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Hand of God Re-resurgence.

Posted: Thu May 18, 2017 6:50 pm
by pidey
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.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:15 pm
by InsaneHyena
>Hi, guys, how do you feel about another god-based conversion mode?
One is enough.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:17 pm
by iamgoofball
think of this as populus the gamemode

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:18 pm
by DemonFiren
InsaneHyena wrote:gods no

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:18 pm
by danno
people don't listen to you with large text any more than they do with normal text
you autistic fucking idiot

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:20 pm
by Armhulen
To be fair, Hand of God is really really cool

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:32 pm
by ShadowDimentio
Armhulen wrote:To be fair, Hand of God is really really cool
I literally never saw it actually working, the mode was completely broken.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:33 pm
by Armhulen
ShadowDimentio wrote:
Armhulen wrote:To be fair, Hand of God is really really cool
I literally never saw it actually working, the mode was completely broken.
I saw it working once maybe twice and holy shit is it cool when it's working

There's like a base with a bunch of people wearing comical hats like YES

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:34 pm
by onleavedontatme
You have to remove one of the following if you want to add another conversion mode

Rev

Gang

Clock Cult

Cult

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:35 pm
by Armhulen
Kor wrote:You have to remove one of the following if you want to add another conversion mode

Rev

Gang

Clock Cult


Cult

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:35 pm
by Armhulen
gee what a hard choice

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:35 pm
by InsaneHyena
Clock Cult
Let's do this.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:35 pm
by pidey
Armhulen wrote:
ShadowDimentio wrote:
Armhulen wrote:To be fair, Hand of God is really really cool
I literally never saw it actually working, the mode was completely broken.
I saw it working once maybe twice and holy shit is it cool when it's working

There's like a base with a bunch of people wearing comical hats like YES
Well, with my proposed changes, there won't be as much of a themeatic appearance. Perhaps if I tied the follower abilities to equipment, rather than membership, it would be more distinctive like that.

The changes I made, with portfolios/realms is to help make it so that cults aren't the same.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:37 pm
by Armhulen
PLEASE MAKE FOLLOWERS HAVE TO WEAR SILLY HATS AND FUNNY MASKS. IT'S A CULT NOT THE LIBRARIAN'S BOOKCLUB.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:38 pm
by pidey
Okay. Perhaps I will tie follower abilities to hats, and you can switch which ability at the nexus?

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:39 pm
by Armhulen
the deity should be able to bless tiles to have special effects the followers get when they stand on them

and the deity gets to choose how the tile looks


and, in general, the deity should be able to grant abilitys less in a loadout as you described but build it in their own playstyle, maybe grab healing perks one time but others maybe bless the hats with lighting bolts or something like that.
Spoiler:
>hat gives you stungloves

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:40 pm
by DemonFiren
theme hand of god as cuck cult vs blyat cult
remove cuck cult and blyat cult as independent modes
everybody's happy

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:42 pm
by InsaneHyena
>Cult now shares gamemode with cuck cult
No one is going to be happy.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:44 pm
by DemonFiren
InsaneHyena wrote:>Cult now shares gamemode with cuck cult
No one is going to be happy.
I will be, and I will be laughing like a maniac.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:45 pm
by Armhulen
DemonFiren wrote:
InsaneHyena wrote:>Cult now shares gamemode with cuck cult
No one is going to be happy.
I will be, and I will be laughing like a maniac.
you stand alone lizard

go back to the jungle

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:53 pm
by lzimann
No more conversion gamemodes.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:54 pm
by Armhulen
why is this conversion anyways why don't we just have a set amount of followers at roundstart

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:54 pm
by Armhulen
My idea just saved you from two weary site admins

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:56 pm
by pidey
Hmm, removing conversion entirely could work. It might be fun.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:56 pm
by Armhulen
Instead of kidnapping people they'd have to steal rare artifacts to please~~~~~~~~~~ their god

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 7:59 pm
by captain sawrge
im retarded?

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 8:00 pm
by Armhulen
captain sawrge wrote:posting itt for posterity when op ignores kor's warning and has a meltdown when his pr gets denied in a month
pidey wrote:Hmm, removing conversion entirely could work. It might be fun.

fie fi fo fum

i smell captain sawrge scum

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 8:00 pm
by Qbopper
iamgoofball wrote:goofposting
danno wrote:people don't listen to you with large text any more than they do with normal text
seriously

doing this just makes people think you're annoying

also
lzimann wrote:No more conversion gamemodes.
fuck, please, listen to the people telling you not to do a conversion gamemode

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 8:01 pm
by Armhulen
Qbopper wrote:
lzimann wrote:No more conversion gamemodes.
fuck, please, listen to the people telling you not to do a conversion gamemode
WHAT IS WRONG WITH YOU PEOPLE
pidey wrote:Hmm, removing conversion entirely could work. It might be fun.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 8:07 pm
by pidey
Yeah, I've decided, it won't be a conversion mode, EXCEPT one realm will allow a deity to convert, but only if they're down followers.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 10:57 pm
by Qbopper
Armhulen wrote:
Qbopper wrote:
lzimann wrote:No more conversion gamemodes.
fuck, please, listen to the people telling you not to do a conversion gamemode
WHAT IS WRONG WITH YOU PEOPLE
pidey wrote:Hmm, removing conversion entirely could work. It might be fun.
I can read, why do you think I said
fuck, please, listen to the people telling you not to do a conversion gamemode
I hadn't seen the OP be edited to say that is was no longer being pitched as a conversion mode, "hmm good idea" is pretty noncommittal and I was showing my support

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 11:00 pm
by BeeSting12
HoG was shit, saying this from experience. It'd take a ton of work to make it halfway decent, but you don't have that high of a bar to make it better than clock cult either way.

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 11:31 pm
by onleavedontatme
Guess I should have written "team death match mode in which security inevitably genocides the crew unless they red alert at 22 minutes and leave" instead of "conversion mode" in my ultimatum

Re: Hand of God Re-resurgence.

Posted: Thu May 18, 2017 11:35 pm
by Lazengann
Swap it with clock cult

Re: Hand of God Re-resurgence.

Posted: Fri May 19, 2017 12:04 am
by Armhulen
Kor wrote:Guess I should have written "team death match mode in which security inevitably genocides the crew unless they red alert at 22 minutes and leave" instead of "conversion mode" in my ultimatum
change this or i close it later on

ok

no no, you're supposed to drop the entire idea because i don't like it, not change it goyim

Re: Hand of God Re-resurgence.

Posted: Fri May 19, 2017 1:10 am
by oranges
don't bother starting

Re: Hand of God Re-resurgence.

Posted: Fri May 19, 2017 1:26 am
by pidey
Okay, I'll trust your judgement Oranges.

Re: Hand of God Re-resurgence.

Posted: Fri May 19, 2017 1:28 am
by TheColdTurtle
Dont trust the fruit!

Re: Hand of God Re-resurgence.

Posted: Fri May 19, 2017 1:39 am
by pidey
He has magical maintainer powers. Mere mortals cannot comprehend the ways of the spherical citrus. We must all bend knee to his will!

Re: Hand of God Re-resurgence.

Posted: Fri May 19, 2017 1:51 am
by oranges
TheColdTurtle wrote:Dont trust the fruit!
with all the mad over clockcult and gang changes it's not worth it right now bro

Re: Hand of God Re-resurgence.

Posted: Fri May 19, 2017 1:58 am
by TheColdTurtle
Oranges wrote:
TheColdTurtle wrote:Dont trust the fruit!
with all the mad over clockcult and gang changes it's not worth it right now bro
I know, I just had a soft spot for HoG. Maybe one day it will get created and polished, after gang is removed.

Re: Hand of God Re-resurgence.

Posted: Fri May 19, 2017 5:14 am
by Armhulen
TheColdTurtle wrote:
Oranges wrote:
TheColdTurtle wrote:Dont trust the fruit!
with all the mad over clockcult and gang changes it's not worth it right now bro
I know, I just had a soft spot for HoG. Maybe one day it will get created and polished, after gang is removed.
my man

Re: Hand of God Re-resurgence.

Posted: Mon May 22, 2017 4:55 am
by Oldman Robustin
Hand of God was easily the least redeemable and most poorly thought out mode that we've had, though its not reassuring that the creator here made another contender for that category.

I'm not Clock Cult's biggest cheerleader but it gets the HoG mechanics down better than HoG ever did, albeit it lacks the antag v. antag aspect. I've ranted about it before but there was just so much shittiness to HOG I can't fathom why people would want it to return - if I had to write a guide on how to not design a conversion mode I would just hand them the PR for HOG and say "dont do any of this shit".

Also I'm taking up Gang's banner (2 major PR's for it just got added this evening) and I'm reallllly confident its going to be good after a few more changes. Its almost guaranteed that we're at least going to trial removing security from Gang War the only hold up is I'm having to design a new role that will help fill the void created by security (I'm calling it the Vigilante). With sec gone and so much changes, it's barely fair to even pretend Gang War is the same mode it used to be and will break the typical conversion archetype.

Re: Hand of God Re-resurgence.

Posted: Mon May 22, 2017 6:31 am
by ShadowDimentio
Clockcuck is pretty bad but at fucking least the mode had basic functionality such as picking people to be the antagonists when it was merged.

I shit you not when HoG got testmerged it only rolled for people to play the gods, no prophets. You got to place a pylon and then do absolutely nothing because you had no followers. Adminbus was no help either 'cause they had no idea how to turn someone into one.

But yeah guys we totally need more of this we should bring it back