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Ideas of questionable quality
(10-28-2017, 05:58 PM)Studenterhue Wrote: Farting gives you limited navigation in space, like a 50 or 25% chance to propel you in the opposite the direction of your fart (so in other words, the direction you're facing). Conservation of Linear Momentum, no? Applies to solid objects, should apply to gases, no?

DAMN IT PBS, STOP GIVING PEOPLE IDEAS!
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The sound of a fart ( but not the text ) should transmit over radio.
If you fart near an open mic, it should play on the frequency.
Using the Mic & Speaker setup should make the sound louder.
Eating enough deep fried engaged radios & farting should shake the screen a bit.
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dead bodies should fart. it's natural
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Replace the highly suspicious sleepy pen with the far more clandestine sleepy screwdriver

Anyone carrying a silver pen is immediately suspected and it kind of ruins the whole idea

So many people have screwdrivers that it would actually become a truly disguised weapon
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Add a cooling equivalent to the igniter
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Give npc monkeys the kleptomania trait so they randomly steal stuff

Give traitor captains access to (and immunity to) moonshine

Severed alien butts (weird colors, googly eyes, etc) on various z levels that can be made into special buttbots

Actually make a race of living butts that can be an alternative to the martians.  Some of them would have abilities like superfarts or "breathing" fire and all of them would be able to knock you over like a firebot.  They would also be able to navigate space tiles with their farts (think cyborg propulsion upgrade with different particle effects)

more playable critters in general

Code space wasps to attack space bees

The ability to install circular saws as a weapon on your pod (like the salvage drones)

A 3x3 tile syndicate battleship that nuke operatives can pool their crystals to build.  they would have to buy several different parts and assemble them, then crash through the station around the 30 minute mark.

Give traitor mechanics drone blueprints.  Maybe not for the x-drone but definitely the smaller drones.

Add a syndicate module that allows the AI to use machine language implants as mindslaves

in the far distant future, instead of cogmap2 being a research station it could be a huge orbital shipyard or something.  More fun things for mechanics to build, maybe some new gimmick jobs, new syndicate objectives like sabotaging a battleship that's under construction, etc.
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(10-31-2017, 10:00 PM)VictorMAngoStein Wrote: Give traitor mechanics drone blueprints.  Maybe not for the x-drone but definitely the smaller drones.
lot of good ideas in this post but this ^ is already a thing, pretty sure. the syndicate device scanner can be used to scan drones, so theres some risk for some reward. at least i think so. if not, then yes it should be scannable, but not just available for tator mechanics with no effort
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Floor Plate Vests: A janky assembly of wires and floor tiles that let assistants pretend to be security officers. Unlike vests these can and will break or fall apart.

May cause tasers to hurt a lot more.
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Make detective a role that cannot be an antagonist, and add .38 AP ammo to the armory instead of being a traitor item.
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(11-03-2017, 04:32 PM)Lord Birb Wrote: Make detective a role that cannot be an antagonist, and add .38 AP ammo to the armory instead of being a traitor item.

delete detective because people only play it for the hat and gun, then give security a hat and gun in armory
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I like to play Detective occasionally, playing the role a bit like a cloak and dagger spy. I snoop on everyone, constantly hiding in bushes, lockers, crates, and disposal chutes. I'll respond to emergencies and calls for help, but focus more on gathering information for Sec and Heads

I don't think they should never be antags though, because their shiftiness is so important to them
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Theres also the issue of detectives being allowed to join gangs (and be gang leaders?) for some reason whilst also having access to security. Either make them a full blown sec role or remove their security access and make them a civilian role.
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And don't forget that if they are made a never-antagonist role to have them start the round with a loyalty implant.
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(11-03-2017, 06:25 PM)NateTheSquid Wrote:
(11-03-2017, 04:32 PM)Lord Birb Wrote: Make detective a role that cannot be an antagonist, and add .38 AP ammo to the armory instead of being a traitor item.

delete detective because people only play it for the hat and gun, then give security a hat and gun in armory


Or make detective one of those extra roles and just give each sec officer a forensic scanner, they can then each investigate crimes while doing security stuff.
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(11-04-2017, 06:10 PM)atomic1fire Wrote:
(11-03-2017, 06:25 PM)NateTheSquid Wrote:
(11-03-2017, 04:32 PM)Lord Birb Wrote: Make detective a role that cannot be an antagonist, and add .38 AP ammo to the armory instead of being a traitor item.
delete detective because people only play it for the hat and gun, then give security a hat and gun in armory
Or make detective one of those extra roles and just give each sec officer a forensic scanner, they can then each investigate crimes while doing security stuff.
I have a better idea: Make a job that has to investigate crimes and remove detective.
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