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Restructuring Cult


Kaed

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What if we created two roles for cultist rounds. Cultist Leader and Cultist. The cultist leader starts with 3-5 of the words known, cultists only know one. This would cut back a lot on the tedious period where someone inevitably goes to hide in a bathroom for 10 minutes playing with words until they figure them all out. It's just not a fun mechanic. We don't want to spend ages figuring out all the words just to be functional.


The cultist leader also

-Is ostensibly supposed to be in charge of the cult. There is only one leader, and they have a special cthulhu with a crown icon rather than the regular cultist icon.

-Is a separate antag opt-in position from regular cultist, like loyalist and rev, but shows up on the same round type. Newbies should only pick regular cultist, so they can learn, instead of bogging everyone down while they fumble trying to lead something they don't understand.

-The cultist leader should know the names of his cultists at the start of the round, and they know the name of their leader, but not necessarily each other, until they meet.

-Has some sort of item, like a talisman or mantle (or the former than can generate the latter), that they start out with, and they are required to have it on their person to call the Geometer. (someone else can wear if it they die or are captured, but the one with the Leader item has to be standing in the middle of the 9). It should be something you can wear, providing a benefit that grows as it becomes more powerful, but early game you will probably keep it hidden in your pack in public, due to its power being weak and discovering being likely.

-Their talisman or mantle gets spookier and more overtly evil as the cult grows. At some point close to where the cult is big enough to summon Nar'sie, they start creating either red light or negative light such as a juggernaut does. Similar to how other cult items work, non-cultists can touch it and pick it up, but it gives them very clear messages that this thing is Very Bad, and attempting to use/wear it regardless of said warning will harm them.

-Perhaps the Talisman/Mantle can be used to create a leader specific Communicate Rune effect, that is a different color from the regular purple, so everyone knows the Boss is talking.

-Three extra leader-only rune ideas:

--A rune so leadership can be passed onto someone else, should the leader need to leave or be forced at swordpoint want to abdicate.

--A rune that lets you summon your mantle, if it gets taken by sec or something? Might need to sacrifice someone to make it work, since it's supposed to be important and not just easily duplicated.

--A special Gathering Rune, that when the cult leader (or someone wearing the mantle) stands on it and activates it, alerts all the other cultists visibly that The Time Has Come. The gathering rune takes a period of time to charge and generates a Bluespace Anomoly announcement from centcommm to alert the station that Bad Things are coming. Cultist can gather around it and chant with the cult leader to reduce the time by clicking on the rune (something that is on a timer so you don't just spam it). Once it is charged, 8 other cultists or constructs need to stand around the Gathering rune to get Nar'sie. This replaces the Summon Nar'sie rune, and cuts out the Surprise Nar'Sie Eats The World ending that happens sometimes on stealthcult rounds. I feel like this would also be more engaging?

-Generally is a much higher profile target than the others, being in a leadership position, but also has more responsibility. They are required to complete the Calling of The Geometer, or at least their mantle is.


And I know this is sorta a separate suggestion, but while we're at it, could we also just make using cult powers take blood, rather than deal micro-damage to your character?


Pleeeease.

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Guest Marlon Phoenix

Cult being in a state of communistic anarchy is cool but it often lacks direction. It tends to get more entertaining and a story tends to develop far more better if there is someone trying to take the reigns and send out minions to accomplish various goals.

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Without a Leader I have come into the problem that people forcibly recruit me and then expect me to know what to do which is really fucking annoying because there is a reason I didn't activate cult in my antag options

I have no idea what to do

so when people command me to do things or yell words at me I am completely thrown off

having a Leader role,especially if they would be needed to initiate new members that would be swell

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All my +1s. The main problem with playing cult is everything is so terribly disorganised, its horrible, and nothing gets done, and it just ends up with a few people carrying the cult. This would stop newbie cultists from ending the round for the cultists, and it would provide a clear leader to give orders. One of the main reasons the cult is always so disorganised is how difficult it is to communicate. Perhaps this leader should be able to communicate like he is using a communicate rune at any time, and he gets a special colour when he does this?

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All my +1s. The main problem with playing cult is everything is so terribly disorganised, its horrible, and nothing gets done, and it just ends up with a few people carrying the cult. This would stop newbie cultists from ending the round for the cultists, and it would provide a clear leader to give orders. One of the main reasons the cult is always so disorganised is how difficult it is to communicate. Perhaps this leader should be able to communicate like he is using a communicate rune at any time, and he gets a special colour when he does this?

 

This could be one of the functions of his Mantle item.

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