Page 1 of 1

Situational traitor items.

Posted: Sat May 10, 2014 6:35 am
by paprika
For example:

- A box containing a few randomized seed packs like kudzu, destroying angel, death nettle, death berries, etc so traitor botanist doesn't have to roll for mutations so hard and can focus on mass production. "Seed Kit"
- A box with one or two syndicate (recolored) tank transfer valves so you can make your own bombs instead of having to buy expensive syndicate bombs. "Bomb Kit"

We could also reduce the number of TTVs in toxins by default since non-traitors don't mass-produce bombs anyway, and traitors can't make 6 bombs using no TC and completely fuck the station backwards.

I'd love to hear your ideas/feedback on this. Would it take some of the creativity out of some of the traitor roles, or make them more lethal in a good way that's not so boring? Keep in mind, anyone can go to the garden if they're not a botanist to use these seeds too, by stealing trays or something. And it would make it so anyone can use the incinerator/etc to make a couple bombs if they're good with it.

Re: Situational traitor items.

Posted: Sat May 10, 2014 6:52 am
by Psyentific
Job specific traitor items/bundles?

shut up and take my money

Re: Situational traitor items.

Posted: Sat May 10, 2014 7:01 am
by Nienhaus
I want to be a bartender and be able to buy a poison I can put in my drinks.

Re: Situational traitor items.

Posted: Sat May 10, 2014 7:56 am
by paprika
People would drink from the bar even less :(

Re: Situational traitor items.

Posted: Sat May 10, 2014 1:08 pm
by Remie Richards
Considering the syndicate took the time and effort to get someone on board, With a specific job, having gear specific to that job does actually make a LOT of sense.

Re: Situational traitor items.

Posted: Sat May 10, 2014 1:36 pm
by Alex Crimson
Psyentific wrote:Job specific traitor items/bundles?

shut up and take my money
Nienhaus wrote:I want to be a bartender and be able to buy a poison I can put in my drinks.
Yes pls. All my yes. I have wanted this for ages. Poisoners Toolkit for Traitors would be amazing. A box filled with bottles of some nasty poisons, or a portable chem dispenser with poison reagents would be amazing.

Job-specific Traitor items would make the antag role infinitely more fun imo. For both sides.

Re: Situational traitor items.

Posted: Sat May 10, 2014 1:58 pm
by Remie Richards
All I can think of now is the Robot masters from Megaman.

Every one of them had a theme of sorts, and now I can't stop thinking of:

Chefman - With his instagib rolling pin
Clownman - Honks you... to death!
Librarian - Bores you... to death!

Etc.

Re: Situational traitor items.

Posted: Sun May 11, 2014 1:29 am
by miggles
different jobs have different weaknesses

Re: Situational traitor items.

Posted: Sun May 11, 2014 6:18 am
by paprika
All of the jobs should be able to be exploited in a way that makes them similarly deadly. Deadliness comes in different forms, be it anonymity amongst the crew, security bias, access, or high explosives.

Re: Situational traitor items.

Posted: Sun May 11, 2014 5:24 pm
by Cipher3
Alex Crimson wrote:
Nienhaus wrote:I want to be a bartender and be able to buy a poison I can put in my drinks.
Yes pls. All my yes. I have wanted this for ages. Poisoners Toolkit for Traitors would be amazing. A box filled with bottles of some nasty poisons, or a portable chem dispenser with poison reagents would be amazing..

Just this.

Re: Situational traitor items.

Posted: Sun May 11, 2014 5:53 pm
by iamgoofball
I'll look into this

Re: Situational traitor items.

Posted: Sun May 11, 2014 7:29 pm
by Tokiko2
This is something I've wanted for quite a while now. Many jobs have some unique things to use for traitoring, but sadly almost all of them are so hard to get/set up/use and they are rather weak compared to things like ebows or eswords so no one ends up using them. And that's terrible because variety is fun.

Here's some other, rarely used job specific stuff with traitor potential:
mulebots
emitters as weapons
releasing slimes
monkey SEs(mostly due to the fact that it removes all stuns and reagents so your victim will run away/retialate no matter what)
cryo(used to be good, but it's now impossible to keep someone inside and unconcious unless the victim is injured)
radiation

Re: Situational traitor items.

Posted: Sun May 11, 2014 11:31 pm
by paprika
iamgoofball wrote:I'll look into this
It's not especially hard to make new kits and add them to the uplink, it's one of the first things I learned how to do with ss13 code. If you need any help let me know but it's fairly straight-forward. One of the things I'm not sure how to do is make a randomized assortment of things spawn in box kits so we can have randomized traitor seeds.

@above: Cryo nerf was something that I initially didn't like but they're basically locked in there if they're injured. If you were clever you'd turn up the temperature so that cryo wouldn't heal them and they'd basically be permanently stuck inside/burning alive.

I wish you could emag temperature control though to make it heat the air twice as fast. That'd be awesome for atmos traitors too.

Re: Situational traitor items.

Posted: Mon May 12, 2014 12:28 pm
by AseaHeru
Having some sort of MULE bolt on weapons kit might be interesting.
It would probally require hacking, and be obvious as can be.

Re: Situational traitor items.

Posted: Mon May 12, 2014 9:28 pm
by Cipher3
I literally do not think I have ever seen a MULE in use.

Re: Situational traitor items.

Posted: Mon May 12, 2014 9:53 pm
by Psyentific
Cipher3 wrote:I literally do not think I have ever seen a MULE in use.
The problem with MULEs is that, even when hacked properly, disposals is faster and running is fastest. Sometimes when you hack them, they become slower which is a load of crap.

Re: Situational traitor items.

Posted: Mon May 12, 2014 11:38 pm
by Tokiko2
Mulebots need the ability to home in on humans they see or something. That alone would make them much better. It wouldn't even be that unfair, considering you can attack and destroy mules like mobs.

Re: Situational traitor items.

Posted: Tue May 13, 2014 5:38 am
by Neerti
Adding a delayed poison would be nice.

Re: Situational traitor items.

Posted: Tue May 13, 2014 5:48 am
by Psyentific
Neerti wrote:Adding a delayed poison would be nice.
The poison takes effect when the last unit of the poison is processed, dealing all the damage that a normal poison (Toxin, Plasma) would do over its ticks in one tick.

Alt.

The poison's damage is exponential - The more ticks it's being processed inside a mob, the more damage it does per tick.

Re: Situational traitor items.

Posted: Tue May 13, 2014 7:44 am
by Neerti
The first would be ideal, if possible, so that two minutes after the captain eats his nice burger he starts dying and tatorchef can make him into more burgers and repeat the cycle.

Re: Situational traitor items.

Posted: Tue May 13, 2014 9:23 am
by Incomptinence
Syndibombs just can't compete with original flavour ttvs on the same menu especially at effectively same value for crystals, their every feature is either to make them inferior or be a crutch for their inferiority.

Re: Situational traitor items.

Posted: Tue May 13, 2014 12:09 pm
by AseaHeru
They fit in pockets, the work in grenade launchers. They dont turn the station into hell quite as much, being more precise and thus better for taking out defenders without cocking up your target.

Re: Situational traitor items.

Posted: Tue May 13, 2014 9:39 pm
by Psyentific
AseaHeru wrote:They fit in pockets, the work in grenade launchers. They dont turn the station into hell quite as much, being more precise and thus better for taking out defenders without cocking up your target.
That's Minibombs, not proper bombs. He means the beeping booping 60s timer big things.

Re: Situational traitor items.

Posted: Wed May 14, 2014 12:18 pm
by AseaHeru
Oh, them?

I like those. Tension.

And they still fit in pockets, or atleast there caller does.

Re: Situational traitor items.

Posted: Thu May 15, 2014 12:06 am
by paprika
Well with TTVs you have to build them yourselves and a lot of people lack the knowhow so while a couple TTVs would be like 1tc cheaper than buying a bomb they're also harder to make successfully with a larger payoff.

Re: Situational traitor items.

Posted: Thu May 15, 2014 11:58 am
by Helios127
I think the only question now is what the clown should get in his special bundle!

Re: Situational traitor items.

Posted: Thu May 15, 2014 2:37 pm
by AseaHeru
Soap. Much soap.
And the stamp, perhaps the balloon...

Re: Situational traitor items.

Posted: Thu May 15, 2014 8:20 pm
by Atticat
The librarian should get a remote detonated book

Re: Situational traitor items.

Posted: Thu May 15, 2014 8:43 pm
by Skyclad.Observer
Atticat wrote:The librarian should get a remote detonated book
I had this in my D20 modern game - Bibles, with the insides cut out and replaced with a kilogram of C4. Give them to people, because "Have a Bible! It'll save your soul!", then a few minutes later...

Give the librarian a kit containing:
Booksafe - How to hide things in everyday literature! - A book on how to make any book into a container, ala Chaplain Bible. Special Edition contains select passages from the timeless classic 'The Lusty Xenomorph Maid'
Scalpel/Knife - This is what you need to do the above.
5x Syndicate Mini-Bombs - For putting in books.

Re: Situational traitor items.

Posted: Fri May 16, 2014 5:30 am
by paprika
>5x syndicate minibombs
>implying any traitor wouldn't buy that to bomb the station

Re: Situational traitor items.

Posted: Fri May 16, 2014 6:14 am
by Skyclad.Observer
paprika wrote:>5x syndicate minibombs
>implying any traitor wouldn't buy that to bomb the station
That's the idea - It's available only to the librarian. Also, Mini-bombs are more like hand grenades than proper bombs. Nobody's going to give a shit about the copy of WGW on the floor of the bar, or at the HoP line, or next to the brig. At least, not until it explodes.

Re: Situational traitor items.

Posted: Fri May 16, 2014 12:26 pm
by AseaHeru
Why not just give it explosive books, preloaded and with a random title from the book list?

Re: Situational traitor items.

Posted: Fri May 16, 2014 1:03 pm
by Stickymayhem
AseaHeru wrote:Why not just give it explosive books, preloaded and with a random title from the book list?
>Book on the floor
>Not WGW or The Lusty Xenomorph Maid

HIT THE DECK IT'S A BOMB

Re: Situational traitor items.

Posted: Fri May 16, 2014 1:22 pm
by AseaHeru
There are other works of bad porn in the library system, and some books of how to do things too.

Re: Situational traitor items.

Posted: Fri May 16, 2014 10:53 pm
by Cipher3
WGW would probably get picked up and either read or spaced.

Re: Situational traitor items.

Posted: Sat May 17, 2014 2:37 pm
by Stickymayhem
AseaHeru wrote:There are other works of bad porn in the library system, and some books of how to do things too.
The point is they are never used so any weird book would automatically be fled from screaming.

Re: Situational traitor items.

Posted: Sat May 17, 2014 2:54 pm
by Cipher3
Stickymayhem wrote:
AseaHeru wrote:There are other works of bad porn in the library system, and some books of how to do things too.
The point is they are never used so any weird book would automatically be fled from screaming.
I'd go librarian just so that I could throw books all over the station then. Watch people freak out when I toss one into the crowded bar.

Re: Situational traitor items.

Posted: Sat May 17, 2014 6:49 pm
by Psyentific
Cipher3 wrote:
Stickymayhem wrote:
AseaHeru wrote:There are other works of bad porn in the library system, and some books of how to do things too.
The point is they are never used so any weird book would automatically be fled from screaming.
I'd go librarian just so that I could throw books all over the station then. Watch people freak out when I toss one into the crowded bar.
It's not a bomb, unless it is. HONK!

Job-specific traitor items:
Botanist - 100 Potency deathnettle seeds, 100 potency ambrosia deus seeds, high-yield bluespace tomato seeds. Flower power, motherfuckers
Engineer - POWER GLOVES! - Functions as insulated stungloves. However, when standing over a powered wire and set to harm intent, allows the user to shoot electricity from his hands for 40(?) burn at range.
Assistant/Any Job - Stun Gloves - As normal gloves, however when set to harm, your punch is now a short stun. Powered by a power cell.
Chemist - Chem sprayer - I believe this is already available at R&D from research, and also available to nuke ops. If there's any role that can benefit from this, it's the Chemist.