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Chike101 Wrote:Berrik Wrote:Okay, got a really good one: let us inject microbombs into food (this includes fruits and vegetables, anything you can eat).
Clueless Mcpubbie eats the apple.
The apple goes off in Clueless Mcpubbie's mouth!
Standard microbomb effects on the victim, happening as soon as they take the first bite, so that you can't just forcefeed people food for an instakill without getting your limbs blown off.
What if this worked for all implants? Secretly putting microbombs, robo-speak, and even mindslave implants in food? I can see it now.
You take a bite of the Sloppy Joe!
You take a bite of the Sloppy Joe!
You finish eating the Sloppy Joe, and have an aftertaste of LOYALTY TO CHEF RIVERS!
I approve of this.
Binary:
Crunch crunch crunch.
AI says: "Goddammit stop hooking apples into my radio"
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Berrik Wrote:david2222121 Wrote:So, disguised weighted boxing gloves?
Basically, yeah, though I don't know the exact effects of those ingame since I've never gotten my hands on a heavy horseshoe.
You should be able to do this just by injecting mercury into regular boxing gloves
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VictorMAngoStein Wrote:Berrik Wrote:david2222121 Wrote:So, disguised weighted boxing gloves?
Basically, yeah, though I don't know the exact effects of those ingame since I've never gotten my hands on a heavy horseshoe.
You should be able to do this just by injecting mercury into regular boxing gloves
Last Christmas season there was a stocking put on the station along with a tree to make things a bit more festive. This stocking had a fairly high chance of giving a horseshoe to the people who used it. Needless to say a plethora of people use them to run the station into the ground every single god damned round. We need not make them any easier to acquire, lest we forget the mistakes of our predecessors.
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Preid Wrote:Last Christmas season there was a stocking put on the station along with a tree to make things a bit more festive. This stocking had a fairly high chance of giving a horseshoe to the people who used it. Needless to say a plethora of people use them to run the station into the ground every single god damned round. We need not make them any easier to acquire, lest we forget the mistakes of our predecessors.
Those who don't know history are doomed to repeat it.
even though the asshats in the know will do it anyway
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Hey, I made a round pretty fun with them when I dressed up as Santa and made you all presents*
*dead
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Chemists have plenty of toys as is but this idea was just too tempting for me to refrain from posting it.
Chemical Sprayer/Syndicate Flamethrower
RD/Chemist-All*
Comes with a backpack tank and a hand-held sprayer nozzle
Tank holds X units of whatever you put in it and cannot be emptied by hand, only through use. Must be worn to operate. It could use a red version of the jetpack sprite.
Sprayer is capable of igniting the chems it emits and can act as a smoke projector if loaded with smoke powder.
Give it an X-tile range and maybe add alternate attack patterns that trade range for a cone of fire (rather than a straight line like a spraybottle, it could switch to a fire-extinguisher-style cone or maybe fire a "wad" of whatever's loaded in it as a projectile at a high unit cost, doing this with smoke just causes a single, high-velocity puff)
*If it was an item for everyone, it'd probably be nice to give some of the traders a few "pre-loaded" tanks to sell. Sketchy D could sell drug-smoke tanks and C.A.R.L. could sell hell mixes/death smoke. Otherwise they'd have to make due with welding fuel/break into departments to get any of the especially potent stuff. Of course, you could always have the default tank spawn full of something mild, so that anyone looking to turn it into their doomsday device has to take the time to empty it without being seen while normal users get something to play with if they can't get anything special.
End User pros
-Versatile weapon
-Largely limited only by one's imagination
-Large capacity
End User Cons
-Also limited by access and chemistry know-how
-Takes up backpack slot for proper operation
-Nearly as obvious as running around in command armor whilst firing off a spacker 12 at passersby.
-Cannot use foam mixes
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Pranskter Hook/Disrober/Stripper Tool/Whatever suits the name:
Price: middle to high-range given how powerful it can be
Function: A tool that removes the target's jumpsuit onto the ground, removing their ID, belt and pocket contents. Great for pranks.
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Sitoutumaton Wrote:Pranskter Hook/Disrober/Stripper Tool/Whatever suits the name:
Price: middle to high-range given how powerful it can be
Function: A tool that removes the target's jumpsuit onto the ground, removing their ID, belt and pocket contents. Great for pranks.
Bully's Letterman Jacket: 7 Telecrystals (same as the Bowling Suit, another gimmick traitor thing)
Syndicate Red letterman which, when worn, creates a bunch of gimmicky intent actions. Worn in the armor slot.
Disarm - The pantsing you described. Grab - Picking up the person off the ground, making them piss themselves (special lethal swirly bonus). Harm - I guess some gimmick harmful thing I haven't covered? And I don't know where Help would come in.
Needs to have some really stupid nerfs to counter the power, like, not able to take it off? Or is it's bright
syndie-color enough? Not sure. Got really off topic because it was originally a hook or tool or something, but I would like to see this.
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Harm intent is a snake bite arm twist that stuns the person and rips off their arm
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Give it three abilities.
One: Pantsing. Disarm intent not only disarms someone, but also strips them completely.
Two: Gigaswirlie. If you can grab someone and give them a swirlie, it gibs them.
Three: Strut. You cannot move faster than walking speed.
There you go. You're a melee monster that can fuck over anyone in one-on-one combat, but people can run away and ranged weapons will fuck you up. Balance.
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start the syndicate operatives off with a SEED for their pods, ( Syndicate Explosive Entry Device) and yes this is already a thing that can be found in space.
also it might be cool if the syndies could order an AK 47 instead of the SPAS-1-er i mean spacker 12 if they wanted to.
also an explosive alternative to thermite charges that could both breach the station and hurt people: satchel charges. cost some crystals or perhaps a few of them spawn on the shuttle idk.
in short: more explosions and guns.
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Shoddy Wrote:start the syndicate operatives off with a SEED for their pods, ( Syndicate Explosive Entry Device) and yes this is already a thing that can be found in space.
The first time I put one of those in a pod I immediately crashed and killed myself.
Yes please.
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Geo Wrote:Torn Out Page
6 telecrystals
Chaplain Item: You get a random wizard spell. Works at full power and doesn't need a staff. Random so you have to work with what you get.
This would honestly get chaplain alot more needed attention. And it would give them another job specific thing to do other then go on a killing spree with grace. It'd be interesting having a random spell aswell. I'd hope it would be only offensive rather then getting a shitty doppelganger spell (As cool as that'd be.)
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Karmahunter Wrote:Geo Wrote:Torn Out Page
6 telecrystals
Chaplain Item: You get a random wizard spell. Works at full power and doesn't need a staff. Random so you have to work with what you get.
This would honestly get chaplain alot more needed attention. And it would give them another job specific thing to do other then go on a killing spree with grace. It'd be interesting having a random spell aswell. I'd hope it would be only offensive rather then getting a shitty doppelganger spell (As cool as that'd be.)
Rampaging is not the only way to play traitor. I for one would love to get non-offensive spells: Doppleganger is absolutely wonderful for traitorous infiltration (and escape).
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Geo Wrote:Torn Out Page
6 telecrystals
Chaplain Item: You get a random wizard spell. Works at full power and doesn't need a staff. Random so you have to work with what you get.
Make this cost 5 and i am would be in full support of this.