03-01-2025, 05:55 AM
(This post was last modified: 03-01-2025, 06:05 AM by Mouse. Edited 1 time in total.)
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!
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!