It will not do any damage, instead every time it touches someone it will drain funds and put them in its creator's account. Revolutionary Golems will be created by putting either a dead business golem into an empty golem shell. It will look like communist golem. Every time revolutionary golem touches someone, it will draw funds and distribute them equally to all non-heads/to all assistants (maybe).

Petting cyborgs as scientist, roboticist or RD should give a mood buff similar to petting pets like Ian. More pets for our cute cyborgs!

Add a proper flamethrower to mechs. Not just the shitty carbine.

Mechadendrite for roboticists. It will remove the backpack slot and instead you will get a 3rd arm with some restrictions but also some major advantages. The pixel art of mechadendrites is already done, just needs the actual code implemented.

Add some way to make sentient mechs that are controllable without building AIs, changing their laws, carding them and then putting the carded AI in. That shit's way too complex.

Currently mechs that are controlled by an AI/MMI cannot change stance (to aggressive or friendly f.ex.) That is very relevant for stuff like the gygax ability. That should be added/fixed.

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

Posted: Fri Aug 02, 2019 7:05 am
by Calibraptor
PKPenguin321 wrote:
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
Please quietly PR this as an event with a 1 in 10000 chance to happen.

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

Posted: Fri Aug 02, 2019 11:21 am
by Dr_bee
Calibraptor wrote:
PKPenguin321 wrote:
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
Please quietly PR this as an event with a 1 in 10000 chance to happen.
The game could use more star trek references in general.

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

Posted: Fri Aug 02, 2019 12:55 pm
by Screemonster
Dr_bee wrote:
Calibraptor wrote:
PKPenguin321 wrote:
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
Please quietly PR this as an event with a 1 in 10000 chance to happen.
The game could use more star trek references in general.
if you were gonna make it the proper trek reference you'd give the original the pacifist trait when the antag copy spawns in

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

Posted: Sat Aug 03, 2019 10:34 am
by Anonmare
It was actually a Think Like a Dinosaur reference but admittedly that's a pretty obscure sci-fi story

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

Posted: Mon Aug 05, 2019 3:25 pm
by Davidchan
Change the nukeops code to always be 7355608

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

Posted: Tue Aug 06, 2019 6:06 am
by PKPenguin321
Davidchan wrote:Change the nukeops code to always be 7355608
i like it!

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

Posted: Fri Aug 16, 2019 12:53 am
by ThanatosRa
Only people with jobs can be antags. Assistants are not important enough to be spies.

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

Posted: Fri Aug 16, 2019 1:17 am
by Screemonster
[youtube]VNIF4pXsgt0[/youtube]

add this, make it with a knife, a mousetrap, and a hollowed out book

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

Posted: Sun Sep 01, 2019 12:35 pm
by Stillplant
If you open it, you suffer 25 points of eye damage, and your bleed rate goes up by 20 points.

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

Posted: Mon Sep 02, 2019 11:53 pm
by Reece1995
Emaging medibots should make them steal your organs via surgery.

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

Posted: Thu Sep 05, 2019 3:38 am
by L_Nacho_Chaos_L
Make it so eating gunpowder causes explosive diarrhea. Literally. If you eat it, you have 20 seconds to get to a toilet or you will gib into shitstains and fire. If you make it to a toilet, the toilet explodes instead.

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

Posted: Thu Sep 12, 2019 9:51 am
by Screemonster
add dough golems that can add more dough to themselves to upgrade into a more powerful form called a breadnaught

edit: I know I've made this pun before but I remembered it again

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

Posted: Thu Sep 12, 2019 9:38 pm
by Ivan Issaccs
We need mounts, not just segways.

Humans require horses.
Liggers require dinosaurs.
Felinids require Roombas.
Plasmemes need some form of senient fart cloud.

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

Posted: Fri Sep 13, 2019 12:46 am
by knacker48
Ivan Issaccs wrote:Plasmemes need some form of senient fart cloud.

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

Posted: Fri Sep 13, 2019 4:44 pm
by Reyn
Give the HOS a compact combat shotgun as well. Why let the warden have all the Fun buckshotting assistants who break into brig into another fucking dimension firepower?

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

Posted: Sat Sep 14, 2019 5:18 am
by L_Nacho_Chaos_L
Make medical chems kill people.

Oh wait we already did that, whoops.

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

Posted: Sat Sep 14, 2019 6:16 am
by actioninja
Wow, you're fucking hilarious, please post more.

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

Posted: Sat Sep 14, 2019 6:32 am
by carshalash
Merging major code and balance changes without a test merge

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

Posted: Sat Sep 14, 2019 9:32 am
by oranges
this is the shitty suggestions and poor ideas thread, not salt about current events, clean up your act

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

Posted: Sat Sep 14, 2019 10:14 am
by Davidchan
Replace all fire extinguisher closets with gun cabinets that spawn with a random firearm, be it a revolver, shotgun, autorifle or SMG and associated ammo. Every fire fighting closet is replaced with an armor locker that will randomly have armor vests and helmets, riot gear or ballistic armor. Every round becomes a race to see how many weapons security can secure before assistants.

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

Posted: Mon Sep 16, 2019 7:58 pm
by Reyn
Davidchan wrote:Replace all fire extinguisher closets with gun cabinets that spawn with a random firearm, be it a revolver, shotgun, autorifle or SMG and associated ammo. Every fire fighting closet is replaced with an armor locker that will randomly have armor vests and helmets, riot gear or ballistic armor. Every round becomes a race to see how many weapons security can secure before assistants.
Insert joke about the U.S.A here.

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

Posted: Tue Sep 17, 2019 3:41 am
by Sandshark808
Davidchan wrote:Replace all fire extinguisher closets with gun cabinets that spawn with a random firearm, be it a revolver, shotgun, autorifle or SMG and associated ammo. Every fire fighting closet is replaced with an armor locker that will randomly have armor vests and helmets, riot gear or ballistic armor. Every round becomes a race to see how many weapons security can secure before assistants.
This would unironically be more secure than the fire extinguishers. The second a wizard or nukie touched the station halls an assistant with a Gat Brand Gat would blast them and the round would end.

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

Posted: Fri Sep 20, 2019 7:17 pm
by OFQ
I think every member of ERP team should be a cat girl. How about that?

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

Posted: Fri Sep 20, 2019 7:19 pm
by Anonmare
nya

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

Posted: Fri Sep 20, 2019 7:21 pm
by OFQ
Also we should celebrate 11.11.18 by giving everyone a cat slot for a day. The perv with the most ERP tickets will get perma cat slot and perma server ban as a C.B.T. style discouragement encouragement.

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

Posted: Sun Sep 22, 2019 12:08 am
by Istoprocent1
Idea #1: Slight delay (1 second or less) for drawing weapons with audio (leather rattling or something) and visual ques (anything from the dude flashing, throwing up a red exclamation mark or something).

Because that would be cool, make things better and let people react accordingly yo. Some weapons could ignore some of the ques such as Energy Crossbow.

Idea #2: Hotkey for activating security mask or just use voice command to lay down.

Because that would be cool yo.

Idea #3: Lip smacking sounds when eating Maintenance Peaches.

Because you are an hongrey animal.

Edit:

Idea #4: Replace Assassinate X objectives with Prevent X from escaping alive.

Because it avoids some tedium of trying to locate a guy SSDing in a locker with their sensors turned off and opens up more possibilities than just having to kill and dispose.

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

Posted: Sun Sep 22, 2019 2:37 am
by Sandshark808
OFQ wrote:Also we should celebrate 11.11.18 by giving everyone a cat slot for a day. The perv with the most ERP tickets will get perma cat slot and perma server ban as a C.B.T. style discouragement encouragement.
Make catbeasts automatically valid.

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

Posted: Mon Sep 23, 2019 8:53 am
by OFQ
Liggers should have a bite attack that causes bleeding and activates aggressive grab on target because have you seen their snout?

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

Posted: Mon Sep 23, 2019 9:06 am
by OFQ
Change Cak recipe so instead of a birthday cake it will need an apple pie and rename it into waifu. Also after you pet it the thing spawns felinids with your last name because nothing is free in this world.

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

Posted: Tue Sep 24, 2019 7:20 pm
by Davidchan
Allow chaplains to actually convert people to their religion.

Start of a round, Chaplain picks from one of a few preset religions, or can make his own custom religion using something akin to the quirks system. Followers of the religion can get minor benefits or have to abstain from certain activities like smoking, drinking, gambling, use of prosthetics, etc.

The Chaplain can 'convert' anyone to his religion by approaching them and reading his bible to them. If they accept before the channeling is complete, they get a happy thought and join the congregation. If they neglect to join nothing happens. Willling converts can also approach the altar at the chapel and pray for a short while to self convert. Conversion lasts for 30 minutes, after which the member reverts to their atheistic ways. This can be prevented by returning to the chapel once every 30 minutes, or the Chaplain going about the station giving sermons (channeling with their bible in visual sight or broadcasting over comms.)

As more people join the congregation, the buff improves over time giving the Chaplain access to 'miracles' like being able to replicate food or turn water into beverages, creating temporary orbs of light and for high populations the Chaplain and designated holymen might even be able to return souls to their bodies and revive them via rituals in the church.

While in the church, faithful gain slow regeneration, gain happy thoughts for interacting with objects in the chapel, and can attend confessionals to improve their moodlets (bonus points if its actually coded so the mob spouts out what ever damage or 'wrong' it's done so far on the shift or spouts out random sins as if brain damaged.) By mixing flour and holy water, the Chaplain/Chef can make communion wafers to feed to crew and grant faithful a short term bonus to their mood or other effects, as well as being a semi effective way of giving small doses of holy water to the crew during cult rounds.

As a bonus bonus, Honkmother and Silent Father should be added as legit religions, turning the Chaplain into a Clown/Mime respectively and granting congregation powers similarly themed, with high level miracles allowing the creation of Bananium or Tranquilitte, in addition to other memey things they could do.

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

Posted: Wed Sep 25, 2019 12:50 am
by Sandshark808
Davidchan wrote:Allow chaplains to actually convert people to their religion.

Start of a round, Chaplain picks from one of a few preset religions, or can make his own custom religion using something akin to the quirks system. Followers of the religion can get minor benefits or have to abstain from certain activities like smoking, drinking, gambling, use of prosthetics, etc.

The Chaplain can 'convert' anyone to his religion by approaching them and reading his bible to them. If they accept before the channeling is complete, they get a happy thought and join the congregation. If they neglect to join nothing happens. Willling converts can also approach the altar at the chapel and pray for a short while to self convert. Conversion lasts for 30 minutes, after which the member reverts to their atheistic ways. This can be prevented by returning to the chapel once every 30 minutes, or the Chaplain going about the station giving sermons (channeling with their bible in visual sight or broadcasting over comms.)

As more people join the congregation, the buff improves over time giving the Chaplain access to 'miracles' like being able to replicate food or turn water into beverages, creating temporary orbs of light and for high populations the Chaplain and designated holymen might even be able to return souls to their bodies and revive them via rituals in the church.

While in the church, faithful gain slow regeneration, gain happy thoughts for interacting with objects in the chapel, and can attend confessionals to improve their moodlets (bonus points if its actually coded so the mob spouts out what ever damage or 'wrong' it's done so far on the shift or spouts out random sins as if brain damaged.) By mixing flour and holy water, the Chaplain/Chef can make communion wafers to feed to crew and grant faithful a short term bonus to their mood or other effects, as well as being a semi effective way of giving small doses of holy water to the crew during cult rounds.

As a bonus bonus, Honkmother and Silent Father should be added as legit religions, turning the Chaplain into a Clown/Mime respectively and granting congregation powers similarly themed, with high level miracles allowing the creation of Bananium or Tranquilitte, in addition to other memey things they could do.
You'd better post this as its own thread, because this shit is a great idea.

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

Posted: Wed Sep 25, 2019 1:53 am
by OFQ
Davidchan wrote:Allow chaplains to actually convert people to their religion.

Start of a round, Chaplain picks from one of a few preset religions, or can make his own custom religion using something akin to the quirks system. Followers of the religion can get minor benefits or have to abstain from certain activities like smoking, drinking, gambling, use of prosthetics, etc.

The Chaplain can 'convert' anyone to his religion by approaching them and reading his bible to them. If they accept before the channeling is complete, they get a happy thought and join the congregation. If they neglect to join nothing happens. Willling converts can also approach the altar at the chapel and pray for a short while to self convert. Conversion lasts for 30 minutes, after which the member reverts to their atheistic ways. This can be prevented by returning to the chapel once every 30 minutes, or the Chaplain going about the station giving sermons (channeling with their bible in visual sight or broadcasting over comms.)

As more people join the congregation, the buff improves over time giving the Chaplain access to 'miracles' like being able to replicate food or turn water into beverages, creating temporary orbs of light and for high populations the Chaplain and designated holymen might even be able to return souls to their bodies and revive them via rituals in the church.

While in the church, faithful gain slow regeneration, gain happy thoughts for interacting with objects in the chapel, and can attend confessionals to improve their moodlets (bonus points if its actually coded so the mob spouts out what ever damage or 'wrong' it's done so far on the shift or spouts out random sins as if brain damaged.) By mixing flour and holy water, the Chaplain/Chef can make communion wafers to feed to crew and grant faithful a short term bonus to their mood or other effects, as well as being a semi effective way of giving small doses of holy water to the crew during cult rounds.

As a bonus bonus, Honkmother and Silent Father should be added as legit religions, turning the Chaplain into a Clown/Mime respectively and granting congregation powers similarly themed, with high level miracles allowing the creation of Bananium or Tranquilitte, in addition to other memey things they could do.
Sounds pretty fun. I might even play chaplain once in a while if this "shitty" idea implemented. Would be even better if we had at least 2 chapels nearby so religions be like rival gangs that can't murder each other so they gonna do shady shenanigans and try to convert rivals or make them brake the oath.

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

Posted: Wed Sep 25, 2019 4:08 am
by OFQ
Allow felinids to wear condom's pet collar.

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

Posted: Wed Sep 25, 2019 4:37 am
by Sandshark808
OFQ wrote:Allow felinids to wear condom's pet collar.
I thought it was, or was that removed due to ERP?