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Chronomanipulation Implant

Posted: Thu Mar 10, 2016 3:46 pm
by Bluespace
"Cutting edge Syndicate technology, developed in conjuction with the Wizard's Federation. This implant will allow you to freeze pockets of time that you may freely move through. The effect won't last long, however."
Cost: 7 or 10 telecrystals.
Why: Good for escaping while being handcuffed, good for stopping a barrage of lasers. Good for pretending to be a wizard!
Balance: Can only be used a maximum of two/three times before the implant burns out, it cannot be recharged.
Possible points that need to be smoothed out: Is three times too much? Will this be too overpowered? Is the cost too high/low? How long is too long for timestop? Will a coder be able to make a better energy field sprite? Should the area of the timestop be lowered? Should people be able to talk in this timestop?

Re: Chronomanipulation Implant

Posted: Thu Mar 10, 2016 7:16 pm
by Scott
Isn't this a wizard spell? It would be nice if the antags were kept different from each other.

Re: Chronomanipulation Implant

Posted: Thu Mar 10, 2016 8:10 pm
by PKPenguin321
might be cool

Re: Chronomanipulation Implant

Posted: Thu Mar 10, 2016 8:22 pm
by DemonFiren
If EMP'd, should prevent the user from having been born.

Re: Chronomanipulation Implant

Posted: Thu Mar 10, 2016 9:32 pm
by Bluespace
DemonFiren wrote:If EMP'd, should prevent the user from having been born.
How would that work?
I figured if EMP'd, it could immediately release both charges but only affect the traitor, freezing him in place for double the normal period.
Punch him 30 times and the damage is immediately applied all at once.

Re: Chronomanipulation Implant

Posted: Thu Mar 10, 2016 10:19 pm
by ThanatosRa
Bluespace wrote:
DemonFiren wrote:If EMP'd, should prevent the user from having been born.
How would that work?
I figured if EMP'd, it could immediately release both charges but only affect the traitor, freezing him in place for double the normal period.
Punch him 30 times and the damage is immediately applied all at once.
Na. I think Deleting his mob is best. Maybe as a small change in addition to that proposition.

Re: Chronomanipulation Implant

Posted: Thu Mar 10, 2016 11:09 pm
by lumipharon
Kill tator, harvest the corpse for the implant.

Re: Chronomanipulation Implant

Posted: Thu Mar 10, 2016 11:49 pm
by kevinz000
A competent xenobiologists could pump out tons of chronostop extracts.

Re: Chronomanipulation Implant

Posted: Fri Mar 11, 2016 12:08 am
by Bluespace
kevinz000 wrote:A competent xenobiologists could pump out tons of chronostop extracts.
A competent scientist can make maxcaps but syndicate bombs are still widely used.

Re: Chronomanipulation Implant

Posted: Fri Mar 11, 2016 12:29 am
by Incomptinence
You can make a lot of extracts getting them in conveniently mass usable say grenade form is another matter. Still waiting for the chance to make a full blown slime grenade factory. I don't even know if my planned cerualian treated cores + 15 plasma would mean a triple reaction grenade yet, damn shuttle flash bangs and invisible lesser slime effects.

Re: Chronomanipulation Implant

Posted: Fri Mar 11, 2016 10:01 am
by TheNightingale
Walk up to someone (including the Captain, HoS, etc), activate the implant, bash them ten times in the head with a fire extinguisher. They can't cry for help, retaliate or even move, and then they take 100 brute and die. It's not just an instant area stun, it's an instant area mute as well, and you can't tell someone has it until it's too late. With an ebow or any other stun, you have a second to react before they fire at you; mutes are typically invisible (EMP implant, mutesting), but combined with a stun is a little too powerful, and bear in mind that it has other uses as well, like stopping bullets hitting you whilst you waltz to the side and smash the shooter.

Re: Chronomanipulation Implant

Posted: Fri Mar 11, 2016 8:25 pm
by PKPenguin321
TheNightingale wrote:Walk up to someone (including the Captain, HoS, etc), activate the implant, bash them ten times in the head with a fire extinguisher. They can't cry for help, retaliate or even move, and then they take 100 brute and die. It's not just an instant area stun, it's an instant area mute as well, and you can't tell someone has it until it's too late. With an ebow or any other stun, you have a second to react before they fire at you; mutes are typically invisible (EMP implant, mutesting), but combined with a stun is a little too powerful, and bear in mind that it has other uses as well, like stopping bullets hitting you whilst you waltz to the side and smash the shooter.
sure, but keep in mind that it costs practically half your TCs and once you use it two or three times you can't use it ever again