Page 60 of 80
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 13, 2018 6:22 pm
by JStheguy
Bottom post of the previous page:
Also don't forget to make it so medbay can declare you insane and have sec throw you in a padded cell if you break character and refer to OoC aspects of the game.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sun Jan 14, 2018 7:59 am
by JStheguy
CosmicScientist wrote:They already can!
No they can't, there aren't any padded cells to throw the nutters muttering about "rounds" and "ui" and "valids" into yet!
Mapmen pls fix
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sun Jan 14, 2018 9:12 am
by Davidchan
Then map a couple extra straight jackets and padded cells into medical. Security shouldn't be involved unless you're proposing giving docs/psychs brig access to do regular evals
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Tue Jan 16, 2018 11:00 pm
by RobustAndRun
MDMA
Forces help-intent, makes you randomly smile and point at people and say shit like "BRO HOW'RE YOU" "LOVE YOU MAAN"
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Thu Jan 18, 2018 9:26 pm
by JStheguy
Add fireworks hardpoints to bicycles for vehicular combat.
[youtube]mY1IFTR12Kg[/youtube]
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Fri Jan 19, 2018 7:00 pm
by Jordb3
Allow armor and weapons to be attached to hacked mulebots that can be used by riders.
Possible equipment ranges from cardboard armor and foam force weapons all the way to roboticist printed armor and mech guns.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Fri Jan 19, 2018 7:17 pm
by RobustAndRun
Jordb3 wrote:Allow armor and weapons to be attached to hacked mulebots that can be used by riders.
Possible equipment ranges from cardboard armor and foam force weapons all the way to roboticist printed armor and mech guns.

Re: ITT: We make shitty suggestions and come up with poor id
Posted: Fri Jan 19, 2018 8:46 pm
by huehuehue
using an emag on any of the ------sky's has a 50/50 chance of blowing up the potato that powers them
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Fri Jan 19, 2018 9:58 pm
by Selea
I'll make floor cleaning circuit to allow you to make your deadly roomba.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Mon Jan 22, 2018 10:40 am
by Rustledjimm
Dynamite with the exact same sprite as a lit candle but obviously it goes boom after a random set time.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Mon Jan 22, 2018 11:50 am
by DemonFiren
Rustledjimm wrote:Dynamite with the exact same sprite as a lit candle but obviously it goes boom after a random set time.
a whole pack of these as a clown traitor item
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Mon Jan 22, 2018 2:01 pm
by Davidchan
A tator clown trick security baton that stuns the users and breaks the users hand if they try to harm baton.

Re: ITT: We make shitty suggestions and come up with poor id
Posted: Mon Jan 22, 2018 4:35 pm
by huehuehue
clown shoes have a 20/80 chance to turn whoever wears them into a clown
killer tomatoes can evolve into sentient killer plants a la little shop of horrors
wiznerd's fireball can melt certain objects/walls/floors on impact
holoparasites/guardian spirits have a 1 in 10 chance of spawning with a jojo skin respective to their power(i.e. explosive type turns into killer queen, a standard type turns into star platinum, etc.)
revenants can communicate with ghosts from time to time with a special power
rouge swarmers
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Mon Jan 22, 2018 11:43 pm
by existence_success
give traitor qm a gun that shoots money
give new cops a gun that shoots every item (that isn't in someone's inventory) on the z-level (except nuke disk)
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Tue Jan 23, 2018 9:02 am
by Davidchan
A sentient pile of cash as a side antag called 'Debt' or 'Student Loans' that gets bonus points and powers every time it kills a doctor, scientist, lawyer or head of staff. When it turns into a large pile of moneys.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Tue Jan 23, 2018 10:11 am
by Screemonster
Davidchan wrote:A sentient pile of cash as a side antag called 'Debt' or 'Student Loans' that gets bonus points and powers every time it kills a doctor, scientist, lawyer or head of staff. When it turns into a large pile of moneys.
Ben Garrison gamemode when
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Tue Jan 23, 2018 5:00 pm
by Anonmare
Drinking space cleaner should damage your stomach and deal toxin damage, if there's enough, it can destroy your stomach makign you unable to eat or anything else the stomach organ is responsible for.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Wed Jan 24, 2018 4:07 am
by Screemonster
Anonmare wrote:Drinking space cleaner should damage your stomach and deal toxin damage, if there's enough, it can destroy your stomach makign you unable to eat or anything else the stomach organ is responsible for.
fund it just for this scene
[youtube]V9psFtbw4Gg[/youtube]
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Wed Jan 24, 2018 4:35 am
by huehuehue
if a phazon is destroyed it's core has a small chance of melting down, creating a blast about a third larger than a maxcap and leaves radiation scattered all over the surrounding area
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Thu Jan 25, 2018 3:09 am
by Sweets
Remove flypeople from Bagil so each server has one bug race.
Add catpeople to Sybil, but not humans with cat ears and tails. Actual full on Khajhiits with digitgrade legs, wordfilters of me, myself and I to "This One", inability to wear eva suits that are not hardsuits due to talons, increased negative effect of drugs and increased pickpocketing speed.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Thu Jan 25, 2018 4:51 am
by Selea
lowered negative effect on drugs.But metabolize them faster, so they need more.
Khajit is constantly high, not constantly demented.But probably have higher tolerance.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Thu Jan 25, 2018 7:39 am
by calzilla1
Sweets wrote:Remove flypeople from Bagil so each server has one bug race.
Add catpeople to Sybil, but not humans with cat ears and tails. Actual full on Khajhiits with digitgrade legs, wordfilters of me, myself and I to "This One", inability to wear eva suits that are not hardsuits due to talons, increased negative effect of drugs and increased pickpocketing speed.
What I hear is "add furries"
[youtube]_3UWsHVqN8M[/youtube]
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Thu Jan 25, 2018 10:17 am
by Sweets
Wow its almost like this is a thread for bad ideas!
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Thu Jan 25, 2018 6:47 pm
by calzilla1
Sweets wrote:Wow its almost like this is a thread for bad ideas!
Joke
Ur head
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Fri Jan 26, 2018 2:24 pm
by Nabski
Add golf clubs and balls to the showroom. Use the ricochet bullets have and double the distance if you start on a grass tile. Channel to fire a projectile that travels really far and stuns but then must be picked up to be used again. Aim wobbles as with dual wielding.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Fri Jan 26, 2018 2:51 pm
by Screemonster
Nabski wrote:Add golf clubs and balls to the showroom. Use the ricochet bullets have and double the distance if you start on a grass tile. Channel to fire a projectile that travels really far and stuns but then must be picked up to be used again. Aim wobbles as with dual wielding.
Add that target thing to the wall in the captain's office like the boss guy has in Outland
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 27, 2018 12:31 am
by Selea
make monkeys, poly and corgis to be affected by drugs.It must change their behavior.In case of Poly ,drugged parrot must distort phrases.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 27, 2018 4:50 am
by Screemonster
make moths get entranced by the pretty glow of the supermatter so when it's in line of sight they can take no action but to walk slowly towards it
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 27, 2018 6:30 pm
by Anonmare
If Away Missions ever make a comeback - add an abductor themed away mission where would-be explorers end up on an abductor mothership.
Crewmembers who die and aren't resuscitated in enough time have their body teleported into a secure abductor cell where their body can be recovered by a boarding party. Their body is teleported sans gear or equipment, into a bolted, one way cell with max reinforcement. No powergaming infinite lives allowed.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 27, 2018 6:45 pm
by DemonFiren
Yet someone is guaranteed to find a way to powergame it.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 27, 2018 8:50 pm
by Anonmare
Re-add and refactor malfunction mode.
Malfunction will now play similar to Blob with one player chosen to play as a computer virus and a select few players (scaling with population) chosen to be synths that have replaced a few of the crew members to assist the virus with its takeover. The synths have a binary key in their headsets (if applicable) and a unique, traitor-style uplink in their preferred location with not a lot of TCs to their name to start with but their uplinks may be replenished at the Virus's whims if need be.
The Virus itself gets an RTS view of the station and can see in anywhere that has an APC with a non-severed AI control connection and will immediately corrupt any AIs at roundstart with the defunct malfunction law but any AI made afterwards will not receive this automatic infection, in addition - infected AIs can be sanitised by carding it and reformatting it at an AI restorer.
All de-synced cyborgs (even those made afterwards, but not Syndicate/Cult/Emagged cyborgs) will however be infected. The AI will not receive traitor powers unless the virus expends points to grant them the malf menu and a non-replenishing supply of CPUs.
The Virus will receive its own unique styles of powers to differentiate it from traitor AIs. Such as being able to place hivebot spawners, turrets, forcefields etc. Its skillset is much more offensive based and outwardly more military than a rogue AI.
It will generate its own points over time but it can expedite the process by placing server banks that increase its point generation but they get exponentially more expensive and are quite power intensive, and can drain an APC dry in seconds if severed from the power network.
The Virus' is now purely an APC entity, at roundstart it will be told to pick an APC as its "access point" and that APC will be its initial infection site. You may access an unlocked hacked APC to determine if the virus is or has been there. If it's been there but isn't any more, it will state where the virus has moved to, allowing you to trace it.
It can move around between any APC it has hacked and can never be locked out of an APC it controls unless deconned and reconned. Its goal has remained the same as classic malfunction; perform a System Override and hack APCs to speed up the doomsday clock. However once they start the clock, it will be locked in to whichever APC it currently resides in and pinpointers will point to it. At the 66% mark, a CentCom announcement will state which area's APC it is located in so that assistants may make a mad dash to smash it if the pinpointers are lost.
The Crew wins a Major victory for escaping on the escape shuttle after killing the Virus and all of its synth handmaidens
The Crew wins a Minor victory if they kill the virus but allow the synths to escape on the shuttle or escape pods
The Virus wins a Minor victory if it completes the override but dies before it executes it
The Virus wins a Major victory if it completes the override to its totality
Nobody wins if the station is destroyed by outside forces (I.E. Nuclear Strike Team, self-destruct, Blob Takeover etc.)
LORE:
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 27, 2018 10:11 pm
by huehuehue
Anonmare wrote:Re-add and refactor malfunction mode.
Malfunction will now play similar to Blob with one player chosen to play as a computer virus and a select few players (scaling with population) chosen to be synths that have replaced a few of the crew members to assist the virus with its takeover. The synths have a binary key in their headsets (if applicable) and a unique, traitor-style uplink in their preferred location with not a lot of TCs to their name to start with but their uplinks may be replenished at the Virus's whims if need be.
The Virus itself gets an RTS view of the station and can see in anywhere that has an APC with a non-severed AI control connection and will immediately corrupt any AIs at roundstart with the defunct malfunction law but any AI made afterwards will not receive this automatic infection, in addition - infected AIs can be sanitised by carding it and reformatting it at an AI restorer.
All de-synced cyborgs (even those made afterwards, but not Syndicate/Cult/Emagged cyborgs) will however be infected. The AI will not receive traitor powers unless the virus expends points to grant them the malf menu and a non-replenishing supply of CPUs.
The Virus will receive its own unique styles of powers to differentiate it from traitor AIs. Such as being able to place hivebot spawners, turrets, forcefields etc. Its skillset is much more offensive based and outwardly more military than a rogue AI.
It will generate its own points over time but it can expedite the process by placing server banks that increase its point generation but they get exponentially more expensive and are quite power intensive, and can drain an APC dry in seconds if severed from the power network.
The Virus' is now purely an APC entity, at roundstart it will be told to pick an APC as its "access point" and that APC will be its initial infection site. You may access an unlocked hacked APC to determine if the virus is or has been there. If it's been there but isn't any more, it will state where the virus has moved to, allowing you to trace it.
It can move around between any APC it has hacked and can never be locked out of an APC it controls unless deconned and reconned. Its goal has remained the same as classic malfunction; perform a System Override and hack APCs to speed up the doomsday clock. However once they start the clock, it will be locked in to whichever APC it currently resides in and pinpointers will point to it. At the 66% mark, a CentCom announcement will state which area's APC it is located in so that assistants may make a mad dash to smash it if the pinpointers are lost.
The Crew wins a Major victory for escaping on the escape shuttle after killing the Virus and all of its synth handmaidens
The Crew wins a Minor victory if they kill the virus but allow the synths to escape on the shuttle or escape pods
The Virus wins a Minor victory if it completes the override but dies before it executes it
The Virus wins a Major victory if it completes the override to its totality
Nobody wins if the station is destroyed by outside forces (I.E. Nuclear Strike Team, self-destruct, Blob Takeover etc.)
LORE:
wrong thread learn to read
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 27, 2018 11:00 pm
by Lazengann
Anonmare wrote:If Away Missions ever make a comeback - add an abductor themed away mission where would-be explorers end up on an abductor mothership.
Crewmembers who die and aren't resuscitated in enough time have their body teleported into a secure abductor cell where their body can be recovered by a boarding party. Their body is teleported sans gear or equipment, into a bolted, one way cell with max reinforcement. No powergaming infinite lives allowed.
Someone already mapped a mothership I believe
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Jan 27, 2018 11:50 pm
by Selea
Wrong thread.
But you should be able to stop virus with cargo console.With transfer of 99999999 cargo points as ransom.This way virus stopped, but all virus antags gets greentext.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sun Jan 28, 2018 2:45 pm
by megatiger78
Sweets wrote:Remove flypeople from Bagil so each server has one bug race.
Add catpeople to Sybil, but not humans with cat ears and tails. Actual full on Khajhiits with digitgrade legs, wordfilters of me, myself and I to "This One", inability to wear eva suits that are not hardsuits due to talons, increased negative effect of drugs and increased pickpocketing speed.
I actually support the "this one" thing for current-generation catpeople
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Mon Jan 29, 2018 7:13 pm
by Jordb3
Anyone who slips on water within one tile of a wet floor sign receives exponentially increasing brain damage.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Mon Jan 29, 2018 8:00 pm
by Slignerd
Give AI nightvision
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Mon Jan 29, 2018 10:05 pm
by huehuehue
Slignerd wrote:Give AI nightvision
the traitor ai can get a surveillance upgrade that allows this, unless you're talking basic assimov ai
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Wed Jan 31, 2018 6:17 am
by Denton
Moths should be attracted by Tesla balls and wander towards them, like one giant bug zapper. Also, let scientists preserve lizard tails/moth wings/cat parts in formaldehyde and present them in a display case, Curator style.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Wed Jan 31, 2018 7:09 pm
by Davidchan
Move the nuke to the AI core. If the AI gets EMP'd/Ion'd there is a random chance that it will trigger the nuke with a 30 second countdown to booms.
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Feb 03, 2018 7:48 pm
by Screemonster
mouse side-antags that can spawn cartoon dynamite when nobody is looking, that goes off with a bang and a lot of smoke but otherwise just makes things dirty
if a catperson is caught in the blast radius then they are stunned briefly, given messy hair and their sprite is coloured near-black except for the eyes
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sat Feb 03, 2018 7:57 pm
by RobustAndRun
pointing a laser pointer at a wall/window/airlock next to anyone with cat ears/tail will force them to dive head first into said object and headbutt it
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sun Feb 04, 2018 10:46 am
by Selea
Actually great idea
Re: ITT: We make shitty suggestions and come up with poor id
Posted: Sun Feb 04, 2018 4:22 pm
by RobustAndRun
>bringing SM shard on shuttle
Re: ITT: We make shitty suggestions and come up with poor ideas.
Posted: Thu Feb 08, 2018 1:54 am
by Qbopper
sounds like something that could be worked into a good idea
Re: ITT: We make shitty suggestions and come up with poor ideas.
Posted: Fri Feb 09, 2018 5:10 am
by Davidchan
Walking over a breached (spaced) tile with atmosphere on all sides of you should teleport you to a random z level space tile to simulate explosive decompression working in 3D rather than only horizontally.
Re: ITT: We make shitty suggestions and come up with poor ideas.
Posted: Sat Feb 17, 2018 5:30 pm
by Davidchan
Remove Cloning as it exists now.
Genetics now grows and prepares clone bodies in advance much like how Robotics prepares Cyborg Endoskeletons. This could be accomplished by having a few cloning pods in Genetics, with a DNA machine that gives the Geneticist the ability to make changes to the Clone's SE/UI prior to cloning. 'Standard' procedure for cloning would be for genetics to scan the corpse in one of their machines and shunt the UI data to the clone pod to finalize the process, though rogue geneticists could set disabilities or change their identity to hamper loyal crew or protect a fellow tator for a while.
Re: ITT: We make shitty suggestions and come up with poor ideas.
Posted: Sat Feb 17, 2018 8:04 pm
by Screemonster
Davidchan wrote:Remove Cloning as it exists now.
Genetics now grows and prepares clone bodies in advance much like how Robotics prepares Cyborg Endoskeletons. This could be accomplished by having a few cloning pods in Genetics, with a DNA machine that gives the Geneticist the ability to make changes to the Clone's SE/UI prior to cloning. 'Standard' procedure for cloning would be for genetics to scan the corpse in one of their machines and shunt the UI data to the clone pod to finalize the process, though rogue geneticists could set disabilities or change their identity to hamper loyal crew or protect a fellow tator for a while.
prepare bodies in advance
transfer consciousness
we eclipse phase now
Re: ITT: We make shitty suggestions and come up with poor ideas.
Posted: Sat Feb 17, 2018 10:21 pm
by Davidchan
Paranoia actually but same diff.
Re: ITT: We make shitty suggestions and come up with poor ideas.
Posted: Mon Feb 19, 2018 10:32 pm
by Slignerd
Replace super matter bins with supermatter bins, throw them at people to turn them to ash
Re: ITT: We make shitty suggestions and come up with poor ideas.
Posted: Tue Feb 20, 2018 4:31 am
by D&B
Make golems be slow when they talk.
I....mean....a....speech....effect.....like....this...