Rework Cult

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wesoda25
Joined: Thu Aug 10, 2017 9:32 pm
Byond Username: Wesoda25

Rework Cult

Post by wesoda25 » #503687

Objective wise...

Since dynamic is on its kinda fucky with interactions. It'd be much better if cult didn't have a summon objective. Instead give them objectives such as "Convert X amount of crewmembers to the faith!" "Escape with X amount of cultists aboard the escape shuttle!" "Sacrifice this guy, that guy, and that other guy to Nar Sie!". So in a way kinda like older cult.

Also replace blood boil with mass timestop or something, like a 40 tile radius for 10 seconds the freezes non cult, and cult is given a super big slowdown while cult leader can move at nearly full speed. kinda bad idea tho maybe not just blood boil is kinda lame

Introduce a mechanic where you need X amount of sacrifices to unlock spells, give some sort of reward if you sacrifice a cultist (minor regen for cult, cool spells, etc).

Basically all this because the idea of traitors wilding with a fanatic cult trying to grow their numbers sounds better than traitors wilding and a fanatic cult wilding. Might make some people happier since there won't be any overarching goal as cult other than teamwork and to try and avoid detection. If cult was reworked this way it'd have to be pretty heavily nerfed, since cult wouldnt need as much power anymore.
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