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Clockwork Cult 2: Eletric Boogaloo


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Posted

I suggested this a few years back but no one was really onboard and Nanko didn't want to attempt to port it, so I've reopened it again in an attempt to see if it's a thing people are interested in.


I suggest that we import the Clockwork Cult from the /tg/ basis with some obvious modifications. The first should be removing the defense-wave method and stick to the original vibe of RTS building and resource production. I believe that the clockwork cult would be superior for both roleplay and gameplay reasons. The cult still involves forced conversion and the like but it builds upon it by allowing the element of constructing further structures, specializing structures and areas for specific roles. Another key element is production, you can't simply pump out runes and structures like crazy, you need to produce certain resources to build things, allowing production facilities to be set up.


They have their own version of constructs but are more limited in it, which is fine. I think possibly changing the 'war-mode' borg-golem to being a construct may be also a good idea along with the Maruarder and Scarab.


A thing that would be a massive help I believe would be the fact you can convert AIs and stationbounds - probably adding IPCs into that mix - this helps further possible roleplay by allowing the inclusion of non-organics beyond just flashing and destroying them. Perhaps even giving benefits to having more, and strengthing them.


Obviously, people may be on the fence about porting another cult, so what I suggest are four options.

1. We add it alongside normal cult so it can be randomly rolled.

2. We replace the current cult with it.

3. We make it so when the cult is rolled it's a 50/50 chance of either blood or clockwork.

4. We make it so cult needs more players but spawns both blood and clockwork in alar crossfire style.


The wiki link to it can be found here if anyone wishes to read up on it.

https://tgstation13.org/wiki/Clockwork_Cult

Posted

I like this idea, if we were to do this I recommend option 1


+1.


I really like the idea of slowly converting the station into their cult stuff, if other cults did this that would be great.

Posted

Thing is... this seems like a very non-high rp friendly game mode, there isn't much variant to what you can do and it seems to end up as a "if sec can't handle it the cult wins instantly"


Sadly this is a -1 from me.

Posted

Thing is... this seems like a very non-high rp friendly game mode, there isn't much variant to what you can do and it seems to end up as a "if sec can't handle it the cult wins instantly"


Sadly this is a -1 from me.

This is why I suggested an alteration to the current server's theme, more akin to the old Clockwork than the new wave-defense of the updated one.

Posted

In my opinion, one of the ways Clock cult can get better is if instead of the Wave-Defense thing being gone all-together, it is replaced with a buildable object that we'll call for the purposes of presentation: the Summoning Beacon/Signal. Basically, it'd be a thing that just charges up to turn the station into Reebe, OOCly this would mean round end with a giant text of "The City of Cogs has been summoned forth, Ratvar will come soon after" and ICly, the clock cultists aummingly summon Ratvar. Another way this could go would be Ratvar is gone all together and the cultists just want to turn the station into brass paradise.


I also think that Clockwork cult not having a shit ton of variants is okay. Not every roundtype can have a million possibilities and most successful or semi-successful gimmicks are either cliche or weird like how rev is always "[insert event, insert NT firing people or doing budget cuts" because crew can only react to that. In my opinion, Clock cult could be "People with advanced technology" "People with advanced technology who want to go to their city" "Religious fanatics with advanced technology who want to do [religious reasoning]", I think the execution would be the most important part.


P.S. If it is ever added, I suggest getting rid of Ratvarian Cameras that allow for teleporting everywhere or at least making it something like "You can only use it three times" or "You can use it but it has a long cooldown/ You can use it, but it uses a shit ton of power"

Posted

I was a massive, massive fan of Clockwork Cult before it became tower defense. I unfortunately don't have many suggestions on how to do it myself, but if we managed to find some ways to make it more high-rp friendly, I'd be absolutely on board with porting that. It's honestly something I've wanted for a long time on Aurora, I love the aesthetic to pieces. If a Blood Cult/Clock Cult round were possible, similar to crossfire, we could quite easily carry over the lore from TG (I know, I know) that states Nar'sie and Ratvar are sworn enemies, due to Nar'sie trapping Ratvar in Reebe. I do know at the least that if they're both summoned, they hunt each other down and fight to the death. While I think it would be amazing, I don't know how willing other people would be to have it introduced into our high-rp setting though. Still, a huuuuge +1 from me.

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