Make clowns funny again
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Make clowns funny again
Clowns were originally intended as a punishment role and a laughing stock. Over time, they changed and went on to make fun at the expense of crew, becoming a license to grief instead.
We should go back to how things should be, restore the balance and add stuff that will make crew laugh at the clowns instead of the other way around. Stuff like random chance of tripping or being easier to push while wearing clown shoes.
Since being the "funny man" means you get a free pass to stir up trouble, why not add some disadvantages to that?
We should go back to how things should be, restore the balance and add stuff that will make crew laugh at the clowns instead of the other way around. Stuff like random chance of tripping or being easier to push while wearing clown shoes.
Since being the "funny man" means you get a free pass to stir up trouble, why not add some disadvantages to that?
It would appear that I'm a high RP weeb who hates roleplay and anime.
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- Joined: Mon Sep 19, 2016 4:14 am
- Byond Username: Professor Hangar
Re: Make clowns funny again
This is one of those delicate balancing acts. Too weak and they're legitimately unfun and no one wants to play them, too strong and they're a license to griff.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Make clowns funny again
i think they're fine as they are now personally, clowns are already at a disadvantage due to being unable to use guns/stunprods/cuffs without risking fucking yourself over, slow movement speed due to shoes (if you take them off you deserve to be gibbed tbqh), and the crew's generalized attitude of looking for any excuse to lynch and space you. i actually think they need a small buff in terms of survivability, honestly.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
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Re: Make clowns funny again
There's nothing mechanically wrong with Clowns. It's the community and gameplay meta that's the problem.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Make clowns funny again
Clown shoes already slow you down and clowns are innately clumsy. Literally git gud if you get dunked
Spoiler:
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Re: Make clowns funny again
It's not about being dunked, it's about making them a laughing stock they should be.
Can you imagine how fun it would be to see a clown randomly tripping on its own shoes? Landing on the floor from an assistant's single push? Accidentally drop an airhorn out of clumsiness and have it stolen from them? At last they'd be the entertainers the crew deserve.
Way more amusing that the same old annoyance of overusing banana peels, assaulting people and breaking stuff, that's for sure.
Can you imagine how fun it would be to see a clown randomly tripping on its own shoes? Landing on the floor from an assistant's single push? Accidentally drop an airhorn out of clumsiness and have it stolen from them? At last they'd be the entertainers the crew deserve.
Way more amusing that the same old annoyance of overusing banana peels, assaulting people and breaking stuff, that's for sure.
It would appear that I'm a high RP weeb who hates roleplay and anime.
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Make clowns funny again
I think there should be a little more diversity in terms of comedy props. Like a buzzer that makes you incapable of moving for half a second and plays the same sound effect as getting airlock-shocked (decent cooldown so it couldn't be abused as a weapon). You could make it invisible on examine and lacking in an in-hand sprite for maximum surprise. Clowns could have a 25% chance of shocking themselves with it.
I've also suggested being able to make remote firing assemblies for guns, just use a cap gun in place of an actual firearm or a foam force gun. It'd be pretty funny to scare the crap out of the captain by putting a cap gun hooked up to said assembly (set to a motion/laser trip-wire trigger) in their bedroom along with some cardboard Nuke OP cut-outs.
Another idea might be a sound synthesizer that can play some generic sound files (and with some tools, can be modded to play some more antagonist themed sound effects). Bonus points if they can be hooked up to remote assemblies and hidden under floors.
I've also suggested being able to make remote firing assemblies for guns, just use a cap gun in place of an actual firearm or a foam force gun. It'd be pretty funny to scare the crap out of the captain by putting a cap gun hooked up to said assembly (set to a motion/laser trip-wire trigger) in their bedroom along with some cardboard Nuke OP cut-outs.
Another idea might be a sound synthesizer that can play some generic sound files (and with some tools, can be modded to play some more antagonist themed sound effects). Bonus points if they can be hooked up to remote assemblies and hidden under floors.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Make clowns funny again
>Half a second
>25% chance to shock yourself
Make it 3 seconds and remove the self-stun and I'd be down to clown
>25% chance to shock yourself
Make it 3 seconds and remove the self-stun and I'd be down to clown
Spoiler:
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Make clowns funny again
Personally I found slipping people and feeding them a poison cocktail from a beer bottle while playing sad trombone sounds pretty darn hilarious.
But that might just be me.
But that might just be me.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- iamgoofball
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Re: Make clowns funny again
It's a prank not stun gloves you retardShadowDimentio wrote:>Half a second
>25% chance to shock yourself
Make it 3 seconds and remove the self-stun and I'd be down to clown
- Armhulen
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Re: Make clowns funny again
ShadowDimentio wrote:>Half a second
>25% chance to shock yourself
Make it 3 seconds and remove the self-stun and I'd be down to clown
3 seconds, but they stun both of you. zing!iamgoofball wrote:It's a prank not stun gloves you retardShadowDimentio wrote:>Half a second
>25% chance to shock yourself
Make it 3 seconds and remove the self-stun and I'd be down to clown
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
Re: Make clowns funny again
clowns should tell jokes not get gimmicks
yes I realize I coded a clown gimmick
yes I realize I coded a clown gimmick
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Make clowns funny again
this will never happen but we should make juggling a thing, juggle up to x amount of object and if you bump into a wall/somebody else you drop all of them on yourself. i want to see clowns juggling chainsaws man
also, why the actual flying fuck dont we have unicycles? i would also personally like to see the clown car be implemented but again that will never happen
also, why the actual flying fuck dont we have unicycles? i would also personally like to see the clown car be implemented but again that will never happen
Last edited by Deitus on Thu Oct 20, 2016 6:08 pm, edited 1 time in total.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Make clowns funny again
Code mime gimmicks to compensate.bandit wrote:clowns should tell jokes not get gimmicks
yes I realize I coded a clown gimmick
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Make clowns funny again
mimes are already OP clowns, all the shitlery of a normal clown but no clumsy checks and a fucking invisible wall that blocks all projectiles. make clowns great againDemonFiren wrote:Code mime gimmicks to compensate.bandit wrote:clowns should tell jokes not get gimmicks
yes I realize I coded a clown gimmick
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Make clowns funny again
That's my point.
Mimes have no choice but to be shitters. Give them something to actually entertain people with. Sure, slap on some downsides if you think it necessary, but pull them out of the pit they're in.
Mimes have no choice but to be shitters. Give them something to actually entertain people with. Sure, slap on some downsides if you think it necessary, but pull them out of the pit they're in.
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- Joined: Fri Apr 18, 2014 2:24 pm
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Re: Make clowns funny again
Make it so clowns do extra damage to mimes. They can be the savior that rescues the crew from greytiding mimes.Deitus wrote:mimes are already OP clowns, all the shitlery of a normal clown but no clumsy checks and a fucking invisible wall that blocks all projectiles. make clowns great againDemonFiren wrote:Code mime gimmicks to compensate.bandit wrote:clowns should tell jokes not get gimmicks
yes I realize I coded a clown gimmick
They could do what they're supposed to do and actually do mime stuff. Act out the typical antics crew members get into by doing shit like pretending to hack an invisible airlock only to get zapped by it. Try to pantomime the entirety of WGW. Do the whole stuck in a glass box thing and add a twist on it where there's no air in the box.DemonFiren wrote:That's my point.
Mimes have no choice but to be shitters. Give them something to actually entertain people with. Sure, slap on some downsides if you think it necessary, but pull them out of the pit they're in.
- Super Aggro Crag
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Re: Make clowns funny again
When I was a mime I would mime being a animu Mary sue and throw invisible ki blasts
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Make clowns funny again
Mimes can't talk. If they get attacked in maint they can't chelp there's nukers or whatever, that's a pretty rough nerf.
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- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Make clowns funny again
It's just a prank broiamgoofball wrote:It's a prank not stun gloves you retardShadowDimentio wrote:>Half a second
>25% chance to shock yourself
Make it 3 seconds and remove the self-stun and I'd be down to clown
Spoiler:
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Re: Make clowns funny again
You guys got this whole thing wrong again.
Crew should have means to abuse clowns and laugh at their misfortune, not the other way around.
Crew should have means to abuse clowns and laugh at their misfortune, not the other way around.
It would appear that I'm a high RP weeb who hates roleplay and anime.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: Make clowns funny again
the crew already looks for the barest reason to lynch the clown, they dont need more reason to be shit onSligneris wrote:You guys got this whole thing wrong again.
Crew should have means to abuse clowns and laugh at their misfortune, not the other way around.
- Not-Dorsidarf
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- Location: We're all going on an, admin holiday
Re: Make clowns funny again
ShadowDimentio wrote:Mimes can't talk. If they get attacked in maint they can't chelp there's nukers or whatever, that's a pretty rough nerf.
Well they can but usually a mime who talks will have their murderer given a medal, not arrested
kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
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- ThanatosRa
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Re: Make clowns funny again
I remember playing one and hunting xenos with the bartender and some assistants. Cocked and fired an invisible shotgun before being faceraped.Super Aggro Crag wrote:When I was a mime I would mime being a animu Mary sue and throw invisible ki blasts
my forum gimmick is that no one knows who i am
gender is irrelevant NO UR IRRELEVANT
u a bish
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gender is irrelevant NO UR IRRELEVANT
u a bish
y u heff 2 b med
- Dagdammit
- Joined: Fri Sep 09, 2016 12:42 am
- Byond Username: Dagdammit
Re: Make clowns funny again
Clowns were added as a griefer punishment, have become the single most iconic thing about SS13. I'm not seeing much of a glory days to return to.
That said, Armhulen's idea of a MUTUAL incap effect? Something that's guaranteed to slip/stun the clown at least as long as it does their target? I think that be a genuinely great idea. I can get behind a skilled clown being less bugs bunny (always makes the other person a buffoon and laughs), more someone who makes themselves just as much of one.
That said, Armhulen's idea of a MUTUAL incap effect? Something that's guaranteed to slip/stun the clown at least as long as it does their target? I think that be a genuinely great idea. I can get behind a skilled clown being less bugs bunny (always makes the other person a buffoon and laughs), more someone who makes themselves just as much of one.
- oranges
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Re: Make clowns funny again
no because clown will just team up with other people and it will get nerfed when security lobby complains, so we won't merge it.
- Kel-the-Oblivious
- Joined: Mon Nov 23, 2015 7:32 pm
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Re: Make clowns funny again
Clowns need a one shot use of the HONKblaster. Using it causes them to go mute for a long time, deals massive stamina damage to the clown, and is again a one shot ability.
The ultimate HONK
The ultimate HONK
The master splicer, the bitch queen of mining, and some crazy ligger peddling you medicinal marijuana.
Super Aggro Crag wrote:Kel is a genuine Cool Oldfag
- Davidchan
- Joined: Wed Aug 12, 2015 4:48 pm
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Re: Make clowns funny again
Why do we even have mimes again?
Clown could use more joke items and things to prank people with like whoopie cushions, hand buzzers or a way to rig a pie or bucket of water to a door so the person gets hit when they walk though. Non lethal non stunning of course, but enough to be noticeable when it happens and would expand the list of tator items they can get.
Also a clown specific vending machine that the clown that works like mining in that doing certain actions or pranks gives the clown points he can spend on better loot and prank items, the clown hardsuit could be moved to this machine. As balance the hop, hos or captain could inspect the machine and wipe out points if the clown is being shit.
Clown could use more joke items and things to prank people with like whoopie cushions, hand buzzers or a way to rig a pie or bucket of water to a door so the person gets hit when they walk though. Non lethal non stunning of course, but enough to be noticeable when it happens and would expand the list of tator items they can get.
Also a clown specific vending machine that the clown that works like mining in that doing certain actions or pranks gives the clown points he can spend on better loot and prank items, the clown hardsuit could be moved to this machine. As balance the hop, hos or captain could inspect the machine and wipe out points if the clown is being shit.
Law 0: Secborg din do nuffin.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Make clowns funny again
I'd tell you why we have mimes, but that would go against the vow.
- Kel-the-Oblivious
- Joined: Mon Nov 23, 2015 7:32 pm
- Byond Username: Kel the Oblivious
Re: Make clowns funny again
If it's just a "Slip X people to unlock Y" system it'd be shit. You'd have endless amounts of shit clowns just mass slipping people. If you want a reward system for clowns pranking, you need to find a way to make the quality of the prank come from the person who suffered it, or watched it happen. Only way I could figure it is have the clown track how many people laugh around them, or say Honk in the are around them. It registers name so you can't have a clown friend just stand them and laugh/honk endlessly at the clown for easy points either.
The master splicer, the bitch queen of mining, and some crazy ligger peddling you medicinal marijuana.
Super Aggro Crag wrote:Kel is a genuine Cool Oldfag
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