TechnoKat Posted October 27, 2015 Posted October 27, 2015 Basically, taking a couple of ideas from Doom 3. Cult rounds are really boring and not many good ones pass through. However, we can fix this. Introducing, Hell version two(aka Nar'sies lair.) Each cult round there should be an automatically placed rune, teleport rune, leading you to this hellish place for safety, or whatever, also should be breathable tho. (preferable the third letter for teleport would be hell.) I'm suggesting to make a map layout, whatever you call it, make it look hell-ish and gory enough to make people spooped. Maybe, just maybe add extra shells when teleported there, for extra constructs. Also, I'd love another map just like this, but made for telescience to find it, put up a bunch of dead burning bodies there and some blades or whatever, for research. Any thoughts? Maybe other suggestions?
TechnoKat Posted October 27, 2015 Author Posted October 27, 2015 Actually, it'd be better if it was made for telescience to find it anyways, the cultist hangout, cult round or not, just leave the entire place look like hell.
Jboy2000000 Posted October 27, 2015 Posted October 27, 2015 It sounds like it would be paradise for stealth cults to hole up and wait until they have everything. If there was a way to prevent people from doing that, it sounds pretty cool, especially if it can be found via telescience any round.
Alberyk Posted October 27, 2015 Posted October 27, 2015 Replace the actual Nar'sie with this; http://ss13.pomf.se/wiki/index.php/Rise_of_Nar-Sie
Killerhurtz Posted October 27, 2015 Posted October 27, 2015 I like this Rise of Nar'Sie thing. Makes more sense to me. But yes, we need Hell.
TechnoKat Posted November 3, 2015 Author Posted November 3, 2015 Buump. I want more posts on this, cult needs hell.
K0NFL1QT Posted November 3, 2015 Posted November 3, 2015 Meh. Giving cultists their own secret base won't help. As stated, you'll just make it worse. The problem with cult is that, unless they go ham with swords, there's nothing you can do about them without getting screamed down as a metagamer. You don't get mild antagonist build up of chasing bad guys, doing bad things. You get gank after gank for conversions until you either have the numbers or strategic positions to take the station, and then you do it. So for most of the station that isn't cult, or their victims, nothing happens for two hours and then everything ramps up to 60 faster than a Tesla.
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