Hand of God Re-resurgence.
Posted: Thu May 18, 2017 6:50 pm
Hello, this is Lordpidey, author of everyone's favorite gamemode, devil.
And I'm here to say that I want to work on re-making Hand of God. It has potential, but fell short in practice.
So, before I even write code, I'd like to give my vision for the gamemode, and have some feedback.
NOT A CONVERSION MODE. COMPLETELY NEW PROPOSED MECHANICS.
--------------
In the start of the round, two or more (That's right, no longer limited to 2) players will be rolled up as deities. The deities with a unique random name. And will each have a unique, distinct color.
Each deity will start with four (Number subject to change) followers, who will start with no special powers other than a mutual antag hud.
Each deity selects a home nexus location, with yet to be determined restrictions on locations. And then the deity selects two "realms" for his "portfolio". Each realm may only be selected by one deity. The deity and his believers all gain new abilities for each realm in the deity's portfolio.
Each realm has:
* Two structures.
* One vestment power.
* One ritual.
Powers available to all deities:
-Guidance, Free: Audible message from a nexus or altar.
-Decree, 20s cool-down: Send message to all believers, regardless of location or status. (Even unconscious believers receive the message.)
-Place building, Free: Place down an incomplete structure. Cannot be used if there is an incomplete structure currently down. May be additional restrictions based on the structure.
-Divine ear, Passive: You hear ALL speech that has your name.
Structures available to all:
-Nexus: you only get one of these. If it gets destroyed, the deity dies, leaves behind indestructible remains.
-Altar: Performs all of the same things a nexus does, but can be built, but with no effects upon destruction. Must be within line of sight of an altar or nexus to construct, however, they cannot be placed too close to a nexus or altar. (No blobbing them together)
-Diablerie zone: Can only be constructed when surrounded by four altars. When placed upon a nexus, or nexus remains, kills the deity, and allows the builder to gain one realm from the target's portfolio.
-Summon Garb: Cooldown 30s, poofs a set of appropriate cult robes above one of your altars/nexuses.
Rituals:
-These are a series of actions used to either build or refresh a structure. Simply perform the ritual around a structure, and it will be constructed., or have it's cooldowns reduced (if appropriate). If the structure is a realm structure, you must use the realm ritual. If it's a universal structure, any ritual within domain will work.
vestment powers:
-An ability that is tied to your cult robe/hat. Any follower wearing your garb can use these abilities.
Realms:
Gluttony
-Structures
--Golden Arch: Automatically converts fatness into healing for nearby followers, and makes non-followers more hungry. Must be within line of sight of an altar or nexus to construct.
--Emporium of meat: Infuses all nearby food with a reagent that prevents stuns for followers, and is poisonous to all non-followers. Must be within line of sight of an altar or nexus to construct.
-vestment power:
--Bile: As per the xeno acid power, except it sets hunger to max, and can only be used while well fed.
-Ritual:
--Fully consume an organ (internal or external)
Electricity
-Structures
--Lightning Rod: Randomly hits non-followers with a tazer bolt. Must be within line of sight of an altar or nexus to construct.
--Flesh to signal converter: Allows one follower to ventcrawl, but utilizing power lines instead. Lasts 10 seconds. Must be within line of sight of an altar or nexus to construct.
-vestment power:
--Flow control: While standing on a power cable, throw a tazer bolt.
-Ritual:
--Bring a powered cable to the structure, and feed it X amount of power.
War
-Structures
--Armory: Generates a sword and shield every 5 minutes. Must be within line of sight of an altar or nexus to construct.
--Barracks: Fully heals any follower that lies on it for 30 seconds.
-vestment power:
--Armored: Garb now provides armor.
-Ritual:
--Place a corpse upon the structure, which is then gibbed. (Corpse can be a follower, but usually isn't.)
Travel
-Structures
--Teleport Spire: Basically the same thing as a teleport rune. Must be within line of sight of an altar or nexus to construct.
--Remote altar: Acts as an altar, except it does NOT need to be within line of sight to construct.
-Vestment power:
--Freedom of movement: 60s cooldown, for 10s be immune to slow/stun/knockdown.
-Ritual:
--Travel from structure, to nexus, back to structure.
I will think of more realms later. I am open to suggestions.
=================================
Crew powers:
Holy water will deconvert, just like blood/clock cult. Mindshields prevent conversion.
The chaplain will have some way of determining the names of active deities. (I'm up for suggestions.)
The librarian can lookup a deity's name, and find out what it's portfolio is.
And I'm here to say that I want to work on re-making Hand of God. It has potential, but fell short in practice.
So, before I even write code, I'd like to give my vision for the gamemode, and have some feedback.
NOT A CONVERSION MODE. COMPLETELY NEW PROPOSED MECHANICS.
--------------
In the start of the round, two or more (That's right, no longer limited to 2) players will be rolled up as deities. The deities with a unique random name. And will each have a unique, distinct color.
Each deity will start with four (Number subject to change) followers, who will start with no special powers other than a mutual antag hud.
Each deity selects a home nexus location, with yet to be determined restrictions on locations. And then the deity selects two "realms" for his "portfolio". Each realm may only be selected by one deity. The deity and his believers all gain new abilities for each realm in the deity's portfolio.
Each realm has:
* Two structures.
* One vestment power.
* One ritual.
Powers available to all deities:
-Guidance, Free: Audible message from a nexus or altar.
-Decree, 20s cool-down: Send message to all believers, regardless of location or status. (Even unconscious believers receive the message.)
-Place building, Free: Place down an incomplete structure. Cannot be used if there is an incomplete structure currently down. May be additional restrictions based on the structure.
-Divine ear, Passive: You hear ALL speech that has your name.
Structures available to all:
-Nexus: you only get one of these. If it gets destroyed, the deity dies, leaves behind indestructible remains.
-Altar: Performs all of the same things a nexus does, but can be built, but with no effects upon destruction. Must be within line of sight of an altar or nexus to construct, however, they cannot be placed too close to a nexus or altar. (No blobbing them together)
-Diablerie zone: Can only be constructed when surrounded by four altars. When placed upon a nexus, or nexus remains, kills the deity, and allows the builder to gain one realm from the target's portfolio.
-Summon Garb: Cooldown 30s, poofs a set of appropriate cult robes above one of your altars/nexuses.
Rituals:
-These are a series of actions used to either build or refresh a structure. Simply perform the ritual around a structure, and it will be constructed., or have it's cooldowns reduced (if appropriate). If the structure is a realm structure, you must use the realm ritual. If it's a universal structure, any ritual within domain will work.
vestment powers:
-An ability that is tied to your cult robe/hat. Any follower wearing your garb can use these abilities.
Realms:
Gluttony
-Structures
--Golden Arch: Automatically converts fatness into healing for nearby followers, and makes non-followers more hungry. Must be within line of sight of an altar or nexus to construct.
--Emporium of meat: Infuses all nearby food with a reagent that prevents stuns for followers, and is poisonous to all non-followers. Must be within line of sight of an altar or nexus to construct.
-vestment power:
--Bile: As per the xeno acid power, except it sets hunger to max, and can only be used while well fed.
-Ritual:
--Fully consume an organ (internal or external)
Electricity
-Structures
--Lightning Rod: Randomly hits non-followers with a tazer bolt. Must be within line of sight of an altar or nexus to construct.
--Flesh to signal converter: Allows one follower to ventcrawl, but utilizing power lines instead. Lasts 10 seconds. Must be within line of sight of an altar or nexus to construct.
-vestment power:
--Flow control: While standing on a power cable, throw a tazer bolt.
-Ritual:
--Bring a powered cable to the structure, and feed it X amount of power.
War
-Structures
--Armory: Generates a sword and shield every 5 minutes. Must be within line of sight of an altar or nexus to construct.
--Barracks: Fully heals any follower that lies on it for 30 seconds.
-vestment power:
--Armored: Garb now provides armor.
-Ritual:
--Place a corpse upon the structure, which is then gibbed. (Corpse can be a follower, but usually isn't.)
Travel
-Structures
--Teleport Spire: Basically the same thing as a teleport rune. Must be within line of sight of an altar or nexus to construct.
--Remote altar: Acts as an altar, except it does NOT need to be within line of sight to construct.
-Vestment power:
--Freedom of movement: 60s cooldown, for 10s be immune to slow/stun/knockdown.
-Ritual:
--Travel from structure, to nexus, back to structure.
I will think of more realms later. I am open to suggestions.
=================================
Crew powers:
Holy water will deconvert, just like blood/clock cult. Mindshields prevent conversion.
The chaplain will have some way of determining the names of active deities. (I'm up for suggestions.)
The librarian can lookup a deity's name, and find out what it's portfolio is.