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Official Traitor Items Discussion Thread (Wonk)
I think the saxaphone would be a fun traitor item, but I think it seems like a much better fit as a traitor assistant main weapon, but they already have the amped vuvuzella.

I mostly just want to put a fake captain ID somewhere, and then throw a landmine under the door so that some idiot gets blown up trying to grab a captain ID.

Also amazing use, Spacelube+landmine right next to wall. People slip and slide right into the wall, only for the landmine to explode and kill them.

Also traitor electrician scanning a landmine and creating a minefield all over.
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Syringe gun fix:
Spawn it in a backpack, in the backpack is the gun, 3 syringe gun MAGAZINES, a HUGE BOX (1000) of needles, a quickfiller that holds the beakers and can be used to click-fill needles, and a large beaker of sonambutril.
Syringegun magazines can be loaded with needles, you can DRAG NEEDLES ONTO THE MAGAZINE TO QUICKLY LOAD IT (silently)
Syringegun magazines hold 30 needles
syringegun can fire as fast as the user can click, needles travel like projectiles and are not guided
knock price down to 5 crystals if you want to see SOME PAIN.
I was the dude who originally suggested 6 slots for 6 crystals, it was a nice buff but it ain't that great!
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I like the idea of the landmine, but I would feel it would be better suited as a non-traitor weapon, i.e: perhaps something to do with a pipebomb.
-->Pipebomb
-->Remove tiles, cut wires, place pipebomb, screwdriver it
-->Voila, landmine.

By examining the ground you could tell that "The plate is raised" so your not totally clueless.
It'd be very tactical. Need to kill a head? Place one under the Comms computer. Etc.
That'd be a great addition. Perhaps more things to do with pipebombs.
Attach a pipebomb to a pod? Space-style carbomb Heh.
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I support space car bombs/mines.
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I kind of like the idea of turning pipebombs into carbombs and landmines, eveb though I doubt it will be implemented.

I also think it would be kind of neat if there was a syndicate handcuff key, not a freedom implant but something you could hide in your mouth and unlock your cuffs with. I don't really understand how the freedom implant works but I think a key you could conceal under your tongue only to sound like an idiot when you talk would be kind of funny. Also perhaps there could be a slight risk of accidentally swallowing it and choking on it.
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Well here's something... I totally got a Syndicrate IN a Syndicrate yesterday. It was like christmas. Received Powergloves, Artistic Toolbox, Floor Closet, and the Advanced Laser Weapon, all told. Ended up just stashing the toolbox in the floorcloset and coming back for it later when eventually my Powergloves and Laserweapon got stolen.

Not putting this in the Bugs as it seems it must be intentional (also the syndicrate of course counts as a 10 telecrystal item) but if I managed to get this in one of my 5 times I've ordered a syndicrate then it couldn't be TOO unlikely to get a syndicrate in a syndicrate, in a syndicrate eh?
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Don't grenades still attach to mousetraps or is that removed? That makes landmines.
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There is no need for unique carbombs. Just make a remote controlled bomb, enter a pod, drop it and get out. Voila.

note: pda bombs going off inside a pod will do a ton of damage to it
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I reckon that syndicate IDs should get a buff. At the moment, ordering them isn't particularly common due to how easy it is to just make an ID, or obtain someone else's. Instead of just being able to set the name & rank once, being able to change it on the go multiple times would be sweet.

It'd make it excellent for identity theft, maintaining multiple false identities, and staying anonymous in general.
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please give the spacker a very obvious sprite, i should not think that the traitor is carrying a revolver that affords me to get shot once instead of a spacker that sends me into crit with one

also make sprites for tasers and revolvers different from each other
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Faraday Suit.

I figured I'd suggest this as a traitor item, because I think the idea could be neat even though it's impractical to some extent.

Basically, an armor that works the same as rubber gloves, but adds resistance to stun guns and stunsticks.

They can still shoot you with bullets and beat you with the stick, but you can't be stunned except from brute damage.

Perhaps it could be better off as a craftable item, but perhaps not.
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atomic1fire Wrote:Faraday Suit.

I figured I'd suggest this as a traitor item, because I think the idea could be neat even though it's impractical to some extent.

Basically, an armor that works the same as rubber gloves, but adds resistance to stun guns and stunsticks.

They can still shoot you with bullets and beat you with the stick, but you can't be stunned except from brute damage.

Perhaps it could be better off as a craftable item, but perhaps not.

I've thought about this one as well, and I think it's been suggested before and I love it.
Right now tasers are just ridiculously powerful against all but the luckiest traitors (stim pack, artistic toolbox wielders).
I wouldn't want to take away too much of that power. But for the clever and crafty traitor who's spent time making himself a faraday suit, a lucky taser shot shouldn't just spell his automatic death with a 3 minute stun time.

Not that the suit shouldn't have a significant downside: a high chance that an electrical discharge such as from a shocked door (without gloves on), stun baton, taser, AI stun turret, will cause the wearer to spontaneously burst into flames.
I think the chance of death by conflagration balances nicely against the instant stun.

I'm thinking that this should be a crafted item with a degree of complexity higher than an electric chair, requiring some mix of easy and more difficult to acquire items. Perhaps something like:
-20x Cables
-Wire cutters
-insulated gloves
-Helmet (for the wires to be added to)
-Armor (also as a base)
-Robot arms right/left (same reason)
-Galoshes (these might be rubber, right?)

Tried to make a mix that requires access to a number of different levels/areas of access.
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What about having a bottle of synaptizine pills available for like one or two crystals? Those help you recover from stuns more quickly, and since chemistry can make the stuff anyways, it wouldn't be instant proof of guilt. Or I could make a vending machine product with that instead.
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Cogwerks Wrote:What about having a bottle of synaptizine pills available for like one or two crystals? Those help you recover from stuns more quickly, and since chemistry can make the stuff anyways, it wouldn't be instant proof of guilt. Or I could make a vending machine product with that instead.

That might be an interesting addition.
Of course it's not always easy to know when you're about to get a taser shot at you. It would be nice if there was a traitor item that was pocketable (with an interface that could be left open like the teleport scroll, pda, remote signaler) that could be filled with something like 20 units of any given chemical. When activated it instantly discharged that chemical into the wearers bloodstream (a small custom mix of tricord, synaptizine, and hyperzine for instance). It would of course have to be filled ahead of time.
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There's an injector belt that does that exact thing, it's sitting out in one of my telescience excursion areas and I don't think anyone has ever found it, which is sad because it's incredibly powerful. I could make it into a traitor item maybe.
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