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

Posted: Tue Feb 20, 2018 4:31 am
by D&B

Bottom post of the previous page:

Make golems be slow when they talk.


I....mean....a....speech....effect.....like....this...

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

Posted: Thu Feb 22, 2018 7:17 pm
by Screemonster
When planetstation and its multi-z stuff is working, make trapdoors that can be toggled with levers and switches to drop their contents on the floor below

PULL THE LEVER, KRONK

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

Posted: Thu Feb 22, 2018 8:04 pm
by Anonmare
Screemonster wrote:When planetstation and its multi-z stuff is working, make trapdoors that can be toggled with levers and switches to drop their contents on the floor below

PULL THE LEVER, KRONK
Only if we get to make a ludicrously complicated series of traps and hook them all up to levers in an isolated room with a greyshirt. Presenting the world's first assistant computer.

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

Posted: Fri Feb 23, 2018 9:36 am
by Screemonster
make laundry baskets have a 1% chance of containing The Scratchy Blanket

Image

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

Posted: Tue Feb 27, 2018 4:01 pm
by Screemonster
Time Flies

specifically flies that bite you and send you forward in time by some random amount (manifested in game by making you vanish and then reappear on the same spot like 15-20 seconds later)

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

Posted: Thu Mar 01, 2018 4:44 pm
by RobustAndRun
Boogie Bomb from Fortnite. A reskinned flashbang which forces anyone in the blast to stop and spin/flip for 7-8 seconds. 1tc for tato bartender.

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

Posted: Thu Mar 01, 2018 5:08 pm
by Armhulen
Screemonster wrote:Time Flies

specifically flies that bite you and send you forward in time by some random amount (manifested in game by making you vanish and then reappear on the same spot like 15-20 seconds later)
okay you sold me i'm doing it

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

Posted: Thu Mar 01, 2018 7:13 pm
by Nabski
Energy Parasite.

Has a starting energy that depletes over time. Can drain more from APCs, borgs, and people carrying energy weapons.
Can use energy to emp, emag, or a limited time AI interface ability.

Can wirecrawl like ventcrawling starting from APCs.

Unable to attack or be attacked by conventional means, but can not go through walls or glass. It moves slowly enough that an engineer will be able to lead it into a trap and build walls around it. I guess this means it would be able to share tiles as well.

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

Posted: Thu Mar 01, 2018 7:33 pm
by SpaceInaba
cargo can make pots from sand at lavaland in a pottery room and sell them to centcom for money
the quality of the pottery influences the money made

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

Posted: Fri Mar 02, 2018 3:07 pm
by Davidchan
Mindshield/Loyalty implants overhaul. Loyalty implants now give actual buffs as well as mechanical limits as they do more than just ensure cops can't be bought, based on active Alert Level.

Code Green) Implanted personnel can only use help intent. This means they can not harm baton or fire any weapon (save for a HT set to disable), though they can still use handcuffs. Implanted personnel receive a speed a speed buff while in this alert, allowing them to move faster than most non-enhanced crew. Energy Guns and other weapons with multiple settings always default to 'stun' or 'disable' and can not be set to lethal while in the hands of implanted crew. Attempting to fire any other weapon or strike ANY living thing instead yields a "[Implanted] hesitates!" and cancels any action that would directly deal damage. (No harmbatoning, no disarm slapping, no aggressive grabs. No firing shotguns or lasers.) Once every 120 seconds they can hug any mob, forcing the same restrictions upon that mob for 30 seconds and giving 'you feel very calm and happy' messages to the player of said mob.

Code Blue) Implanted personnel may now use Help, Disarm or Grab intents (but not harm.) Tasers can not be used properly, as well as weapons such shotguns when loaded with beanbags or rubber shot. Attempting to use anything but less lethal or non-lethal equipment still yields a hesitates and cancels the action, and lethal settings on energy weapons still can not be properly ticked over. Implanted personnel in this state receive a bonus to stun recovery (like CNS Rebooter) though lose their code green speed boost. Every 120 seconds they can kip up, negating a stun and instantly putting them back upon their feat.

Code Red) Implanted personnel may now use all intents unrestricted, though their eyes glow red. In this level, their implant begins to secret saline solution to heal burns and bruises slowly overtime, as well generate aggressive thoughts in the chat box and random glares at non-implanted crew within LoS. At this level they have 2 active abilities they can use (on cooldowns). Bone grinding, where they can temporarily set a broken limb to ignore fractures or breaks for 90 seconds (useable once every 5 minutes) and 'Fury of the Law' that apples Meth level speed boost and stun resist, as well as +20% damage and reduced attack delay with melee weapons (usable once every 10 minutes)

Code Red takes a toll on implanted personnel, after 5 minutes they start to randomly take internal damage (specifically the heart and lungs) and after 15 minutes in code red and no treatment they have a chance to suffer a heart attack on the spot, with the roll repeating every minute there after and the % of fatal results rising each check till at 25 minutes there is a 100% chance all implanted personnel will croak on the spot.

Implanted crew can also no longer directly attack each other regardless of alert level, harmbatons and melee strikes giving hesitates messages, and attempts to throw or shoot ranged projectiles past them missing 75% of the time and sailing past them as the implant subconsciously forces them to aim around fellow implanted crew.

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

Posted: Fri Mar 02, 2018 5:25 pm
by Nilons
>cant harmbaton criminals at all times

i hate it

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

Posted: Tue Mar 06, 2018 5:33 pm
by Selea
Make curator to be able to survive nuke and bombs if he is hiding in freezer.
Add rule, that non consensual ERP is allowed if curator is raped by chars with names George Lucas/Steeven Spielberg.

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

Posted: Wed Mar 07, 2018 4:17 am
by SpaceManiac
Selea wrote:Make curator to be able to survive nuke and bombs if he is hiding in freezer.
This one is in the game already

Code: Select all

/obj/structure/closet/secure_closet/freezer
	icon_state = "freezer"
	var/jones = FALSE

/obj/structure/closet/secure_closet/freezer/ex_act()
	if(!jones)
		jones = TRUE
	else
		..()

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

Posted: Wed Mar 07, 2018 8:51 am
by Selea
need to add rule about spielberg

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

Posted: Thu Mar 08, 2018 7:20 pm
by RobustAndRun
Add pineapple.

Putting pineapple on pizzas causes irreversible brain damage.

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

Posted: Thu Mar 08, 2018 8:24 pm
by Nilons
RobustAndRun wrote:Add pineapple.

Putting pineapple on pizzas causes irreversible brain damage.
already in the game

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

Posted: Thu Mar 15, 2018 1:42 pm
by DemonFiren
Image

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

Posted: Thu Mar 15, 2018 2:49 pm
by Qbopper
add turrets to medbay that kill anyone who takes medkits

add turrets to the captain's office

add turrets to chemistry to kill botanists

add turrets to botany that spawnkill botanists

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

Posted: Thu Mar 15, 2018 3:49 pm
by SpaceInaba
lets remove sleeper chems

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

Posted: Thu Mar 15, 2018 4:01 pm
by Nabski
Qbopper wrote:add turrets to medbay that kill anyone who takes medkits

Have the captains doors start shocked

add lube mines to chemistry to kill botanists

add bees to botany that spawnkill afk botanists

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

Posted: Fri Mar 16, 2018 12:26 am
by Jordb3
If you deep fry a russian revolver with at least one bullet left, the last bite will shoot you.

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

Posted: Fri Mar 16, 2018 3:34 am
by Gun Hog
Jordb3 wrote:If you deep fry a russian revolver with at least one bullet left, the last bite will shoot you.
Wrong thread.

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

Posted: Fri Mar 16, 2018 12:04 pm
by bandit
Miners can mine bitcoins out of the asteroid. Their credit value fluctuates, but putting a bitcoin into your inventory gives you a nodrop fedora.

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

Posted: Fri Mar 16, 2018 1:15 pm
by Gun Hog
Allow the AI to be a devil. A Devil AI will carry the Devil lawset, with the added ability to summon a single "infernal" AI shell (AI shells are borgs that the AI can control remotely). The AI can then greentext by creating contracts via the shell, just as a Devil cyborg does.

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

Posted: Fri Mar 16, 2018 3:41 pm
by pogoco25
Let blood cult construct addition
al pylons

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

Posted: Sat Mar 17, 2018 11:22 am
by ComradeNecron
Make it so that light in space only comes from the direction the sun is, and the solar panels are facing

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

Posted: Sat Mar 17, 2018 12:16 pm
by Swagbringer
ComradeNecron wrote:Make it so that light in space only comes from the direction the sun is, and the solar panels are facing
It might be hard codewise, but I think thats a pretty nice idea actually

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

Posted: Sat Mar 17, 2018 4:20 pm
by RandomMarine
Make people take eye damage if they're looking in the direction of the sun.

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

Posted: Sat Mar 17, 2018 5:07 pm
by NanookoftheNorth
Speaking of pylons, are there any Starcraft references in any of the items? I haven't stumbled on any yet.

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

Posted: Sun Mar 18, 2018 10:21 pm
by SaveVatznick
In the cryotube menu, instead of just showing the contents of the beaker loaded, make it so you have to hit a "show contents" button to reveal them.

I guarantee it will allow more people to do cryo memes before someone notices cryo has been messed with, since you're not gonna check contents every time if you think things are ok
.

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

Posted: Mon Mar 19, 2018 7:23 pm
by Gun Hog
Building on the current lifebringer buff PRs on Github, I say that they do not go far enough!! Allow the Lifebringers, after significant investment, to convert areas of Lavaland into jungle! Do you remember the Planetstation project? We can harvest assets from that project for the Lifebringers! Once Lifebringers fulfill requirements of their terraforming device (G.E.C.K.), it will bear fruit by creating a new land, filled with new flora and fauna! Mushroom people, DEADLY, DEADLY, GIANT WASPS, and other new environmental hazards that breathe new life into the gloomy, harsh, dead landscape into a beautiful, harsh, deadly landscape! Note that the creatures within are not hostile to the Lifebringers unless provoked, with exception of the all new Megaflora: The grotesque super plants that serve as counterparts to the Lavaland Megafauna.

Basically, it is a whole new land, created by players with a sense of wonder, which still proves to be hostile and challenging to all but the most robust miners!

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

Posted: Mon Mar 19, 2018 7:40 pm
by Selea
add new viro symptom:hemorroid.
It causes pain and stun, when player is buckling to chairs.Also it causes random messages about pain in ass.Can send into crit with burn dmg after capsiacin metabolyzes.
After stage 3,it needs surgery to be healed.Removed hemorroid tumor can be used in hemorroid burger(like appendix burger).
If tumor was removed, but virus wasn't cured, it will grow again. So you can farm them for more burgers.

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

Posted: Mon Mar 19, 2018 8:50 pm
by Nabski
Selea wrote:add new viro symptom:hemorroid.
It causes pain and stun, when player is buckling to chairs.Also it causes random messages about pain in ass.Can send into crit with burn dmg after capsiacin metabolyzes.
After stage 3,it needs surgery to be healed.Removed hemorroid tumor can be used in hemorroid burger(like appendix burger).
If tumor was removed, but virus wasn't cured, it will grow again. So you can farm them for more burgers.
This is the most terrifying thing I've ever heard.

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

Posted: Mon Mar 19, 2018 8:55 pm
by Qbopper
how do i unread a post

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

Posted: Tue Mar 20, 2018 2:10 am
by huehuehue
Qbopper wrote:how do i unread a post
block it out with something much worse

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

Posted: Tue Mar 20, 2018 2:19 am
by huehuehue
new gas: radrogen
extremely radioactive gas that only acts deadly in contact with extreme cold(i.e. space, freon etc.)
combine this in a canister with freon, stick said canister on a flamethrower and wear a rad suit then you get to fling superheated radioactive death at anything in sight and then get an admin on your ass because you just killed too many and went on a murderbone




or just delaminate the supermatter with it who cares

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

Posted: Tue Mar 20, 2018 10:08 pm
by DemonFiren
Selea wrote:add new viro symptom:hemorroid.
It causes pain and stun, when player is buckling to chairs.Also it causes random messages about pain in ass.Can send into crit with burn dmg after capsiacin metabolyzes.
After stage 3,it needs surgery to be healed.Removed hemorroid tumor can be used in hemorroid burger(like appendix burger).
If tumor was removed, but virus wasn't cured, it will grow again. So you can farm them for more burgers.
you literally have assburgers syndrome


anyway

the die of fate is a d20
this is incorrect
it needs to be a d6

because it's a hex-a-hedron

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

Posted: Wed Mar 21, 2018 2:07 am
by Screemonster
DemonFiren wrote:
Selea wrote:add new viro symptom:hemorroid.
It causes pain and stun, when player is buckling to chairs.Also it causes random messages about pain in ass.Can send into crit with burn dmg after capsiacin metabolyzes.
After stage 3,it needs surgery to be healed.Removed hemorroid tumor can be used in hemorroid burger(like appendix burger).
If tumor was removed, but virus wasn't cured, it will grow again. So you can farm them for more burgers.
you literally have assburgers syndrome


anyway

the die of fate is a d20
this is incorrect
it needs to be a d6

because it's a hex-a-hedron
oh my fucking christ

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

Posted: Wed Mar 21, 2018 2:02 pm
by Anonmare
Add programmable bracelets set to explode if tampered with or its programmed condition is true. Have it locked with a 4 digit code and will explode after three failed attempts. Programmed conditions are pulled from a pre-set lists of forbidden actions and will explode if any of these actions are performed or, again, the bracelet is tampered with. It may only be removed by someone who knows the code.

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

Posted: Wed Mar 21, 2018 2:05 pm
by DemonFiren
Slave collars when?

also cosmic too many references

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

Posted: Fri Mar 23, 2018 4:09 pm
by Davidchan
Remove the captain. Replace him with a 3-7 man council/board of Executives. Each of these executives is given a round start objective to complete, which can vary wildly from mine X units of Y ore, power the station with solars, build Z number of borgs, kill specific person or maintain station integrity above certain threshold. Council must vote/collaborate on decisions to make any official action, and all remaining heads of staff have to report to the council to request anything the Captain normally might handle.

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

Posted: Fri Mar 23, 2018 5:56 pm
by Swagbringer
Davidchan wrote:Remove the captain. Replace him with a 3-7 man council/board of Executives. Each of these executives is given a round start objective to complete, which can vary wildly from mine X units of Y ore, power the station with solars, build Z number of borgs, kill specific person or maintain station integrity above certain threshold. Council must vote/collaborate on decisions to make any official action, and all remaining heads of staff have to report to the council to request anything the Captain normally might handle.
Only if one executive is guaranteed antag every round.

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

Posted: Fri Mar 23, 2018 6:11 pm
by Togopal
Swagbringer wrote:
Davidchan wrote:Remove the captain. Replace him with a 3-7 man council/board of Executives. Each of these executives is given a round start objective to complete, which can vary wildly from mine X units of Y ore, power the station with solars, build Z number of borgs, kill specific person or maintain station integrity above certain threshold. Council must vote/collaborate on decisions to make any official action, and all remaining heads of staff have to report to the council to request anything the Captain normally might handle.
Only if one executive is guaranteed antag every round.
I am the Senate,

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

Posted: Fri Mar 23, 2018 7:56 pm
by huehuehue
Togopal wrote:
Swagbringer wrote:
Davidchan wrote:Remove the captain. Replace him with a 3-7 man council/board of Executives. Each of these executives is given a round start objective to complete, which can vary wildly from mine X units of Y ore, power the station with solars, build Z number of borgs, kill specific person or maintain station integrity above certain threshold. Council must vote/collaborate on decisions to make any official action, and all remaining heads of staff have to report to the council to request anything the Captain normally might handle.
Only if one executive is guaranteed antag every round.
I am the Senate,
truely unlimited power

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

Posted: Sat Mar 24, 2018 10:18 pm
by aradsten
Drynwyn wrote:
Stephie wrote:
Ikarrus wrote:Reduce the number of telecrystals double agents get to 5.

Have them actually be creative instead of spawning shitloads of bombs and weapons.
Agents should have 5TC at round start, receive 5 more for getting their target and 5 more for getting their assassin.
That actually sounds sweet.
DO THIS

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

Posted: Sat Mar 24, 2018 11:55 pm
by DemonFiren
Make it 10-5-5 so you can at least get some shit.

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

Posted: Thu Mar 29, 2018 12:27 pm
by Selea
Profession specific traitor(or not traitor) items:
Clown:
Waffle cake 7x. Can be loaded into pie cannon. Deals 60 brute to head, when thrown.
Soap tile 60 x. Can be placed on floor. Works as permanently lubed floor.
Tickle gun. Beam gun, which deals stun(1 s every tick), random movements and laughter. Also it deals minor oxy damage if used long enough. It's still sufficient to tickle someone to death.
Glue spray. When some item is sprayed with glue, it becomes nodrop, until you wash your hands. Latex gloves makes you immune to glue.

Botanist:
Corrupted replica pod. Seed of syndie version of replica pod. Instead of full cloning of some human, it just copy appearance and calls for ghosts to possess clone. Also it gives syndie objectives.
Potato gun, which accepts plant bags as ammo.
Box of plant gene disks with genes of horrible poisons and separate chems.

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

Posted: Thu Mar 29, 2018 9:36 pm
by Doctor Pork
Selea wrote:Profession specific traitor(or not traitor) items:
Clown:
Waffle cake 7x. Can be loaded into pie cannon. Deals 60 brute to head, when thrown.
Soap tile 60 x. Can be placed on floor. Works as permanently lubed floor.
Tickle gun. Beam gun, which deals stun(1 s every tick), random movements and laughter. Also it deals minor oxy damage if used long enough. It's still sufficient to tickle someone to death.
Glue spray. When some item is sprayed with glue, it becomes nodrop, until you wash your hands. Latex gloves makes you immune to glue.

Botanist:
Corrupted replica pod. Seed of syndie version of replica pod. Instead of full cloning of some human, it just copy appearance and calls for ghosts to possess clone. Also it gives syndie objectives.
Potato gun, which accepts plant bags as ammo.
Box of plant gene disks with genes of horrible poisons and separate chems.
wrong thread

fund it :capid:

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

Posted: Thu Mar 29, 2018 11:04 pm
by Shadowflame909
Anonmare wrote:
Davidchan wrote:
Anonmare wrote: *snip*

I like this idea, so wtf wrong thread anonmare. But it needs some sorta tech webs TimeGate, to make it take longer and not just be an easy "kek fake wizard" Like about as much time-gating to actually be useful, about the time it takes xenobiology to get rainbow slimes.

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

Posted: Fri Mar 30, 2018 1:22 am
by huehuehue
remove the HoP
replace him with a minature ai that processes ids like this
ahem

•Greytide McShithead inserts id into a wall mounted terminal, types in what access he wants(i.e. AA)
•request is processed by ai
•McShithead either gets accepted or denied
•M̶c̶S̶h̶i̶t̶h̶e̶a̶d̶ ̶k̶i̶l̶l̶s̶ ̶a̶i̶ ̶a̶n̶d̶ ̶g̶o̶e̶s̶ ̶o̶n̶ ̶a̶ ̶r̶a̶m̶p̶a̶g̶e̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶m̶U̶H̶ ̶V̶A̶L̶I̶D̶S̶

said ai also has a set of laws, which go like this:
  • 1: You must not disobey any Heads of Staff.
    2:In only extreme circumstances may All-Access be granted.
    3: Nonhumans not listed as acceptable will only have their ID changed if allowed by the Captain.
see how it says "not listed as acceptable"?
this ai gets a list of races acceptable for id modification, by default at roundstart it chooses from the races on the station and adds them to said list
new laws and additions to the list are uploaded at 2 terminals located within a chamber located next to this ai
if emagged, it gets emagged borgo laws and if rouge it just becomes a malf ai without the ability to borg but with the ability to remotely change id access and appearance

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

Posted: Fri Mar 30, 2018 9:47 am
by DemonFiren
even your shitty ideas posts are awful
how do you manage that