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Ideas of questionable quality
Injecting Gnome Chompsky with life will make him violently shake and vibrate for a few seconds before exploding into gore and leaving behind a copy of a random player's heart.
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(04-15-2024, 02:12 AM)Kotlol Wrote: If a skeleton player has over 200u of sugar in them, they turn into Gelatine. Or Jello.
They don't die, but do need to consume a lot of calcium turn back to normal.
Of course detatching limbs and eating them is 100% possible.
And they move slower.

Now im just thinking of a jello mutantrace, and murdering a jello skeleton by eating his head
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eating sawflies with matter eater and then activating them with the remote should make them burst out of your body
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if you have no arms and nothing in your mask slot you should be able to pick up and use things with your mouth
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(04-19-2024, 01:46 PM)NanoDano Wrote:
(04-15-2024, 02:12 AM)Kotlol Wrote: If a skeleton player has over 200u of sugar in them, they turn into Gelatine. Or Jello.
They don't die, but do need to consume a lot of calcium turn back to normal.
Of course detatching limbs and eating them is 100% possible.
And they move slower.

Now im just thinking of a jello mutantrace, and murdering a jello skeleton by eating his head

Closest we gonna get to a "slime person"
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rare chance for firefighting supplies closets to be replaced with "frightening supplies closets" filled with skulls and pumpkins
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(04-25-2024, 02:14 PM)Doop Wrote: rare chance for firefighting supplies closets to be replaced with "frightening supplies closets" filled with skulls and pumpkins

rare chance for the frightening supplies closets to be replaced with "frying supplies closets" filled with fryers and deep fried fries
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An "Ablative Armor" pod secondary system. It mitigates some damage from kinetic/explosive projectiles, but can't be repaired. As it gets worn down, it throws out steel sheets/debris everywhere. Like the Syndies have SEED, maybe Salvies should be able to get it - slapped together, brute force, and messy scream salvager to me smile
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New mutant strand: "The Big PeaPod"

It's not what you think... infact... how did you grow a propulision systems and more?

Yep.. you can now grow "Green Pods" to fly around in space. Botany sure is full of surprises.
Unable to have weapons, but doesn't consume fuel and has it's own oxygen bubble! USEFULL!
Breaks appart easily and doesn't explode! It's bio degradable! The future of green pod flight!
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(04-29-2024, 07:12 AM)Kotlol Wrote: New mutant strand: "The Big PeaPod"

It's not what you think... infact... how did you grow a propulision systems and more?

Yep.. you can now grow "Green Pods" to fly around in space. Botany sure is full of surprises.
Unable to have weapons, but doesn't consume fuel and has it's own oxygen bubble! USEFULL!
Breaks appart easily and doesn't explode! It's bio degradable! The future of green pod flight!

Wrong thread, this is a good idea.
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(04-29-2024, 09:36 PM)Chasu Wrote:
(04-29-2024, 07:12 AM)Kotlol Wrote: New mutant strand: "The Big PeaPod"

It's not what you think... infact... how did you grow a propulision systems and more?

Yep.. you can now grow "Green Pods" to fly around in space. Botany sure is full of surprises.
Unable to have weapons, but doesn't consume fuel and has it's own oxygen bubble! USEFULL!
Breaks appart easily and doesn't explode! It's bio degradable! The future of green pod flight!

Wrong thread, this is a good idea.

Really Botany growing space pods in botany? I made it maybe abit too good, but it still has one huge hurdle why it's questionable:
"How can the pod be deployed safely?" Cause if it flies within the station (wich is hilarious) its gonna do some damage.

Eh you know what... if this gets another respond of "I want this" I'll make a concept post.
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Make people can vote for game mode and can provoke special game mode with robux at each round start
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Inspired by this suggestion, a new artifact type that plates things:

- It accepts objects and plates them with a random material (randomized per-artifact)
- Materials have different weights, for instance Erebite would be rarer than Charcoal.
- The success chance is randomized per-artifact
- Failure causes a random detrimental effect (randomized per-artifact), likely targetting the user. It also destroys the object
- Detrimental effects have different weights

Bonus 1: Very low chance for the negative effect to be "plates the interactor" (non-killing, think deep-fried shells)
Bonus 2: Very low chance for the material to be infused with a random chemical (some chemicals are blacklisted)
Bonus 3: The weight of the selected material could skew the weights of detrimental effects, and could affect the success chance, i.e. an Erebite plating artifact would have a greater chance to have a low success rate and bad detrimental effect.


Detrimental effects can be mild, like causing some burn or brute damage (with an appropriate sound effect) shocking the user, encasing them in ice, changing their temperature, creating sparks on random tiles in a radius. They could be more important like setting the user on fire, setting a few random tiles on fire in a radius around it.
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the clown hole should contain an egg with clown makeup on it
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Arming a grenade and placing it into a container with other grenades should detonate all of them
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