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Replicants as an Antagonist
#31
One ability should be the power to INSTANTLY drain a room of all its power. You would then have almost goku level power for a short time. After it wears off you are almost DEAD in movement and have no spare power for a while. Also very obvious at this point you're a replicant (you would be glowing all super sayian style, maybe even grow long golden hair while powered up?)
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#32
I have an idea for a unique objective for these guys. There's tons of gear that's very department orientated. Maybe it could be the replicant's goal to steal these items, disassemble them, and use the pieces to upgrade themselves.

Steal botany's chainsaws, or use certain plants to create biofuel.
Grab the Captain's E-gun to steal the focusing lens for the laser.
Get a tank of super heated gas from Research or Engineering.
Get certain components from Mechanics.

The crew would be motivated to stop you purely as you'd be an annoyance to their work, and they wouldn't necessarily need to use violence to achieve the goals.
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#33
Replicants should be supplied with a box of magazines, replicants are able to insert a magazine into someones throat (into mask slot) to cause them to take brute damage and suffocate out rapidly... Extremely unpleasant... Also, I think they should be able to heal using a welding tool, or replace lost skin using synthflesh, something thats (relatively) easy to make and receive (bar chemistry is open access and a smart medbay has synthflesh on hand anyway).
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#34
Sam Guivene Wrote:Replicants should be supplied with a box of magazines, replicants are able to insert a magazine into someones throat (into mask slot) to cause them to take brute damage and suffocate out rapidly... Extremely unpleasant... Also, I think they should be able to heal using a welding tool, or replace lost skin using synthflesh, something thats (relatively) easy to make and receive (bar chemistry is open access and a smart medbay has synthflesh on hand anyway).
Note: Individuals must be incapacitated for this to work. If you think this is creepy and/or do not get the reference, you need to leave SS13 until you have properly educated yourself on the movie Alien, Aliens, and the other various famous 1970s/1980s sci fi movies.
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#35
You know Alien's literally just one extended series of rape metaphors, right? The xenomorph is even designed to look like a dick, both as a chestburster and fully-grown. I think it's understandable that a method of subduing someone lifted from that movie might be considered creepy.
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#36
hmm, yes, adding an aliens reference would surely increase the overall level of creepiness of a game where you can drug someone, strip them naked, and handcuff them to a bed

i can see how this game is completely free of any potential creepiness and blemishing its spotless track record is the worst thing that could ever happen, and all such suggestions should be immediately shot down
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#37
I'm just saying, "it's from Alien" doesn't absolve it of any possible accusations of creepiness.
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#38
Dabir Wrote:I'm just saying, "it's from Alien" doesn't absolve it of any possible accusations of creepiness.
Aknowledged, so long as I still get to cause someone to asphyxiate to death due to having a rolled up magazine forcibly inserted into there windpipe...
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#39
All those...moments...will be lost in time,like farts...in... space.
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#40
Frank_Stein Wrote:I have an idea for a unique objective for these guys. There's tons of gear that's very department orientated. Maybe it could be the replicant's goal to steal these items, disassemble them, and use the pieces to upgrade themselves.

Steal botany's chainsaws, or use certain plants to create biofuel.
Grab the Captain's E-gun to steal the focusing lens for the laser.
Get a tank of super heated gas from Research or Engineering.
Get certain components from Mechanics.

The crew would be motivated to stop you purely as you'd be an annoyance to their work, and they wouldn't necessarily need to use violence to achieve the goals.

This is the subdued less-murderous sort of objectives I've been looking for! I like that they might need to mug someone, break in somewhere serious, and end up all over the station with their goals. Seems fun.
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#41
Stealing/Mugging objectives should require the replicant to drop them off at the diner or have a locker that has been cleverly fitted with a teleporter beacon or something to that extent. Otherwise it's just annoying to carry around all the that crap and bring it to the shuttle.
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#42
RAWK_LAWBSTAR Wrote:Stealing/Mugging objectives should require the replicant to drop them off at the diner or have a locker that has been cleverly fitted with a teleporter beacon or something to that extent. Otherwise it's just annoying to carry around all the that crap and bring it to the shuttle.
Oh, they wouldn't have to carry it around. Once they have their hands on it, they can do some special command to convert the item into an upgrade that gives them an immediate new power unique to the item they used.

Perhaps destroying a replicant should not only allow people to disassemble their body to recover the stolen items, but maybe even recover advanced technology that the crew can reverse engineer.

It would be neat to incorporate the workbenches into this somehow.
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#43
Replicants should be unable to flip up-turned turtles

i'm not sure when or why this would come into play but it should be.
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#44
Sam Guivene Wrote:Replicants should be supplied with a box of magazines, replicants are able to insert a magazine into someones throat (into mask slot) to cause them to take brute damage and suffocate out rapidly... Extremely unpleasant...

What the fuck is wrong with you?
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#45
Berrik Wrote:
Sam Guivene Wrote:Replicants should be supplied with a box of magazines, replicants are able to insert a magazine into someones throat (into mask slot) to cause them to take brute damage and suffocate out rapidly... Extremely unpleasant...

What the fuck is wrong with you?
It's a reference.
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