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Ideas of questionable quality - Printable Version

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RE: Ideas of questionable quality - NOOT - 02-21-2025

Make postround antag indicators opt-in on the antag selection screen in character creation. Oftentimes they get ganged up on in the postround ocnc the shuttle lands by security and / or crew who diddnt get to catch them during the round. Antags wanna enjoy the icecreams, drinks and pool too! especially so if they managed to get away with their shift and make it home clean

Alternatively, greentextign your objectives stops the postround symbol from appearing.


RE: Ideas of questionable quality - NOOT - 02-21-2025

"Unknown" cannot be set to arrest.

Sechud symbols appear after a short delay, if an item is held for too long, rather than instantly.

Spies may use their pda on the cryogenic chamber to gain any limbs / spy bounties stored within.


RE: Ideas of questionable quality - Mouse - 02-22-2025

If you have the hulk gene you should get a special suicide where you rip your own heart out and present it to the camera like a badge.


RE: Ideas of questionable quality - FRAN_DAMNED - 02-23-2025

if a handspider accumilates over 50 dna via biting players, it grows a gun.
the gun is this.
link important.
https://x.com/MadnessPoop/status/1723815812560232827


RE: Ideas of questionable quality - RSOD - 02-25-2025

(02-22-2025, 04:19 AM)Mouse Wrote: If you have the hulk gene you should get a special suicide where you rip your own heart out and present it to the camera like a badge.

"you're HEARTLESS.."
"no, look! i still have it!"
proceeds to rip out heart 
"sseeee"
deathgasps two seconds later


RE: Ideas of questionable quality - Mouse - 02-27-2025

Killer Klowns from Outer Space.


RE: Ideas of questionable quality - Emimiyu - 02-28-2025

Ipepac, vomitium, and any chem that makes you vomit will have a chance to make someone threw up a headspider inside their throat. Vomitium has higher chance though. Meanwhile spider chem has smaller chance, but gives you a scoopable headspider chem. This will cause heavy brute in process and won't kill the headspider, it still does some stun on it.


RE: Ideas of questionable quality - Nerkson - 02-28-2025

All stations now get an unmovable Golden Bee statue at the Bridge.

Salvagers now have a main goal to scrap the station and get that bee.


RE: Ideas of questionable quality - Lefinch - 03-01-2025

Ant farm for the HoP that serves the same niche as the captain's bonsai. Lots of department-specific different observations of it:

HOP: Your little colony of happy ants working towards a common goal, listening to their boss. If only it were so easy.
Captain: Your HoP's weird little hobby of an ant farm. You swear you've seen them whispering to it.
Engineer: The HoP's ant farm. The frame's construction is cheap and those ants can't build a tunnel worth a damn.
Doctor: In your opinion it can't be healthy how much the HoP obsesses over these ants.
Clown: The HoP's brig. Those poor ants need to be liberated.

So on. Destroying it releases 100u of ants into the office. Emagging it turns them into spiders. unscrewing the lid and pouring in a beaker of 933.5k+ aluminium gets you fired and a weird statue.

[Image: shitants.png]


RE: Ideas of questionable quality - Mouse - 03-01-2025

It'd be nice if we expanded job-specific descriptions in general.  The framework is already there but it's not really used outside of some captain gear afaik.  Clowns might have a few, other than the "this is a funny looking item" thing appended to everything which I would assume comes from a different line of code.

You could use it as a way to include little hints and easter eggs too.  A clown looking at a kitchen fork and going "that there's a surgical tool used for cutting bone" would be suitably wacky while being completely accurate.

Actually, on that note, clown surgical fumble should be reduced if using extremely unsuitable items.  If they want to perform surgery on themselves it's funniest if they use a chainsaw.

edit: very dumb idea - as "master" "escape" "artists" clowns should have a random multiplier (0.5 to 1.5) applied to their cuff removal times. maybe they get out faster! maybe they get out slower! maybe they cancel and restart it repeatedly to try to get a fast escape and end up taking more time than they would have if they stuck with the first one!


RE: Ideas of questionable quality - Lefinch - 03-01-2025

(03-01-2025, 05:55 AM)Mouse Wrote: It'd be nice if we expanded job-specific descriptions in general.  The framework is already there but it's not really used outside of some captain gear afaik.  Clowns might have a few, other than the "this is a funny looking item" thing appended to everything which I would assume comes from a different line of code.

HoS's mug, but I'd tend to agree. Not for everything just because of the workload but a little more spice would be nice. I just liked it for the HoP's ant farm because the space equivalent of human resources having a rorshach test seems funny.

EDIT: whoopsiedoodle, the whole original point of replying was missed: I really like the idea of variable cuff times in general, the clown is good one in general though as a nice testbed for it (and because it's funny) but if it worked fine on the clown might work well elsewhere.

EDIT EDIT: (They're now real, entirely on my broken fork. They're awful)


RE: Ideas of questionable quality - NOOT - 03-01-2025

burning credits burn hotter and or longer the more credits are in the pile.


RE: Ideas of questionable quality - NOOT - 03-02-2025

change the directional facing from inspecting at a distance to account for north / south diagonals instead of making any inspect one tile to the left face your character left, and one tile to the right face your character right.

if you are insepcting someone more up from you than to your right, stay facing north, basically


RE: Ideas of questionable quality - NOOT - 03-02-2025

stop item sprites from ID's inserted into PDA's from appearing in the examine when alt clicking a player.


RE: Ideas of questionable quality - Mikeistaken - 03-02-2025

New chemical that reverses your HP.

100% becomes -100%
-1000% becomes 100% with a buff