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Re-enabling IPCs to be allowed into the Cult with changes.


Chada1

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Posted

I'd simply like to point out that most of the arguments FOR have been for reasons surrounding RP and the fact that this particular roundtype has and is still supposed to be a cooperative antagonist group. The 'against' side has pointed out that there are mechanics that they dislike, and that they don't understand how magic works on some things and not others.


Initially, this post was going to be me calling out Kaed for initially putting up ideas that completely remove a player from a round, with no apparent ability to rejoin except 20 minutes later as a different character. However, it got so large, and became such a rant, that I decided to cut myself off. It also may have ended up ad hominem, because it brought up my issues with how some of his own (earlier) arguments in this thread went against reasons he's ahelped individuals before.


If you'd like to have drawbacks for IPC cultists, you already have them. The strengths already make up for this. The only really valid issue was blood drawing runes, and yet an administrator has leaned in my direction in terms of a simple solution, which is simply making the runes take longer to draw because said IPC would have to transmute it's oil into blood.


I for one like interaction, and the in-character questions, that IPC cultists give rise to. If you don't understand why an IPC is suddenly religiously devout to something it now believes in (perfectly believable because logical proof of it's existence has already been confirmed after conversion), make like any other player and find out ICly.


If you don't feel like IPCs have any capabilities to be religious, become as gods. And please detonate if you do not understand that reference.









ps I'm also tired of people trying to kill off references but that's another post in itself.

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Guest Marlon Phoenix
Posted

I'd simply like to point out that most of the arguments FOR have been for reasons surrounding RP and the fact that this particular roundtype has and is still supposed to be a cooperative antagonist group. The 'against' side has pointed out that there are mechanics that they dislike, and that they don't understand how magic works on some things and not others.


Initially, this post was going to be me calling out Kaed for initially putting up ideas that completely remove a player from a round, with no apparent ability to rejoin except 20 minutes later as a different character. However, it got so large, and became such a rant, that I decided to cut myself off. It also may have ended up ad hominem, because it brought up my issues with how some of his own (earlier) arguments in this thread went against reasons he's ahelped individuals before.


If you'd like to have drawbacks for IPC cultists, you already have them. The strengths already make up for this. The only really valid issue was blood drawing runes, and yet an administrator has leaned in my direction in terms of a simple solution, which is simply making the runes take longer to draw because said IPC would have to transmute it's oil into blood.


I for one like interaction, and the in-character questions, that IPC cultists give rise to. If you don't understand why an IPC is suddenly religiously devout to something it now believes in (perfectly believable because logical proof of it's existence has already been confirmed after conversion), make like any other player and find out ICly.


If you don't feel like IPCs have any capabilities to be religious, become as gods. And please detonate if you do not understand that reference.









ps I'm also tired of people trying to kill off references but that's another post in itself.

 

I agree with all you said.

Posted

Recently, there was a PR to outright remove IPCs from being round start Cultists or convertable, placing a link to it here. https://github.com/Aurorastation/Aurora.3/pull/4711


There is currently a Contributor working on a refactor that will:

1. Make IPCs convertable again into Cultists.

2. However, remove blood casting for IPCs, as they do not have blood nor can they repair themselves.

3. And make Cultist IPCs (Only when converted) immune to Cult EMP magic.


This would solve most of the problems presented in the recent suggestion, and still allow IPCs to contribute to the Cultist gamemode without being a drain on their Cult allies or being doomed to serve as a construct.


Feedback appreciated.


Contributors PR: https://github.com/Aurorastation/Aurora.3/pull/4734

 

+1 IPCs being immune to conversion is counter-productive to role play. Even a powergamer like me doesn't want to kill them all. The other changes are honestly a nice bonus. the amount of friendly fire from EMP runes was and is pretty frustrating. I am 99% interested in them not being immune to conversion though. Everything else probably has a good discussion around it if 13 pages is any evidence.


Also.... Let me be clear on something. I do not care about any of the IC reasons about why an ICP is immune to conversion IC justification shouldnt be used to push through a change that is counter productive to roleplay. As a result of this change cultists will be forced to kill every IPC they meet. This is sometimes a serious number of the crew on station as IPC are a popular race. That is where i draw the line. Its anti-fun and absolutely awful.

Posted

A new PR has surfaced by the Dev Arrow to reinclude IPCs into Cult, however it only allows them to serve as Constructs, so it's not much different from Soulstoning and Shelling them like before, except they get to choose which Construct they play as.


They said that they'd be willing to go further on it, but that they'd need sprites for any special IPCs. I added their PR to the OP, also, i'm not sure if special sprites are a good idea because stealth is still sort of important, if anything i'd say they'd need a very subtle sign.

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