Guest Marlon Phoenix Posted May 11, 2016 Posted May 11, 2016 Suggestion: Spawning as a chaplain gives you an innate "bless" ability that acts as an obsidian rod with a 5 - 10 second cool-down. That way the chaplain can combat sp00k without relying on his firm rod to be in his hand. This gives him a dangerous edge against antagonist that can't be immediately disarmed with disarm intent. His rod is still used with its lack of a cool-down, but all the chaplain needs to engage a cult in a dialogue of conversion is his charisma. Justification: I've been wanting Chaplains to get more innate abilities but Skull's repeated and unceasing whining revolve around the fact that chaplains suddenly getting buttons that say "purge the heretics" would allow them to metagame. Suffer me not the argument over chaplains getting leeway in metagaming the fact something mighty sp00ky is going on. Pros: Chaplains are able to counter runes and weaken sp00k antagonists without having to hold his rod. Chaplains are a walking source of blessings without being given meta information about the round-type. Cons: Chaplain might be able to out heretics too easily. Sp00k can still just stab him in the throat the moment they're alone.
Guest Posted May 11, 2016 Posted May 11, 2016 I've been wanting Chaplains to get more innate abilities but Skull's repeated and unceasing whining revolve around the fact that chaplains suddenly getting buttons that say "purge the heretics" would allow them to metagame. And he's right, because otherwise if you had your way I'd urge that both the HoS and detectives would get thermals back.
Nanako Posted May 11, 2016 Posted May 11, 2016 i'm definitely in favour of giving the chaplain more stuff. But wouldn't this be kind of a breach of the design ethos so far. ? As far as i can remember, nobody is functionally unique except for the equipment they have. Your job determines your access and equipment, but no job has inherent 'abilities' that can't be taken from them For the sake of fitting with how everything else in the game is done, this should really be based on equipment. like blessed gloves or something, and not inherent to the chaplain's body
Guest Marlon Phoenix Posted May 12, 2016 Posted May 12, 2016 It'd be a lot more immersive to have the actual holy man be blessed by a deity rather than some random pair of gloves.
Nanako Posted May 12, 2016 Posted May 12, 2016 It'd be a lot more immersive to have the actual holy man be blessed by a deity rather than some random pair of gloves. Thats true, but it'd also be more immersive to have bartenders actually unable to do surgery, and doctors actually unable to operate high tech engineering equipment, and unskilled people actually unable to fire weapons accurately For better or worse though, it's just not how things are done
Guest Marlon Phoenix Posted May 12, 2016 Posted May 12, 2016 What is your argument? That didn't make any sense.
Nanako Posted May 12, 2016 Posted May 12, 2016 What is your argument? That didn't make any sense. I think it did. But i guess i'll take it farther. I would support a deeper system where character skills have some effect, and inherent abilities exist. But it's just not how the game works right now. The design ethos of SS13 has everyone be the same fundamentally. I'd support changing that design, but i don't support making exceptions without changing it. Giving the chaplain an inherent ability would make him a special exception, and i don't like the inconsistency.
Guest Marlon Phoenix Posted May 12, 2016 Posted May 12, 2016 If you have a problem with inconsistency then I have no idea how you manage to survive with this game because hoo boy this game is a mess. And it's also untrue, because inherent powers are available to all sorts of people all over the game in other servers. Need I point out the mime's invisible walls? As far as I am aware, servers with mimes having inherent abilities has not lead to a catastrophic destruction of immersion or playstyle due to this exception available to a job role. The Chaplain already spawns with immunity and resistance to spook, regardless. The argument of it being too exceptional holds no ground here because he's already exceptional. And I point out again that this would only have an impact mechanically during sp00k rounds.
Guest Posted May 12, 2016 Posted May 12, 2016 What's the point of the null rod, then? Cult/vampire antagonists would end up being forced to space the chaplain roundstart just like on an LRP server so they wouldn't get outed by a validhunter. Not worth the risk,
Alberyk Posted May 12, 2016 Posted May 12, 2016 The Chaplain already spawns with immunity and resistance to spook, regardless. The argument of it being too exceptional holds no ground here because he's already exceptional. And I point out again that this would only have an impact mechanically during sp00k rounds. I am nearly sure that what gives immunity to the chaplain is the null rod, because without it, a chaplain can be converted/affect by runes at all.
Guest Marlon Phoenix Posted May 12, 2016 Posted May 12, 2016 What's the point of the null rod, then? Cult/vampire antagonists would end up being forced to space the chaplain roundstart just like on an LRP server so they wouldn't get outed by a validhunter. Not worth the risk, Except that's gank and they can be punished for that? I like how in your arguments we're a hive of LRP scum whenever it suits you and a bastion of HRP ideals when it suits you, often in the same breadth of an argument. I am nearly sure that what gives immunity to the chaplain is the null rod, because without it, a chaplain can be converted/affect by runes at all. That is very strange and not ideal. I may be used to servers where the chaplain is given blanket immunity. Since it is the only role that can actually deconvert or combat spooky antags in a way that doesn't revolve around decapitation, and the fact they're often outnumbered (and underplayed) it would be really beneficial for the round to have them be immune.
Guest Posted May 12, 2016 Posted May 12, 2016 Except that's gank and they can be punished for that? Gank is only gank when it doesn't serve a RP purpose. Killing the chaplain puts the vamp/cult at a great gameplay advantage and the antagonists can claim it would create interesting situations after that. I like how in your arguments we're a hive of LRP scum whenever it suits you and a bastion of HRP ideals when it suits you, often in the same breadth of an argument. You said that, not I. It's okay to be angry, Jackboot, there are plenty of reasons to be upset. What I said is how it'll end up based on how I've observed people adjust to changes. When you give enough power to a role, people will develop tactics to overcome it and neutralize it as a risk to their own plans. So yes, once you start giving the chaplain unnecessary snowflake powers, their death rate will increase by way of antagonist involvement.
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