Carlarc's Wacky Idea Repositorium

A place to record your ideas for the game.
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carlarc
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Carlarc's Wacky Idea Repositorium

Post by carlarc » #730559

Hello! As you may or may not know, I'm Carlarc, a feature contributor not very famous for various cool features such as Syndicate Monkeys, Cult vs. Heretic, and Genetics Content. I'm cursed with a hyperactive imagination and not nearly enough time, skill, mantainer fiat, or GBP to put all of my concepts into the game. I don't want the ideas to languish in obscurity, so I'm dumping them here just in case anyone is interested in them, gets inspired, or maybe even feels like placing them into the game with their own spin on it!

Related thread: viewtopic.php?f=9&t=36323

The template is thus:

Concept: One sentence of the concept.
Goals: What it should do.
Non-goals: What it could but shouldn't do.
Elaboration: A more in-depth explanation of the concept.
Rambling
► Show Spoiler
Small ideas just get Concept.

I'll link each 'Idea' here via a link to the post, separated into one of these:

- Antagonist Ideas :xeno: :newcop: :singulo:
- Job Ideas :honkman: :unknownman: :engie:
- Miscellaneous Ideas :igloves: :faggot: :beer:
Last edited by carlarc on Fri Jun 28, 2024 12:28 pm, edited 1 time in total.
carlarc
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #730567

Concept: Psychologist machine that lets you fight their moodlets and traumas to cure them
Goals: Give psychologist something to do that isn't drug dealing
Non-Goals: Make psychologist a crucial part of medbay/moodlet management
Elaboration: Some form of machine with an attached helmet for the patient and VR headset for the psychologist. In some way, their negative moodlets turn into enemies and the traumas into bosses.
Rambling
► Show Spoiler
carlarc
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #730649

Concept: Chaplain reunions every X amount of time that grant fun boons to attendants
Goal: Give chaplain tools to allow congregations and hangouts of people, with an incentive to do so
Non-goal: Become a meta way to get robust loot, yet, at the same time, not having insultingly paltry rewards
Elaboration: Chaplain 'communes' happen every 5-10 minutes, and chap can hand out pamphlets to people to sign up for the commune, getting an alarm in their PDA when it's happening.
Rambling
Each sect has unique benefits and commune goals. The Greed sect requires money and valuables to be thrown into the altar, pyre requires someone to be burnt alive, Punished requires someone to be Fucking Beat To Death, techno requires... surgery? All communes share the reward of a large mood boost
Greed sect should totes be a pyramid scheme
Last edited by carlarc on Fri Jun 28, 2024 9:37 pm, edited 2 times in total.
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kayozz
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Re: Carlarc's Wacky Idea Repositorium

Post by kayozz » #730813

carlarc wrote: Sun Jun 16, 2024 11:12 am Concept: Psychologist machine that lets you fight their moodlets and traumas to cure them
Goals: Give psychologist something to do that isn't drug dealing
Non-Goals: Make psychologist a crucial part of medbay/moodlet management
Elaboration: Some form of machine with an attached helmet for the patient and VR headset for the psychologist. In some way, their negative moodlets turn into enemies and the traumas into bosses.
Rambling
► Show Spoiler

Playing as Psychiatrist is boring unless someone else decides to RP that round, so yes, this is great. A tad wild, but I love the idea of a mad mood machine onboard, genuinely.
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kayozz
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Re: Carlarc's Wacky Idea Repositorium

Post by kayozz » #730814

carlarc wrote: Tue Jun 18, 2024 9:46 pm Concept: Chaplain reunions every X amount of time that grant fun boons to attendants
Goal: Give chaplain tools to allow congregations and hangouts of people, with an incentive to do so
Non-goal: Become a meta way to get robust loot, yet, at the same time, rewarding players for their time spent there
Elaboration: Chaplain 'communes' happen every 5-10 minutes, and chap can hand out pamphlets to people to sign up for the commune, getting an alarm in their PDA when it's happening.
Rambling
Each sect has unique benefits and commune goals. The Greed sect requires money and valuables to be thrown into the altar, pyre requires someone to be burnt alive, Punished requires someone to be Fucking Beat To Death, techno requires... surgery? All communes share the reward of a large mood boost
Holy points. The more people who spend time in the chapel - the more holy points.
Could encourage good roleplay vs meta.
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Bepis
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Re: Carlarc's Wacky Idea Repositorium

Post by Bepis » #730873

The chaplain being able to dictate when such meetings happen would be nice, maybe needing (x) amount of participants
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Re: Carlarc's Wacky Idea Repositorium

Post by Not-Dorsidarf » #730964

I do like the idea of chaplain being able to call an assembly which gives them AND participants something. Anything which causes people to want to put down what theyre already doing and get together in one place in this game for a short while is cool.

Plus you can have a trait which makes you "pre-signed-up" to these
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bingusdingus
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Re: Carlarc's Wacky Idea Repositorium

Post by bingusdingus » #731017

Not-Dorsidarf wrote: Sat Jun 22, 2024 12:28 pm I do like the idea of chaplain being able to call an assembly which gives them AND participants something. Anything which causes people to want to put down what theyre already doing and get together in one place in this game for a short while is cool.

Plus you can have a trait which makes you "pre-signed-up" to these
I was going to say make a "Spiritual" trait that makes it so you have to show up and participate in the service when the Chaplain calls for one and get a positive buff ala the Festival Sect buffs, or get a negative moodlet until you can make it, or be "forgiven" by the Chaplain (have them slap you with their bible or pray at the altar).

I would love if some of the more roleplay focused jobs actually got more things to do. As someone that mains less important jobs, these kinds of ideas are my favorites.
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Re: Carlarc's Wacky Idea Repositorium

Post by COwlbear » #731031

Just so long as the proposed trait doesn't interfere with the existing Spiritual trait, sure. "Chaplains doing Chaplain things" doesn't always line up with why a character would have the current Spiritual trait active, and I'd rather not get dinged because my Spiritual Body Purist didn't show up for, say, a Technophile sect meeting.
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bingusdingus
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Re: Carlarc's Wacky Idea Repositorium

Post by bingusdingus » #731035

Oh shit I don't use traits normally so I just pulled a random name not realizing it was an existing trait. Maybe just "Chaplain fan" along the lines of the clown and mime ones that exist.
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #731366

Concept: Temporary ID passcards
Goals: Allow a middleground between pestering AI and permanent access.
Non-goals: Be easy to spread by everyone, conversely, be too niche for simple usage
Elaboration: A PDA Program, downloadable by anyone, which creates holocards that can be worn or attached. Notably anyone can create any card which just needs swiping from a head to activate.
Rambling
Normal crew have 4 'certs', heads have 10, cap has 20. Each active card costs 1 cert base, then one cert per access and per minute of its duration. This limits spammability.
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #731404

Uh, how do I link posts to the original post
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bingusdingus
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Re: Carlarc's Wacky Idea Repositorium

Post by bingusdingus » #731476

Concept: Crime scene investigation glasses
Goals: Sec science unlock that allows glasses that have the ability to forensics scan, giving Sec a better way to capture antags later on in the round. This could also be combined with the existing sechud glasses as an upgrade.
Non-goals: Have an action that plays the CSI Miami YEAAAAAH when you put them on to punctuate sweet one liners.
Seccie: "Detective we found the clown dead in maints, can you give it a scan?"
Det: "It appears the Clown has Cap's prints and fibers from their suit on them, making me think this was the Captain giving a field execution."
Seccie: "So not a murder?"
Det: "No it looks like the clown.... *puts on forensics glasses* Slipped up"
YEAAAAAAAAH
Elaboration: To be honest, I thought of the CSI meme first and the actual function of the item second, but I feel like this is one of those things that would actually be in the game because it's a stupid reference and has a real function. I guess it would also work as just something that happens when you Emag normal Sec glasses or something.
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #731502

wtf this is my thread get a room
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bingusdingus
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Re: Carlarc's Wacky Idea Repositorium

Post by bingusdingus » #731508

Whoops I dunno why I posted that here, my bad.
I can delete it if you want, otherwise, consider it a freebie. :shades:
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #731997

Concept: Dismantle Pirates as a group concept and expand on each individually.
Goals: Turn a set of hollow midround antagonists into a set of well-crafted, individual events.
Non-Goals: End up with just standalone hollow antagonists. The dismantling should be piecemeal.
Elaboration: Pirates have very poor flavor, construction, and themes. Their money collection system is unmantained and unusable: In the end everyone just murderbones. This idea aims to solve this piece by piece, splintering off a pirate faction and turning each into a fully fledged midround event.
Rambling

Space IRS
► Show Spoiler
The Lustrous
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #733056

Concept: A new side antagonist like Nightmare and Voidwalker, themed around electricity, the supermatter, and ethereals.
Goals: Add a new and interesting side threat with neat rewards for the crew if defeated. Allow it to be powerful and slippery but not quite unkillable.
Non-Goals: Have them overpower the round, be too easy to 'summon', be a cakewalk to deal with.
Elaboration: The Voltergeist's spawn system is detached from Dynamic: Instead, it's linked to the supermatter. Anything that interacts with it (dusting, instability) slowly increases the chance of one appearing. When one does spawn, anyone who was dusted by it has priority in the roll.
Rambling:

► Show Spoiler
Ideally, a simplified version of this would be PR'd, with elaborations on the concept being introduced afterwards.
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Re: Carlarc's Wacky Idea Repositorium

Post by vect0r » #733066

If you want some inspiration goonstation has something similar
https://wiki.ss13.co/Arcfiend
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carlarc
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #739389

Concept: Re-add soapstone messages as an opt-in ultraviolet graffiti system.
Goals: Reintroduce soapstoning!
Non-goals: Be an eyesore. Be too hard to notice by players.
Elaboration:

The curator spawns with an invisible ink pen/marker/quill, which can be used to 'engrave' a memory, a message, or a graffiti. These are revealed by blacklight lamps: Light fixture-like items that can be found commonly in maintenance & jannie office, in a hacked? autolathe, or as a loadout item.

There's also a quirk that lets you see messages directly!

This fixes the problems of engravings, being that they were an everpresent eyesore, while keeping them meaningfully visible unlike the system that replaced them.
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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #747846

Concept: Breed-O-Matic: Device that lets you duplicate animals as long as you have at least two.
Goals: Add a silly and amusing machine for the sandbox. Help with collecting critters for gimmicks and stuff like the infuser.
Nongoals: No rule 8.
Elaboration: A machine that you can put two living mohs into, it rumbles for a but, and then it poops out rither their baby version or a weak tiny one transformed to be small thst grows up later. Doesn't work on robos.

If emagged, you can put two humans in which causes them to gib in a moderate explosion.
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Re: Carlarc's Wacky Idea Repositorium

Post by Xkallubar » #748062

carlarc wrote: Tue Sep 10, 2024 10:31 pm Concept: Breed-O-Matic: Device that lets you duplicate animals as long as you have at least two.
Goals: Add a silly and amusing machine for the sandbox. Help with collecting critters for gimmicks and stuff like the infuser.
Nongoals: No rule 8.
Elaboration: A machine that you can put two living mohs into, it rumbles for a but, and then it poops out rither their baby version or a weak tiny one transformed to be small thst grows up later. Doesn't work on robos.

If emagged, you can put two humans in which causes them to gib in a moderate explosion.
Watch people rush to get polybelts
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Bepis
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Re: Carlarc's Wacky Idea Repositorium

Post by Bepis » #748118

sounds like a fun way to bring back flypeople into the meta
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Re: Carlarc's Wacky Idea Repositorium

Post by Capsandi » #748514

Concept: Put carlac on site wide post approval
Goals: Humor. Enforce the superiority of the pinned minor suggestions thread.
Nongoals: Unchecked expansion of the people's republic of china's territorial claim.
Elaboration: That non goal doesn't have to do with carlac or anything its just not my goal

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Re: Carlarc's Wacky Idea Repositorium

Post by carlarc » #749682

shut up i dont like you

Concept: Medbay Chemtank Storage & Fabrication
Goals: Ease doctors into making and using chems instead of constant surgery, add options, add depth to pharmacy gameplay that isn't completely 'chemist-'
Non-goals: Become the sole form of treatment, be yet another overly convoluted chemplumb system
Elaboration: Medbay would start with four prefilled chemical tanks: Libital, Aiuri, Multiver, Convermol, alongside several unfilled ones. Ideally, tanks would be two per tile to reduce space encumbrance.
Medbay would start with 300?u of each, and to refill/fill new tanks, they have to utilize a new machine in the pharmacy, the 'chemical memorizer'.

This machine, which is similar to a dispenser, would basically listen to the chemical reactions in it and then begin production of the reagent towards a selected chemtank. That said, it has a limited amount of manufacturing: The purer the reaction ends up, the more can be produced. (But the produced chems are always 75% pure) Other caveats: It can only memorize medical chems, it needs constant upkeep, unlike plumbing, and it can't memorize any reaction that uses chemicals unreactable with just the synthesizers.

After memorization, the doctor sets production to a specific chemtank. Chemtanks have a 'tap' that can be opened by a medical ID that turns off after 10 seconds, during which time they can refill their stuff. It can be hacked to force the tap open, but it causes constant drainage. This or a similar method are meant to preempt tiders/sec filling four beakers roundstart and running off. Perhaps something like degradation over time instead?

This would serve the function of a way to ease doctors into medicine production and resupplies without relying on the one competent chemist onstation.
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