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make all job-specific traitor items available to all jobs at a cost
#1
the cost being that they would cost 1-2 tc more than they normally would
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#2
Maybe this would be a good idea as a Head of Personnel or Captain specific thing, since they have no specialized ones but could do any other job using the ID computer?
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#3
this sounds like a great way to get some more variety with traitors. Yes to a full version, no limitations.
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#4
I think something special about job specific items would be lost if anyone could pick from the full list.

However, we have surplus crates. How about another class of those that contains a random job specific item?
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#5
I'm not really a fan of this but if it were to be done I'd be more interested in Frank's version.

As to the Captain and HoP not having special options... we should invent some to make those roles more interesting.
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#6
I'm.. on the fence? It wouldn't bother me, basically. I don't like the idea of items losing their uniqueness, but I like the possible addition to variety.
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#7
Maybe add an option for the HOP and Captain to choose from every job unique traitor item, but at a cost lose out on most or all of the default traitor items that are available to everyone. It's be a little option that they can select at the top of their traitor PDA menu, and might even do something like give them a few more telecrystals.
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#8
Next time on the all new lag-free goonstation: unstoppable clown cars every goddamn round.

Not a fan of this suggestion. There's reasons why certain items should come together only very occasionally. See: chameleon bomb + syndicate scanner.
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#9
Yeah, I feel like if this was implemented, it wouldn't take very long for people to figure out an optimal combo and run it the hell into the ground. I think most of the job specific items are fine the way they are now.
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#10
I just thought of another potential idea for the Hop or Captain: Have them have random access to a handful of unique traitor items, as long as long as the prices of each does not exceed a set amount. Glancing at the traitor list, 7 seems to be a good value, since no job-unique items seems to to cost more.

For example, you could roll the options to buy a Clown car (5) and Syndicate Donk Pockets (2), or maybe instead roll the options to buy poison bottles (1), strange seeds (1), Stimulants (4), and Mustache grenades (1), and so on.

The only item I'd suggest being completely excluded from these options would be the chemicompiler, due to requiring beforehand knowledge.

This could be rather interesting in providing random variety to the roles. I'm mainly suggesting this stuff since my traitor captain rounds tend to involve me assuming the role of department job that I find interesting at the time.

On that note though, another alternative could be to just have the HoP and Captain simply choose which job they want the unique items from. (Potentially consolidating overlap, like the RD has everything scientists have and more, and the MD has everything medical doctors have and more.)
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#11
I always figured that the cap and hop didn't get special items because they get all access and the force of authority.

Any ol' all-access chucklefuck can be lawfully thrown out of a department they don't belong in, except for those two. Or they can command sec. That's their special item and it doesn't cost them any TC. The captain even gets a nifty gun.

I'm open to suggestions for unique HoP items but the cap probably shouldn't get any. Problem is, I've never seen much in the way of good HoP suggestions - they tend to focus on money things and nobody cares about money.
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#12
(03-22-2016, 12:50 PM)Grayshift Wrote: I always figured that the cap and hop didn't get special items because they get all access and the force of authority.

Any ol' all-access chucklefuck can be lawfully thrown out of a department they don't belong in, except for those two. Or they can command sec. That's their special item and it doesn't cost them any TC. The captain even gets a nifty gun.

I'm open to suggestions for unique HoP items but the cap probably shouldn't get any. Problem is, I've never seen much in the way of good HoP suggestions - they tend to focus on money things and nobody cares about money.

I don't think I've ever seen a captain "command" sec. Head of Security, sure, but Captain's get routinely ignored/arrested like anyone else. Plus these days, security rarely even exists.

Besides, I don't think its really a "balance" thing. The special items shouldn't be any better than regular traitor items, and the cap/hop still get access to those anyway. If you want to be a murderlord, you can buy a spacker and go to town and nothing stops you. Some unique items would just add some flavor and variety to traitoring as those roles.
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#13
I once suggested infectious explosive money as a traitor item. Maybe that could be a HoP item?

An old post that I made from way-back when.
(03-14-2015, 12:35 PM)Mageziya Wrote: I've got an item idea, after some thought involving traitor money.

Fake Money!

TC cost: I have no idea. (1-3?)
Contains: A single fake credit that resembles a real credit.
Function: Looks like real money, except it blows the hell up if you attempt to use it in anything.
These bills are self propagating!: Stack some fake cash with some real cash, and via nanomachines of the future, all money in the stack becomes fake and explosive, thus allowing for plagues of explosive money to spread through the station!
Do note that explosion size is limited to quantity, and that 1 fake credit will do very little damage. (Or might be balanced to better match the size of money people actually use.)

Uses: A great way to freak out people! Give money to the RD to buy bee-friends for Heisen-Bee, only to watch him blow up at the ATM! Bribe the Captain, and listen to his panic over the radio as the vending machine he was attempting to buy tarot cards from explodes! Harrass the poor bartender by tipping him with fake money, only to watch the snack-machine blows-the-hell-up as he attempts to purchase his secret ingredients! Hand out stacks of cash as the HOP to the entire crew as a "Social-Welfare Program," and watch the the station either enters mass panic or forms a lynch mob for you! Buy powers from geneticists and then realize that they'll never use a vending machine or merchant!

Drawbacks: Thermals can detect fake cash! Simply examine a stack of fake cash while wearing thermals, and behold as its description describes how utterly fake it is! Fake money also does not count towards traitor objectives, so be careful with converting your stolen hard-earned mulla into fake mulla! Finally, for reasons unknown, fake money does not explode when lit on fire or hit with other explosives, so you can't make an IED out of your fake money and the million bucks you extracted from the X-drone!




Looking back at it, I still like the fake money idea.
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#14
There's that giant traitor item thread where I threw out some more costume ideas similar to the safari kit.

HOP's was a Magician kit with stuff like trap doors, smoke/flash bombs, a pair of lockers you could teleport from one to the other, and other disappearance type stuff. There was also a few offensive type items like a blunt sword you could swallow and burp up, and saws that removed limbs after stuffing someone in a crate.

Maybe Captain could have a golfer based one? A golf bag with clubs, and some golf balls to wack at people
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#15
This actually would be a great addition because it'd make it a lot harder to tell who the traitor is when people can't point to job specific items as solid clues.

This'd encourage more stealth traitoring which is cool, and also get more job specific items we don't see enough of out there
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