Plant Cult (New Gamemode Suggestion)
Posted: Thu Jul 12, 2018 12:19 am
Hey, ArcaneMusic here. You may know me from Bagil, complaining in deadchat, or bringing this up a few times in OOC. Here's that Plant Cult Design Doc I mentioned so you all can trust that I'm no dirty dirty liar who lies like a liar.
Note: As someone who understands Programming, but has LITERALLY JACK SHIT understanding of Byond's ancient Spaghetti Code, I can assure you I don't have the means of implementing this into the game just yet, and as such, this all remains just a suggestion. Should anyone want to work on this seriously, please by all means. I am but a poor Blood Cult power gamer and shit poster, and won't have any issue with someone turning this into a project.
Water would be slowly drained from any container placed onto the grand seed’s growths, draining at about 1000 units of liquid per minute, or ~16.6 units per second. This places great emphasis on areas of the station such as hydroponics/Janitor’s Closet/The Bar, which are capable of filling these requirements themselves. Tiles such as Showers/Sinks would need to drain water slower, as they are independent of power and could very quickly finish this requirement.
For nutrients, this is intended to be the last thing you would be able to accomplish. Effectively, anything with biomass or organic value would be acceptable to be feed to the Grand seed for this, making the highest value target here a combination of chemistry, hydroponics, and the kitchen, again. Anything from cloth, plants, fertilizers from chemistry, blood from virology, all of this would make for a good sacrifice to the plant god. The ideal sign that there’s a plant cult would be the crew wondering why there’s no food in any of the vending machines, why there’s no water coming from the faucets, and that there’s a strange lack of any bandages in any of the medkits.
Once the Plant god has acquired a certain number of each of the requirements, he bursts forth, able to consume not just organic, but inorganic life as well, spreading his spores across the station and enveloping the sector into plantlife.
This is the part I’m still the furthest from finishing, as I’m clearly no expert on what is or is not balanced, and as such, I’m going to only provide the best I can for ideas, and leave that for an angry mob of admins to figure out later.
As the grand seed, you act as a combination of the Gang Boss/Blob Overmind/Nar'sie Artificer for the plant cult. While you have to have a high quantity of the three resources to win the round, you must use these resources to purchase equipment/upgrades for the plant cultist goons. Each plant cultist begins with a Briarheart (Like from skyrim, I know, not a lot of resources I could think of here) implanted in the place of their heart at roundstart. Visually, this isn’t distinguishable from the regular crew unless you’re having the heart removed. As the round progresses, you can purchase genes to upgrade the Briarhearts within each cultist, giving unique equipment and biological based tools to help increase resource collection as well as in the defense of the grand seed. Below is a table of all the tool ideas, with costs to be decided later.
If you have any thoughts, ideas, etc, I'd love to hear them. What with all the shittery about "Blood Cult has a 90% win rate" and with the semi-permanent removal of Gangs and Clock Cult, I'd love to see a new game mode being introduced to the codebase.
Note: As someone who understands Programming, but has LITERALLY JACK SHIT understanding of Byond's ancient Spaghetti Code, I can assure you I don't have the means of implementing this into the game just yet, and as such, this all remains just a suggestion. Should anyone want to work on this seriously, please by all means. I am but a poor Blood Cult power gamer and shit poster, and won't have any issue with someone turning this into a project.
Without further ado,
Plant Cult.
Plant Cult.
Premise:
The plant god (No name yet) is attempting to bloom/emerge on the station as it’s the most dense source of biological life in the system. The plant god will begin by choosing a set number of crew members into the station as a “sleeper cell” in order to drain, and eventually overtake the station to fully bloom into the station as a whole. The intent here is to take some of the interesting components of Kudzu planting, and actually bring it into the game as a real roundtype as opposed to the usual “kill it before it kills us” situation kudzu always results in. As the plant cult, one member of the cult must be voted to pop, in a similar manner to the blob roundtype, as the grand seed. The grand seed must be kept hidden, but also must receive constant care and a supply-line of “nutrients” in order to keep growing. To incentivize holding the round off from typical conversion round griefing as a cultist, the ability to consume nutrients from dead humans and/or protein sources would be held off from until the later/last stage of the plants growth.Win Condition:
The grand seed needs to be highly accessible, yet also must remain hidden from the crew for as long as possible. The grand seed, as a result, must be protected, and once popped from a crew member, will begin a gradual, slow conversion of the station from where it’s planted. The conversion is directly controlled by the grand seed, and too much growth will lead to the cult having to go loud, which the cult is not nearly as capable of defending from as blood cult or clock cult. However, the grand seed is effectively playing a tower defense mode than as the eminence or the blob. In order for the Grand seed to bloom, the seed needs an immense amount of Light, Water, and Nutrients each. As lights are typically not found in any place where you’d probably pop as Grand Seed, Non-popped members of the cult would need to cultivate either Glowshrooms, electricity heavy Floodlights, or quite simply greenrooms brightly in the middle of maint for the Grand seed to farm off of. The highest target areas for this requirement would be engineering or science based on their resource abundance.Water would be slowly drained from any container placed onto the grand seed’s growths, draining at about 1000 units of liquid per minute, or ~16.6 units per second. This places great emphasis on areas of the station such as hydroponics/Janitor’s Closet/The Bar, which are capable of filling these requirements themselves. Tiles such as Showers/Sinks would need to drain water slower, as they are independent of power and could very quickly finish this requirement.
For nutrients, this is intended to be the last thing you would be able to accomplish. Effectively, anything with biomass or organic value would be acceptable to be feed to the Grand seed for this, making the highest value target here a combination of chemistry, hydroponics, and the kitchen, again. Anything from cloth, plants, fertilizers from chemistry, blood from virology, all of this would make for a good sacrifice to the plant god. The ideal sign that there’s a plant cult would be the crew wondering why there’s no food in any of the vending machines, why there’s no water coming from the faucets, and that there’s a strange lack of any bandages in any of the medkits.
Once the Plant god has acquired a certain number of each of the requirements, he bursts forth, able to consume not just organic, but inorganic life as well, spreading his spores across the station and enveloping the sector into plantlife.
Tools:
This is the part I’m still the furthest from finishing, as I’m clearly no expert on what is or is not balanced, and as such, I’m going to only provide the best I can for ideas, and leave that for an angry mob of admins to figure out later.
As the grand seed, you act as a combination of the Gang Boss/Blob Overmind/Nar'sie Artificer for the plant cult. While you have to have a high quantity of the three resources to win the round, you must use these resources to purchase equipment/upgrades for the plant cultist goons. Each plant cultist begins with a Briarheart (Like from skyrim, I know, not a lot of resources I could think of here) implanted in the place of their heart at roundstart. Visually, this isn’t distinguishable from the regular crew unless you’re having the heart removed. As the round progresses, you can purchase genes to upgrade the Briarhearts within each cultist, giving unique equipment and biological based tools to help increase resource collection as well as in the defense of the grand seed. Below is a table of all the tool ideas, with costs to be decided later.
If you have any thoughts, ideas, etc, I'd love to hear them. What with all the shittery about "Blood Cult has a 90% win rate" and with the semi-permanent removal of Gangs and Clock Cult, I'd love to see a new game mode being introduced to the codebase.