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Official Traitor Items Discussion Thread (Wonk)
how about this:
Repulsion armour. Pretty expensive. Comes with a pair of Magnetic Boots.
Requires power to function. You can either slot in new charged power cells or jack directly into an APC and suck power out of it(you have to be standing right next to it, though). When turned off, basically acts like a sec's body armour. When turned on, generates a Repulsion Field. Any projectiles shot at you will bounce off in a random direction, flashbangs and other forms of area stun won't do anything to you, melee weapons and pointblank shots will reflect back and hurt the attacker, and anyone stupid enough to punch or grab you(or try and strip you) loses an arm. Explosives overload the field and can still hurt you, but it's like you're wearing EOD armour. Doesn't eat power all that fast but leaving it on has downsides. Firstly, it repels everything, so you can't pick things up while it's on(anything already in your hand stays there though) and attempting to use medical supplies on yourself will result in them flying across the room. Secondly, it repels EVERYTHING, so you need an internal air supply or you'll suffocate. Thirdly, it repels EVERYTHING, so if you were shot previously turning it on will result in the bullets in your body violently tearing themselves back out. Fourthly, it repels EVERYTHING, so if you don't keep the magboots on it will start repelling the floor and send you rocketing around uncontrollably.

On the bright side though punching someone would cause the field to send them flying.

The idea essentially is that you're functionally invincible with it turned on but keeping it turned on for long periods of time will prove difficult, since whenever you need to pick something up, refill your air or power supplies, or use any kind of medicine on yourself you have to turn it off, and if you get shot turning it back on will really hurt and you'll probably need to turn it back off and heal up again.
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Dauntasa Wrote:how about this:
Repulsion armour. Pretty expensive. Comes with a pair of Magnetic Boots.
Requires power to function. You can either slot in new charged power cells or jack directly into an APC and suck power out of it(you have to be standing right next to it, though). When turned off, basically acts like a sec's body armour. When turned on, generates a Repulsion Field. Any projectiles shot at you will bounce off in a random direction, flashbangs and other forms of area stun won't do anything to you, melee weapons and pointblank shots will reflect back and hurt the attacker, and anyone stupid enough to punch or grab you(or try and strip you) loses an arm. Explosives overload the field and can still hurt you, but it's like you're wearing EOD armour. Doesn't eat power all that fast but leaving it on has downsides. Firstly, it repels everything, so you can't pick things up while it's on(anything already in your hand stays there though) and attempting to use medical supplies on yourself will result in them flying across the room. Secondly, it repels EVERYTHING, so you need an internal air supply or you'll suffocate. Thirdly, it repels EVERYTHING, so if you were shot previously turning it on will result in the bullets in your body violently tearing themselves back out. Fourthly, it repels EVERYTHING, so if you don't keep the magboots on it will start repelling the floor and send you rocketing around uncontrollably.

On the bright side though punching someone would cause the field to send them flying.

The idea essentially is that you're functionally invincible with it turned on but keeping it turned on for long periods of time will prove difficult, since whenever you need to pick something up, refill your air or power supplies, or use any kind of medicine on yourself you have to turn it off, and if you get shot turning it back on will really hurt and you'll probably need to turn it back off and heal up again.

Except you won't get shot because you'll keep it on at all times to punch people across the room and therefore all projectiles will go away on their own.
Why would you need air? Get a filled emergency tank and you've got air for the current round and all the rest of the rounds for the day.
Need meds? Fuck off, you're invincible, how do you manage to get hurt!?
EOD armour? Someone would have to suicide bomb you with an 11x11 to have a chance at grazing you.

Did you think this through at all beyond "Man, godmode for traitors would sure be nice! :downs: "?
How would you fight someone wearing this?
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Spy_Guy Wrote:How would you fight someone wearing this?
You don't! But they can't fight you either. If they wanna actually accomplish anything they have to turn it off, because they can't really use weapons or anything properly with it turned on. They can't pick things up so best case scenario they turn it on while they're already holding a gun and can shoot a couple of times. If they're holding a weapon and you disarm them, they can't pick it back up again without turning their armour off. They'd probably have to spend more time with it turned off than turned on or they'd essentially just be waddling slowly around spending several minutes punching a single dude to death.
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alternatively: with a flamethrower
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I meant the invulnerability as a sort of complete protection against, say, a flashbang, hail of projectiles, bombs, sudden breaches/fires, etc.

If it would be better, I guess you would be able to interact with things around you but still not move?
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For traitor botanists, the Syndi-Grow Plant Formula!

The idea is that the formula would turn plants into a mutation available only through application of the formula. These mutation would turn the plants into wacky and strange sources of tools! Carrots would make a single use knife! Melons would turn into a better throwing weapon! Weed would turn into an extreme deathweed with some sort of hellish poison! Asomna would contain bath salts! I'm going to make a tidier list of ideas now!

Bananas : They could grow into peels that could be as bad as slipping on lube.
Apples : Apples could turn into gross crab-apples that give people food poisoning, it would probably hurt if you threw one.
Chilies : Maybe they could contain phlogiston or some other fiery substance?
Grass : It grows extra tall, slowing people down and being an eyesore.
Fungus: Since fungi are major decomposers, maybe you could stuff corpses in the tray to make them rot faster? I think someone suggested something along these lines.
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Bologna Prime Wrote:Grass : It grows extra tall, slowing people down and being an eyesore.

Plant this outside medbay and have your traitor MD friend hunt wild pubbies in full safari attire

Yea this would be cool, especially if you're able to just hand out doobs full of bath salts and krokodil and watch the bar go crazy. Botany needs more stuff like that.
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Bologna Prime Wrote:For traitor botanists, the Syndi-Grow Plant Formula!

The idea is that the formula would turn plants into a mutation available only through application of the formula. These mutation would turn the plants into wacky and strange sources of tools! Carrots would make a single use knife! Melons would turn into a better throwing weapon! Weed would turn into an extreme deathweed with some sort of hellish poison! Asomna would contain bath salts! I'm going to make a tidier list of ideas now!

Bananas : They could grow into peels that could be as bad as slipping on lube.
Apples : Apples could turn into gross crab-apples that give people food poisoning, it would probably hurt if you threw one.
Chilies : Maybe they could contain phlogiston or some other fiery substance?
Grass : It grows extra tall, slowing people down and being an eyesore.
Fungus: Since fungi are major decomposers, maybe you could stuff corpses in the tray to make them rot faster? I think someone suggested something along these lines.
I love this. Alot better than a stupid maneater that can be PUNCHED to death or a chainsaw rampage when ever you see a botanist traitor.
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Make it cost 6 telecrystals, require 5 units to mutate, and give one of the plants the maneater mutation as it's special syndi-mutation. Also should reset all of the plants stats and mutations back to 0, so you can't make an immortal bomb plant, or instantly grow maneaters.

Or... should it? Maybe it could be the reward to botanists who excel at their job by giving them tools to better do so. Immortal space-lube bananas, insta-grow maneaters, Omega Death Weed? At least one plant should have access to the poison that only does damage once it's fully degraded, Amanita I think it is?
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Captain_Bravo Wrote:[...] Omega Death Weed? [...]

I'd smoke that.
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Dauntasa Wrote:how about this:
Repulsion armour. Pretty expensive. Comes with a pair of Magnetic Boots.
Requires power to function. You can either slot in new charged power cells or jack directly into an APC and suck power out of it(you have to be standing right next to it, though). When turned off, basically acts like a sec's body armour. When turned on, generates a Repulsion Field. Any projectiles shot at you will bounce off in a random direction, flashbangs and other forms of area stun won't do anything to you, melee weapons and pointblank shots will reflect back and hurt the attacker, and anyone stupid enough to punch or grab you(or try and strip you) loses an arm. Explosives overload the field and can still hurt you, but it's like you're wearing EOD armour. Doesn't eat power all that fast but leaving it on has downsides. Firstly, it repels everything, so you can't pick things up while it's on(anything already in your hand stays there though) and attempting to use medical supplies on yourself will result in them flying across the room. Secondly, it repels EVERYTHING, so you need an internal air supply or you'll suffocate. Thirdly, it repels EVERYTHING, so if you were shot previously turning it on will result in the bullets in your body violently tearing themselves back out. Fourthly, it repels EVERYTHING, so if you don't keep the magboots on it will start repelling the floor and send you rocketing around uncontrollably.

On the bright side though punching someone would cause the field to send them flying.

The idea essentially is that you're functionally invincible with it turned on but keeping it turned on for long periods of time will prove difficult, since whenever you need to pick something up, refill your air or power supplies, or use any kind of medicine on yourself you have to turn it off, and if you get shot turning it back on will really hurt and you'll probably need to turn it back off and heal up again.
one of the only ways i cna think of making this balanced at all is making it take a massive amount of charge out of the battery whenever you repel something

this includes both things thrown at you and things repelled from you
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Syndicate Flamethrower Kit
Everyone could have it, I guess. I'm sure you terrorists could cook up something horrifying enough from vending machines to make it worthwhile.
9 crystals
A better flamethrower and a protective suit. Flamethrower has a backpack tank containing 3 reagent tanks and 2 gas tanks(it starts with one reagent tank containing welding fuel and one gas tank containing air, the rest you have to set up yourself). You can set them to mix however you want. So you could set it to spray 20 units from tank 1, 10 units from tank 2, and 5 from tank 3, with a 60%-40% mix of the two gasses to propel it. This is to allow you to be worse with chemistry/toxins than anyone has ever been before. The protective suit makes you completely immune to fire, immune to stunning/delimbing and most damage from explosions, and prevents reagents from entering your blood from smoke/foam.

In order to counter balance the fact that this thing would be an absolute nightmare if used creatively(which is the reason I'm suggesting it, because I think it would be funny), it's going to be horribly awkward to use. The flamethrower has two parts, a backpack and hand sprayer. The backpack is bulky, only works when it's actually on your back, and can only be adjusted while it's in your hands. The handsprayer just sprays whatever you've set the backpack to tell it to spray when you click on things, like a regular flamethrower. Trying to do anything fancy with it without the suit is probably not a great idea, though. The suit is gloves, boots, mask, oversuit, helmet, visor. The visor and mask dim your vision like a welding mask, and both the boots and oversuit slow you down. The oversuit, boots, and helmet are all bulky items. It only provides any protection when you wear the whole set, so you basically have to deal with being slow and having trouble seeing or not bother. The mask works with internals and the suit is spaceworthy, but since there's no possible way to actually wear a jetpack with it and nowhere to keep an extinguisher, maneuvering in space is going to be a pain in the ass. Being hit in the head with a blunt object has a chance of knocking the helmet off. It's extremely obviously syndicate gear and doesn't do anything about bullets or tasers, so whenever you aren't the eye of a horrifying chemical hurricane you're basically a pushover since you're too slow to dodge.

The idea for the user is to always be behind a wall of poison, fire, and explosions, and the idea for people trying to fight the person using it is to shoot them in the back while they're trying to refill or adjust it.
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Syndicate Donuts

2 Telecrystals

A box of 3 donuts that makes whoever takes a bite of them become fat. Can instantly force-feed Security Officers, the Captain, the Detective and the HoS.
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If you could steal an emp gernade from another traitor you could probably kill the repulsion suit with that.

Also having ai kill a APC switch while the syndicate is charging by turning the breaker off would slow them down, perhaps give security a chance to shoot them.

Plus it would be funny as heck if the repulsion field didn't work well with bullets/staples/implants.

OH GOD, THE REPULSION FIELD RIPS OUT THE BULLET... OWCH

Shoot/staple the traitor before they can turn the armor on and you have an instant damage technique.
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Captain_Bravo Wrote:Make it cost 6 telecrystals, require 5 units to mutate, and give one of the plants the maneater mutation as it's special syndi-mutation. Also should reset all of the plants stats and mutations back to 0, so you can't make an immortal bomb plant, or instantly grow maneaters.

Or... should it? Maybe it could be the reward to botanists who excel at their job by giving them tools to better do so. Immortal space-lube bananas, insta-grow maneaters, Omega Death Weed? At least one plant should have access to the poison that only does damage once it's fully degraded, Amanita I think it is?

The idea of an army of 20-30 maneater army is both awesome, and hilarious to me.

Maybe a mutated strain of George melons are so fucking good that when someone bites into them, the explosion of flavor gibs them, and punches a whole int the hull like a small pipe bomb.
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