Official Traitor Items Discussion Thread (Wonk) - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Official Traitor Items Discussion Thread (Wonk) (/showthread.php?tid=305) |
Re: Official Traitor Items Discussion Thread (Wonk) - Karakoran - 06-11-2014 I always thought the Detective could use personal traitor gear. So, how about a complete set at the cost of 9-10 crystals: Firstly, the Detective gets a replacement for his coat and hat that's somewhat similar but gives him a power akin to the Cloak of Darkness power that vampires have. It would also grant immunity from bullets (or rather, the bullets would still impact but be softened and not bleed, like armor) and a notable amount of blast protection. This is very similar to something like riot gear, however it does not slow down the Detective. It would probably need to be colored differently from the normal coat/hat or else it'd be too powerful. Secondly, a gas mask that prevents flashes and makes flashbangs less effective. Not particularly useful, but it's certainly better than nothing. Especially since it covers the issue of flashes destroying Detectives due to their thermals. Third, and perhaps most importantly, the Detective gains a knife identical to the Butcher's knife. It is a bit of an odd set-up, but actually kind of makes sense for the Detective. His thermals give him an insane advantage in darkness as he can see foes but cannot be seen himself. The Cloak of Darkness-powered coat/hat further make that a certainty. Though it might seem like it forces the Detective to simply hide in Maintenance and hope for someone to walk into his trap, it actually opens it a lot more. It add an entirely new strategy to the Detective. Because it makes him so absolutely destructive in the dark, the Detective is encouraged to do something to sabotage the lighting, whether that be just breaking the lights, destroying the Engine, or uploading a Conserve Power law to the AI. However, unlike the normal invisible rampage, if either the Detective is too incompetent to destroy the lighting or the crew is competent enough not to, then it wont work. Plus, even in darkness, a competent crew could light up areas/themselves, utilize the station's thermals to spot for the Detective, etc. Luckily, it's also not entirely dependent on the dark either. The gear does still provide a bit of a bonus to the Detective, though not nearly as good as other gear would. He'll basically be in riot gear with flash resistance and a good melee weapon. That's not ideal and a rampage probably wouldn't work out, but it's also not a death sentence either. I think that makes the gear relatively balanced, if more of a niche item set. Of the major downsides, probably the biggest is that the station's lighting tends to go out half of the round anyway. However, that's probably not much a problem unless Detectives are willing to bet all of their crystals on a 50/50 chance. Re: Official Traitor Items Discussion Thread (Wonk) - Dauntasa - 06-12-2014 the detective is already extremely buff in the dark because he owns one of two thermals on the station and a gun so this is basically just a butcher knife and a welding mask here's an idea: The Detective's traitor item should give him superhuman Detective skills. Surveillance Kit 9 crystals Everything in it is disguised perfectly as something he's supposed to have. Thermals that grant X-ray Vision. A PDA that picks up every message and contains a file listing every traitor and their objectives. A headset that lets him hear every radio channel, and everything being said on the z-level. Bullets that act as tracking devices, letting him follow anyone he's wounded until they have it removed, and a Scanner that not only tells him who blood/fingerprints belong to, but where they are as well. Re: Official Traitor Items Discussion Thread (Wonk) - Sundance - 06-12-2014 Dauntasa Wrote:the detective is already extremely buff in the dark because he owns one of two thermals on the station and a gun so this is basically just a butcher knife and a welding mask This is a really cool idea Bar the file listing every traitor and thier objectives. If that fell into securitys hands it'd be extremely unfair on the other traitors. Re: Official Traitor Items Discussion Thread (Wonk) - mozi - 06-12-2014 please stop suggesting 10 Tc items that are ridiculous overpowered gimmick shit, artbox/sing bomb were just straight up round ruiners Re: Official Traitor Items Discussion Thread (Wonk) - Dauntasa - 06-12-2014 mozi Wrote:please stop suggesting 10 Tc items that are ridiculous overpowered gimmick shit, artbox/sing bomb were just straight up round ruinersimproved thermal goggles and an eavesdropping headset are the same thing as a weapon that instakilled people and made you stun proof Re: Official Traitor Items Discussion Thread (Wonk) - Paineframe - 06-12-2014 Dauntasa Wrote:Hearing literally everything on the station including PDA messages and normal non-radio talking, being able to track anyone's location just by scanning something they touched once, having complete X-ray vision to see everything someone is doing through walls, AND having them all safely disguised as non-traitor items sounds pretty ridiculous to me.mozi Wrote:please stop suggesting 10 Tc items that are ridiculous overpowered gimmick shit, artbox/sing bomb were just straight up round ruinersimproved thermal goggles and an eavesdropping headset are the same thing as a weapon that instakilled people and made you stun proof Re: Official Traitor Items Discussion Thread (Wonk) - Dauntasa - 06-12-2014 Paineframe Wrote:that's why it's expensive, it's really good but it's not a rampage thingDauntasa Wrote:Hearing literally everything on the station including PDA messages and normal non-radio talking, being able to track anyone's location just by scanning something they touched once, having complete X-ray vision to see everything someone is doing through walls, AND having them all safely disguised as non-traitor items sounds pretty ridiculous to me.mozi Wrote:please stop suggesting 10 Tc items that are ridiculous overpowered gimmick shit, artbox/sing bomb were just straight up round ruinersimproved thermal goggles and an eavesdropping headset are the same thing as a weapon that instakilled people and made you stun proof Re: Official Traitor Items Discussion Thread (Wonk) - VictorMAngoStein - 06-12-2014 would painbow fluid darts for the Medical Director's tranq gun be overpowered? Re: Official Traitor Items Discussion Thread (Wonk) - Toybasher - 06-19-2014 VictorMAngoStein Wrote:would painbow fluid darts for the Medical Director's tranq gun be overpowered? What if a function was added that allows you to custom manufacture your own tranquilizer dart? Perhaps a traitor item that converts syringes into Tranq darts? Maybe even manufacture them during normal gameplay using a fabricator? Big issue though is the Med Director's Traitor Syringe Gun would be unused as players could save telecrystals loading darts and using the rifle instead. Re: Official Traitor Items Discussion Thread (Wonk) - Berrik - 06-21-2014 Make e-magging a jetpack cause it, once activated, to suddenly start boosting uncontrollably in whichever direction the wearer is facing, making them go faster and faster until they remove it and throw it away. Hitting something should have all the usual effects of being flung at high speed (ranging from brute damage to gibbing). Re: Official Traitor Items Discussion Thread (Wonk) - Cogwerks - 06-22-2014 Berrik Wrote:Make e-magging a jetpack cause it, once activated, to suddenly start boosting uncontrollably in whichever direction the wearer is facing, making them go faster and faster until they remove it and throw it away. Hitting something should have all the usual effects of being flung at high speed (ranging from brute damage to gibbing). Uncontrollable jetpack behaviors are a thing I'm still planning to add as an RNG roll when jetpack/airtank-wearers get shot. Re: Official Traitor Items Discussion Thread (Wonk) - thehman03 - 06-24-2014 Idea: The .45 A traitor item for the detective, on it's own it really isn't much, only slightly more powerful than his standard revolver, but it has a fun side, it comes in a box with one extra clip of ammuniton, a trilby hat and a special suit, when all these are worn in conjunction it gives the detective a boston accent and gives him the ability to kill people in one shot "Execution style", this is conveyed through numerous emotes that appear in big red text, plus it takes about 5-10 seconds to actually execute the person. Does not actually freeze the victim, so it's important to have them cuffed somewhere like a chair or dragging them around. You cannot move during this. 13 rounds a clip. Cost: eh, 3-5 telecrystals as it's pretty obvious. EXAMPLE: "Pubbie joe has been buckled into the chair" "Reginald Hempmaster III Looks down at pubbie joe" "Reginald Hempmaster III Sneers at pubbie joe" "Reginald Hempmaster III Points the gun at pubbie joe's head" "BOOM! Pubbie Joe's head explodes in a blast of light" "Pubbie joe seizes up and falls limp, his eyes dead and lifeless" Re: Official Traitor Items Discussion Thread (Wonk) - Berrik - 06-24-2014 That's retarded. Just headshot someone and toss them into space with a normal revolver. Re: Official Traitor Items Discussion Thread (Wonk) - KikiMofo - 06-24-2014 Berrik Wrote:That's retarded. Just headshot someone and toss them into space with a normal revolver.Eh. It's alright. I mean the detective already gets AP ammo for his gun at one telecrystal per loader as a traitor. Why not let him have something that is about as strong as his normal gun but tailored to him. It's not that bad of an idea. I mean the MD gets the safari costume. Re: Official Traitor Items Discussion Thread (Wonk) - The Droid - 06-24-2014 What about a science/RD/med item that allows the reanimation of corpses? Not a true revival and certainly not a hostile NPC, but something that works like that old chem used to, that made the dead appear alive. |