09-16-2012, 10:51 AM
I had a few ideas I thought would be fun:
1) I posted about this in SA's forums, but I think this is a better place for it. Have chemical reactions happen inside people too. I understand this may be problematic, but maybe this could be triggered by a new chemical, so med bay won't blow up because the doctor didn't think how the medicines he used would interact. Then again, maybe having this happen would make the doctor profession more challenging.
2)Make extinguishers actually spit out what they are filled with when used normally. For some reason, extinguishers filled with, say, cheese, will spit it out only if you use the command to use it all up around yourself.
3)I think a nice item (or maybe traitor item) would be some kind of chemical hidden patch. Basically, this would be like a normal patch, you could fill with any chemical you wanted. Then, you could use it on an item, like, say, a toolbox, to hide it in the target. Done so, the next person to interact with that item (including just picking it up) would receive the full effect of the chemical. Detective work could detect and remove the patch.
4)I would like to see the grenades get back as a legitimate item in some way. They can actually be very useful in emergencies, doing stuff like patching holes in the hull, or containing fires, aor helping people quickly in a room without air. Maybe they could be made by the electrician (by scanning one of the ready made grenades) or gotten through tele-science, so it would take some work and collaboration to actually make them.
5)Chemistry has a chemical dispenser that is really quite handy. Maybe the chef could get something like that for his kitchen, but with milk, chocolate, vanilla and other foodstuffs. Maybe a few of the flavors have to be put in too. So, for example, to get ketchup, you need to load up the machine with tomatoes, and so on.
6)Electrician is a pretty cool profession, but I feel that it has not enough room for experimentation. Maybe I just haven't found it, but it would be nice if they could, for example,make better or worse quality tools. So, for example, a well made T-Ray would have a wider area, while well made stun baton would use up less charge by strike.
7)How about "Mad Scientist" as an antagonist type? Mad scientists would start in a science related job (like scientist, roboticist, medic, engineer, electrician, etc. However, he would be able to create projects that are obviously harmful to the station, like turning someone into a changeling, creating a murderbot, teleporting the station into the void, creating a mobile crusher unit, making the new fission reactor get to critical mass, etc. Of course, these would also be his objectives.
The point here is to allow people to do science that is obviously harmful, and thus usually outside the scope of the game. I've seen it frequently pointed out that this or that item is too dangerous to be made by chemistry, or electronics, or whatever. Instead, the item, if at all kept, is relegated to the traitor's PDA. Which is nice, but there is something cool about being challenged to actually find how to make these, I think.
8)Limbo Bar. Just a bar where ghosts can hang out and share some beers while waiting for the next round.
1) I posted about this in SA's forums, but I think this is a better place for it. Have chemical reactions happen inside people too. I understand this may be problematic, but maybe this could be triggered by a new chemical, so med bay won't blow up because the doctor didn't think how the medicines he used would interact. Then again, maybe having this happen would make the doctor profession more challenging.
2)Make extinguishers actually spit out what they are filled with when used normally. For some reason, extinguishers filled with, say, cheese, will spit it out only if you use the command to use it all up around yourself.
3)I think a nice item (or maybe traitor item) would be some kind of chemical hidden patch. Basically, this would be like a normal patch, you could fill with any chemical you wanted. Then, you could use it on an item, like, say, a toolbox, to hide it in the target. Done so, the next person to interact with that item (including just picking it up) would receive the full effect of the chemical. Detective work could detect and remove the patch.
4)I would like to see the grenades get back as a legitimate item in some way. They can actually be very useful in emergencies, doing stuff like patching holes in the hull, or containing fires, aor helping people quickly in a room without air. Maybe they could be made by the electrician (by scanning one of the ready made grenades) or gotten through tele-science, so it would take some work and collaboration to actually make them.
5)Chemistry has a chemical dispenser that is really quite handy. Maybe the chef could get something like that for his kitchen, but with milk, chocolate, vanilla and other foodstuffs. Maybe a few of the flavors have to be put in too. So, for example, to get ketchup, you need to load up the machine with tomatoes, and so on.
6)Electrician is a pretty cool profession, but I feel that it has not enough room for experimentation. Maybe I just haven't found it, but it would be nice if they could, for example,make better or worse quality tools. So, for example, a well made T-Ray would have a wider area, while well made stun baton would use up less charge by strike.
7)How about "Mad Scientist" as an antagonist type? Mad scientists would start in a science related job (like scientist, roboticist, medic, engineer, electrician, etc. However, he would be able to create projects that are obviously harmful to the station, like turning someone into a changeling, creating a murderbot, teleporting the station into the void, creating a mobile crusher unit, making the new fission reactor get to critical mass, etc. Of course, these would also be his objectives.
The point here is to allow people to do science that is obviously harmful, and thus usually outside the scope of the game. I've seen it frequently pointed out that this or that item is too dangerous to be made by chemistry, or electronics, or whatever. Instead, the item, if at all kept, is relegated to the traitor's PDA. Which is nice, but there is something cool about being challenged to actually find how to make these, I think.
8)Limbo Bar. Just a bar where ghosts can hang out and share some beers while waiting for the next round.