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Induce a restriction on spamming the summon-Nar'sie rune in cult


Fire and Glory

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Posted (edited)

Cult spams it before they have enough people, which is annoying to everyone.


So, I see two options.


A:Force a delay every time it is used, 5-20 seconds, or even 60 mayhaps, it'd encourage cult to actually coordinate their positioning and stop the rapid-fire spam, give every cult member standing near the rune the message, "You feel Nar'sie push this realm's walls, before ebbing away, he'll need to muster effort for another push."


B:Stop cultists from activating the rune when they don't have enough people, they won't blurt out the words and the person trying to activate it gets the message, "You feel you need more strength and numbers before you can bring the Dark Lord into this realm."


Either works in my eyes.

Edited by Guest
Posted (edited)

Yeah, summoning the dark lord of ultimate terror from Bluespace or whatever should probably take more than eight dudes chanting some shit in a circle. Then again, adding a strict person requirement feels a bit ham-fisted. If they are motivated and clever, they shouldn't have to recruit a ton of people who may or may not actually be participating in the cult (that is to say that option 'B' would lead to people converting others not because they want those people to help them, but because they are playing a numbers game). Maybe make the spell more complex and difficult to do unobtrusively? Perhaps it could require a human sacrifice, or several in succession, before it goes down (this could have the added benefit of incorporating the 'sacrifice rune' code). Just a thought. I do agree with the basic premise, though, that this isn't something that they should be able to do without disturbing the rest of the station. They should have to interact with way more people before they get to end the round.


EDIT: Reread it. Yeah, I sorta misinterpreted that. The click spam doesn't really bother me that much, but I think just not allowing them to say the words would be fine. I think the delay until a 'recast' if the circle was setup improperly is probably going to do more harm than good. Say you have one new guy in the group, and they don't quite get the mechanic. Now they click it first, and everybody has to wait 30 seconds for no real reason. If they have what is required to complete the summons, I think they shouldn't have to wait if they click it too early.

Edited by Guest
Posted

I probably worded the title wrong, while it should probably have more restrictions of that nature, this is just to stop cultists from spamming the rune over and over until some poor sob finally stands in place and it actually summons Nar'sie.

Posted

Two or more Nar'sies is basically a bug.


I pushed a fix ages ago, which made it so that Nar'sie can be summoned only once via the rune. I have no fucking clue as to why it's not working, reee.


As for spam protection, we've actually discussed the idea of making it so that manifested ghosts don't count towards Nar'sie. It would force cultists to actually put in an effort, and would stop 90% of the rushes towards Nar'sie. Specifically, it'd stop a rush of, "We have 5 dudes. That's enough for us, let's go blow this joint with manifest ghost!"

Posted
Specifically, it'd stop a rush of, "We have 5 dudes. That's enough for us, let's go blow this joint with manifest ghost!"

They don't even go that far from what I see, they just go "let's summon Nar'sie" without doing a real headcount and spam the rune until more cultists arrive or someone makes enough manifests.


I'd imagine if manifests were barred from using the rune all it'd do is make the rune-spam actually fail, and not stop the spam itself.

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