Jump to content

PROBABLYJAY

Mentors
  • Posts

    40
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by PROBABLYJAY

  1. Unfortunately, the syndicate did not provide you with an uplink. With the suggestion I propose, during any traitor or traitor+ round there’s a possibility of a person rolling uplink-less tot, needing to complete their objectives without an uplink. This is something goonstation does and can make the round quite interesting. Instead of a syndicate agent relying on the various items they can buy from the syndicate, they need to rely solely on their job items and environment to complete their objectives. Now as for paradise’s culture, this probably wouldn’t fit in the best since we’re used to the whole “Oh he has to be a cling he can’t remember our conversation about cheese 45 minutes ago!” or “See she’s puking blood up, there’s a vampire inside her!” And my solution to this? Just spawn them in a syndicate radio key. That way they are still left to their own devices, but still have S class contraband and can be Perma’d appropriately.
  2. There’s actually 4 guns traitors can get, fourth of which is the mime’s cane shotgun, which does something almost like this but has it’s own shells that mute people. So this would be the mime’s cane shotgun that doesn’t mute people but instead blows people’s brains out? I like it.
  3. I’ve noticed this problem quite a few times. The stechkin pistol normally is just a vest pistol, it fits fine inside a jumpsuit pocket. The suppressed stechkin is almost twice as long and shouldn’t fit in your pocket, right? well if you already have the stechkin in your pocket and you put the suppressor on it, it allows you to magically store this long pistol in your pocket no problems once so ever. hence, a bluespace portal should not open in your jumpsuit pocket assisting you in hiding your assassin handgun. When putting the suppressor on your gun it should just immediately fall out of your pocket no questions asked.
  4. Yeah currently the only other way to find ammo is by random space occurrence where there’s a random room with a single magazine. Otherwise you can’t even find them in the syndicate depot unless a sniper rifle spawns in the armory. Overall really unviable.
  5. The compact sniper rifle is probably the least used syndicate weapon right next to the dehydrated carp, and for good reason. The compact sniper rifle: 1. does 70 brute damage 2. is a large item 3. only has 4 shots 4. is extremely recognizable while the .357 magnum, it’s direct competitor: 1. only does 10 less brute damage 2. can have more ammo printed 3. costs 3 less TC 4. Is a normal sized item 5. looks like any other handgun / dart pistol and 6. Can fit in a holster I’d consider that no contest, which really destroys any reason to buy this thing to begin with. With this TC decrease i purpose then you could combo it with something like adrenals, making it way more viable for a loud assassin.
  6. Even though this sounds pretty silly I actually like this. Cyberware on its own just sounds like something that needs to be installed manually. Random person approved
  7. In theory it seems like a good idea to have something funky for players to do around the midround but this ain’t it man. Having a non antagonist commit major trespassing or murder and receiving blink or body swap? Sounds like too much. More passive things would make this at least viable. It’s a good idea though!
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use