Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
"Enter job here" traitor item
#1
So I was thinking of new traitor items for jobs that don't have any either than the run-of-the-mill ones.
I'm not entirely sure what jobs are missing items, but its safe to say a round is more fun when someone is using their unique item (unless its the chaplain, in that case most people start to cry)
Throw a few ideas towards this thread, I have a few:

Head Of Personnel's Snare ID
Worn like a normal ID, but when pressed against a door while holding your with hand causes the door to be shocked for a short period of time, and AI cannot unshock it. I can imagine this being extremely useful, and steathly. Would probably need some sort of charge to stop it from being OP, perhaps you can use it on a sec charger for example.

Geneticist's Syndicate Cloning Device
When ordered, it drops a cloning pod (sans the cloning computer) which can be dragged for ease. Once you a wearing your ID, if you die, the cloning pod automatically clones you. A respawn, one would might say that is quite OP, but look at it from this perspective:
a)It is bulky and would need to be hid somewhere
b)It should only have 1 use, and when used, it has a self destruct button (could be used against the geneticist)
c)When you are cloned you are extremely vunerable, no ID, no clothes, nothing. You'd have to have a box nearby with some spare stuff

Detective's Revolver Attachment
Attaches to the detectives revolver. Un-nerfs the detectives gun, as in it is no longer a little pea-shooter that isn't even worth a mention. In other words, it makes the guns bullets shoot faster, and hit alot harder.
So whats the advantage of this apart from ordering a derringer, which would do the same job?
Detectives revolver is completely silent, doesn't make a single noise. It also doesn't look any different, so people wont be alarmed when they see the detective with his gun on his belt. And then theres the different rounds he has.
So alot more advantageous than the derringer, but no chance of ordering more ammo, the
derringer rounds will not fit into the guns chamber.
#2
I think the more elegant solution for the detective would be custom ammo that works in his regular gun, though I guess you run into the problem of how would you check if you were suspicious? (space station ballistics lab?)

if this were implemented one set would have to be anti-cyborg/robot ammo and labeled "The Blade Runner," plus an option to buy a kit containing a spare .38 in case you lose yours labeled "The Stray Dog"
#3
Detective traitor item: Vodka Shots. Bullets which will make whoever gets hit drunk.
#4
Assistant traitors need more exclusive items that are true to their purpose of being useless shits.

Staff Assistant - Toxic gas pills (3-4 TC Cost)
When you order this, you get a pill bottle containing about four pills that makes your next fart especially deadly. Your farts deal immediate and considerable toxic and slight burn damage to anyone not wearing internals within three tiles of you, yourself included if you don't take precaution.

Knocking someone down and then farting in their face will yield a devastating effect, poisoning and horribly burning them (as if splashed with p. acid) at the same time for massive damage. The area you defiled the air in will stay toxic for some time afterward and may even cause people to faint!

Tech Assistant - Teleflasher (3-4 TC cost)
When you spawn this item, you get a box containing a red-tinted flash and a telebeacon. The way this item works is that when you flash someone successfully, they'll be immediately teleported to the location that you have set your beacon. First you must set your beacon down somewhere and then you must activate it. When it is active, everyone you flash will be sent to that location as long as it is on the same Z-level as you.

When flashed, the victim disappears in a cloud of sparks, making its use very apparent. The flasher has a limited number of uses just like an ordinary flash. It can also be used without the beacon as a super flash that blinds people for a long time and can be turned into a flash-burner (by clicking on the flash while in your hand) that immediately burns out the flash and sets the person on fire, while also teleporting them to your set beacon.

Medical Assistant - First Aid Syndi-kit (4-5 TC cost)
Finally, a traitor item that can not only benefit you, but also harm others! This is a first aid kit, indistinguishable from the ones that spawn in the medbay. It contains items that can heal you and fellow traitors, while doing nasty things to everyone else.

Among these items, three 'burn patches' that behaves like a warm syndicate donk pocket when applied to yourself and causes severe burning damage to others, two pills that contain stimulants for you and toxins for them, and a syringe filled with an experimental drug that only works if you or your victim are in crit - it will heal you to 100 and kill them dead very quickly.

Along with these drugs, you get a special health analyzer that can be triggered to self-destruct just like the syndicate radio. In all, a nice package of things to take care of yourself while also causing everyone around you much pain, discreetly. It could probably be also given to traitorous MDs as an option.

And now for some more traditional roles.

Medical Doctor - Parandemic Kit (8-10 TC cost)
When ordered, you get a box containing a biosuit, a biohood, an air tank, a gas mask, a vaccine pill, a syringe, and a bottle containing 30 units of a deadly virus culture.The idea is to take the vaccine to make yourself immune, don the suit to look the part, and then go around stabbing people (or yourself) with this pathogen so that it may spread among the station.

Although you are immune, you are a carrier and anytime you come into physical contact with someone, it will pass onto that person, making you a living biohazard. It can be given to monkeys and even injected into corpses to transmit the disease on a wider scale. The disease has three stages that ultimately result in a slow death to whomever catches it. Considering that it is incurable by the means of the station and that you have the only vaccine available, it is a great way to cause chaos while you go about your objectives.

The first stage are flu-like symptoms that in addition cause sudden and severe brain damage that affects movement. The next stage is more obvious in that you begin to move slower and faint frequently, in addition to your sight becoming permanently blurry and coughing up infected blood. The last stage of the disease has you take frequent and sudden suffocation damage until you go into critical condition and eventually die. All of this now in a convenient package.

Electrician - Hijacker (5-6 TC Cost)
Essentially a super multi-tool and alternative to the e-mag. Unlike the e-mag, the hijacker's effects are not permanent (unless you decide it to be), do not give off sparks, and are not immediate. The only reason anyone even uses it cryptographic sequencer is to break into the armory/EVA/bridge or to hijack the shuttle, so this item is a bit more flexible by the extra degree of its functionality.

The hijacker can hook up to a camera to look around the station's many feeds. It can grant access to terminals that are otherwise ID-locked and has an EZ-hack function that can allow you to easily hack anything. The hijacker's effects on AI and cyborgs are interesting, in that you can even upload a freeform law without needing a board and cyborgs will have their laws re-written as opposed to wiped when hijacked.

The hijacker has three modes, that have to be cycled to be toggled. The first mode is hijack - it basically works just like an emag here and allows you to gain access to anything ID-locked, in addition to allowing you to screw with AI/borgs. The second mode is pulse, which is useful if you want to shock doors, machines, or cause harm to cyborgs and APCs. The third mode is lock, which immediately bolts a door and prevents AI from accessing it for a whole minute. It can also be used to lock an ID-locked machine but who does that.
#5
Short Range ID Scrambler
For the HoP, I guess. A little thing that you can turn on and stick in your pocket. Any ID that comes within 5 squares of you will immediately and permanently lose all access. This includes your own. Agent Cards are immune to the effect. Gives no message to those who are affected, and the name and job remain the same. Costs 2 crystals.

Long Range ID Scrambler
Also for the HoP, I guess. When activated, immediately and permanently removes all access from any ID cards on the same Z-level as you. The power of the device causes all affected IDs to spark and their name and job title are scrambled and replaced with random characters. Agent cards will have their names and titles scrambled as well, but keep their access. Only works once, and explodes with the force of a detomatix after use. Costs 8 crystals.
#6
Dauntasa Wrote:Short Range ID Scrambler
For the HoP, I guess. A little thing that you can turn on and stick in your pocket. Any ID that comes within 5 squares of you will immediately and permanently lose all access. This includes your own. Agent Cards are immune to the effect. Gives no message to those who are affected, and the name and job remain the same. Costs 2 crystals.

Long Range ID Scrambler
Also for the HoP, I guess. When activated, immediately and permanently removes all access from any ID cards on the same Z-level as you. The power of the device causes all affected IDs to spark and their name and job title are scrambled and replaced with random characters. Agent cards will have their names and titles scrambled as well, but keep their access. Only works once, and explodes with the force of a detomatix after use. Costs 8 crystals.
Both of those are incredibly overpowered. The short range should only affect in a smaller radius, last for only a few minutes, and cost more crystals. The Long range scrambler would have to cost all crystals, and also be temporary, but both should not affect your ID.
#7
it's not like the HoP or Captain really need powerful traitor items, the only thing the HoP doesn't have access to is the immediate easy e-gun but otherwise as traitors their job is really easy

silly fun but not very useful junk would be better to encourage gimmickry instead of the usual "subvert the AI in the first 5 minutes, flee into space, laser everyone to death with a cloak" stuff
#8
FOR EXAMPLE a pad of tickets that allows the hop to (literally) slap someone with a citation that does brute damage until it's been paid off at the ATM
#9
A lot of these ideas are extremely OP and just result in easy kills Some of these sound WAYYY better then the cyalume sabre, A flash that lets you teleport people anywhere? A incurrable disease that could easily Kill the entire station with absolute stealth.

I think what we need are more fun traitor items, ones in which we can run silly gimmicks.

For example, Santa costume(7) - Gives the user a santa costume with a bag and a gift, Similar to the artistic toolbox you can grab and click people into the bag however, it doesn't kill them just stores them in the bag. The gift contains a elf version of gnome chompski, but when thrown at someone it knocks them over Probably for a duration a little less then stun gloves.
#10
MrMaples Wrote:A lot of these ideas are extremely OP and just result in easy kills Some of these sound WAYYY better then the cyalume sabre, A flash that lets you teleport people anywhere? A incurrable disease that could easily Kill the entire station with absolute stealth.

I think what we need are more fun traitor items, ones in which we can run silly gimmicks.

For example, Santa costume(7) - Gives the user a santa costume with a bag and a gift, Similar to the artistic toolbox you can grab and click people into the bag however, it doesn't kill them just stores them in the bag. The gift contains a elf version of gnome chompski, but when thrown at someone it knocks them over Probably for a duration a little less then stun gloves.

or even better, a Santa's Bag at 10 telecrystals that, every 30 seconds/a minute, spawns a random item from the list. The item can be anything from shoes to a c-saber to an activated pipe bomb, so it can be be incredibly dangerous but at the same time incredibly rewarding
#11
Quote:or even better, a Santa's Bag at 10 telecrystals that, every 30 seconds/a minute, spawns a random item from the list. The item can be anything from shoes to a c-saber to an activated pipe bomb, so it can be be incredibly dangerous but at the same time incredibly rewarding

Nope
#12
icarus Wrote:
MrMaples Wrote:A lot of these ideas are extremely OP and just result in easy kills Some of these sound WAYYY better then the cyalume sabre, A flash that lets you teleport people anywhere? A incurrable disease that could easily Kill the entire station with absolute stealth.

I think what we need are more fun traitor items, ones in which we can run silly gimmicks.

For example, Santa costume(7) - Gives the user a santa costume with a bag and a gift, Similar to the artistic toolbox you can grab and click people into the bag however, it doesn't kill them just stores them in the bag. The gift contains a elf version of gnome chompski, but when thrown at someone it knocks them over Probably for a duration a little less then stun gloves.

or even better, a Santa's Bag at 10 telecrystals that, every 30 seconds/a minute, spawns a random item from the list. The item can be anything from shoes to a c-saber to an activated pipe bomb, so it can be be incredibly dangerous but at the same time incredibly rewarding
Dude, the point is not to give traitors any more super death weapons. They have them. The point is to give them things that are interesting, like the weak but concealable derringer or the trash cart that you have to knock people down to use and which makes it pretty clear that you are using it.
#13
Bring back the suicide vest as an assistant traitor item.

If the assistant gets stunned or knocked down while the deadman's switch is on, the vest explodes. Anyone caught in the blast will probably die.

Que hilarious demands like a party crate, a crate of weed, and a captain level ID. The crew pretty much has to decide do they want to create an explosion hole with some potential victims, or do they want to just fufill their stupid demands.

The explosion radius should be big enough that it actually matters as a threat, as in maybe big enough to take out bar. Lame traitors can always be solved with admins creating a singularity with a taco bell dog icon or something.
#14
atomic1fire Wrote:Bring back the suicide vest as an assistant traitor item.

If the assistant gets stunned or knocked down while the deadman's switch is on, the vest explodes. Anyone caught in the blast will probably die.

Que hilarious demands like a party crate, a crate of weed, and a captain level ID. The crew pretty much has to decide do they want to create an explosion hole with some potential victims, or do they want to just fufill their stupid demands.

The explosion radius should be big enough that it actually matters as a threat, as in maybe big enough to take out bar. Lame traitors can always be solved with admins creating a singularity with a taco bell dog icon or something.
You just suggested giving traitors an item that, should they fall down, makes an at least 11x11 explosion. That'd just be dumb.
#15
The explosion could be less then that, but I just think it should do enough damage that people don't ignore it like pipebombs. otherwise it's just a bomb that kills you when you fall down and maybe sucks all the air out of the room at worst. The point is having a traitor item that fits nicely with some gimmicks, and also requires that the traitor turn the bomb vest off to avoid blowing them selves up slipping on the floor. Plus it could just as easily be noticable enough that most people will run away.

The worst case scenario that could be bannable is someone takes the imam suit from chapel and pretends to be a terrorist demanding people convert to islam, and I doubt anybody is actually dumb enough to try that on a goons server. I just kind of want to see suicide vests come back as a traitor item. I mean you could probably just replace big explosion with chemical smoke, but it wouldn't be as deadly unless the traitor filled it with poly acid ahead of time.


Forum Jump:


Users browsing this thread: 11 Guest(s)