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Port and Rework Clockwork Cult


CommanderXor

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Posted

Basically, this is a big task. Really, /really/ big. It's basically porting over the Clockwork Cult gamemode from /tg/ and implementing it. Making a few changes to buff/nerf things and make it fit with our lore.

Clockwork cult is more of a RTS then the current cult. It's more defense then murder-fense. You have resources, you produce them, you make components for spells, machines and the like. Plus it allows borgs and the AI to be converted directly. So no more flash+harmbaton for them. I can't be arsed to write up a full thing this late, so I might expand more on the topic if anyone asks.


Here is the wiki page if you want to read up on it.

https://tgstation13.org/wiki/Clockwork_Cult

Posted
How will it help generate RP while making the game interesting?

Well compare it to the current cult. Right now, the current cult is about blood, and general murder. Most spells are about murder, resisting conversion burns, you have to kill certain people and soul shard them to get them to do things.


This cult is more defense based and less murder-y in general. Should bring down ganking a lot and allow more opportunities for RP to develop.

Posted
How will it help generate RP while making the game interesting?

Well compare it to the current cult. Right now, the current cult is about blood, and general murder. Most spells are about murder, resisting conversion burns, you have to kill certain people and soul shard them to get them to do things.


This cult is more defense based and less murder-y in general. Should bring down ganking a lot and allow more opportunities for RP to develop.

Current cult can allow for some gimmicks, such as preaching a new religion, or hell, maybe even pretending that the cult powers were given to the cultists by nanites (Last time I did that, it was a disaster, however). What sort of gimmick would a cult about building structures without getting taken down because "muh paperwork" allow for?

Posted

I read that page a few weeks ago. My thoughts are a firm 'fuck no.'


I'm not touching that mess, its a huge arcane labyrinth of mechanics. It looks like a group of people spent several years working on it day after day as a snowflake project.


I have no opinion on anyone else porting it, but I'm opting out.

Posted

Honestly, its a "NO" from me. Either is it just because I hate cult in general, and more cults more salt in me, or either I don't know.


Nar'sie's cult is already one powergamey mess (I mean, have you ever seen any cultist ACTUALLY roleplay the whole cult instead of just knocking you out and dragging you onto a run?) that usually end up in a lot of salt (or at least just in me.), but Two different cults is no..

Especially if both can happen at the same time.

Posted
How will it help generate RP while making the game interesting?

Well compare it to the current cult. Right now, the current cult is about blood, and general murder. Most spells are about murder, resisting conversion burns, you have to kill certain people and soul shard them to get them to do things.


This cult is more defense based and less murder-y in general. Should bring down ganking a lot and allow more opportunities for RP to develop.

Current cult can allow for some gimmicks, such as preaching a new religion, or hell, maybe even pretending that the cult powers were given to the cultists by nanites (Last time I did that, it was a disaster, however). What sort of gimmick would a cult about building structures without getting taken down because "muh paperwork" allow for?

 

Going to have to rephrase this:


The Nar-sie cult does allow for RP to occur, and has room for some gimmicks, since the cultists will have room for a backstory. The Clockwork cult is based entirely on base-building, judging by the wiki page. I do not know how that will tie in with the server's RP. A cult based on building structures, which are probably going to be taken down by security desperate for valids that will find any excuse to do so, is probably not going to allow room for creative RP. All of the cult structures are aggressive towards non-cultists (Mania motor,vitality matrix,etc.), this is sure to rally security against the cult. People are also not going to be kind towards a cult that makes structures that drain life, cause brain damage, or cause damage to anybody near such structure, so I anticipate that gank will still happen.

 

I read that page a few weeks ago. My thoughts are a firm 'fuck no.'


I'm not touching that mess, its a huge arcane labyrinth of mechanics. It looks like a group of people spent several years working on it day after day as a snowflake project.

 

As far as I am aware, that is precisely the case.

Posted

Uh, no thank you. I hate regular cult with a passion already, it has flaws in its lore, concept AND execution. The latter is mostly on the players' part, but I have /never/ enjoyed a cult round on any server. Adding another cult is just... No. Even if it is based on base building, where would you build? Those machines take up space, and pretty sure you have a low chance of your entire department being cult.I say no to this. (And remove regular cult while we're at it but that's a personal gripe.)

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