Alternate cult end game

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Helios
Joined: Mon May 05, 2014 5:07 pm
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Alternate cult end game

Post by Helios » #619985

As it is, Cult can have a disappointing end game. They have runes, try to convert people. They can delay the shuttle a few times. They can build some bases in mining and other far off corners of the station.
I think that this can extended and formalized.
Have a cult base with a teleport rune set up that cultists can teleport from round start. This is inaccessible to the crew, (except at the end of the round).
Instead of having runes that delay the shuttle 3 times, there would be runes that increased the magnetic charge of the cultist base up to 3 times. With the third ensuring the Escape Shuttle will never reach Centcomm, and instead crash into this base. The game now has 2 end conditions. If all the cultists die, crew wins, counts as a regular escape victory. If the Cultists manage to kill every crew member or get 9 living cultists to stand around a victory rune, they win.
Depending on win rates, adjustments could be made. Like adding a heart of the cult base, that when destroyed causes cultists to lose. Or from the other side, increase the amount of damage crashing does to the shuttle crew.
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Capsandi
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Re: Alternate cult end game

Post by Capsandi » #619987

Lmao thats just reebe again
Timonk wrote:
Wesoda25 wrote:Genuinely think they should be blacklisted.
You have clearly never seen his dick
Lower your tone with me if your tracked play time doesn't look like this:
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EuSouAFazenda
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Re: Alternate cult end game

Post by EuSouAFazenda » #619991

>dissapointing
>summoning nar'sie
what
I remade the beach away mission
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Helios
Joined: Mon May 05, 2014 5:07 pm
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Re: Alternate cult end game

Post by Helios » #619992

EuSouAFazenda wrote: Sat Nov 20, 2021 10:44 pm >dissapointing
>summoning nar'sie
what
Look at the win percentage on cult.
https://sb.atlantaned.space/info/winloss#cult
2/3rd of cult rounds have a disappointing end.
At least this way they will be a climactic final battle.
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wesoda25
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Re: Alternate cult end game

Post by wesoda25 » #619993

Crewmembers triumphing over an existential threat isn’t disappointing.
[this space reserved]
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Pandarsenic
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Re: Alternate cult end game

Post by Pandarsenic » #619996

wesoda25 wrote: Sat Nov 20, 2021 10:56 pm Crewmembers triumphing over an existential threat isn’t disappointing.
Yeah, unless the cult somehow got to eyes or halos and then immediately got trashcanned, it's probably a hard-fought victory against the Stun Hands and cult gear.
(2:53:35 AM) scaredofshadows: how about head of robutts
I once wrote a guide to fixing telecomms woohoo
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Helios
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Re: Alternate cult end game

Post by Helios » #619998

Pandarsenic wrote: Sat Nov 20, 2021 11:13 pm
wesoda25 wrote: Sat Nov 20, 2021 10:56 pm Crewmembers triumphing over an existential threat isn’t disappointing.
Yeah, unless the cult somehow got to eyes or halos and then immediately got trashcanned, it's probably a hard-fought victory against the Stun Hands and cult gear.
Maybe a couple people survive, and manage to delay the shuttle by 15 minutes.
Wow
What a late game
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Helios
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Re: Alternate cult end game

Post by Helios » #621119

Anyways. To follow up. Cults getting halos and eyes was a change added to stop cults from hiding in Maintenance, and not doing anything.
Having a base for them to flee to after that point, so they can have a base where they aren't murdered on sight.
I said the ability would have to be used 3 times for the shuttle to crash into it, and cause the alternative end game.
The first cast would do nothing, but would send a disconcerting message to the crew, like current cult delays cause.
The second cast would cause escape shuttles to immediately crash into the cult base, after being launch. If the cult needs an extra couple people to summon Narsie in the last 3 minutes, this is it.
The last would crash the shuttle.

This base could have unique features. Instead of having cult runes that damage you when stepped on, have one use explosive rune symbols, that act as a small landmine when stepped on by a non-cultist.
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Helios
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Re: Alternate cult end game

Post by Helios » #627623

Here's another suggestion, a cult bear-trap.
Item which can be made from cult foundries, and can be used on the lavaland. Basically when a lavaland mob walks over it, the bear trap latches down, slowly killing the creep. Once the creep is dead, the cultist can walk over the corpse, lay down a new rune, which teleports the resurrected cult version of said creep onto the cultist base, and resets the bear trap allowing the process to happen again.
This would give a further gameplay justification to the affinity between cult and lavaland.
serxule
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Re: Alternate cult end game

Post by serxule » #627660

isnt this literally just clock cult?????
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Re: Alternate cult end game

Post by Googles_Hands » #627671

Yeah, methinks you aren't over ClOCK CULT yet.
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Helios
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Re: Alternate cult end game

Post by Helios » #627718

clock cult had the shuttle crash into the clock cult base for an end of round fight?
I guess I never played that version
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Re: Alternate cult end game

Post by serxule » #627726

the was be portals for the crew to go to the base and stop them from summoning, or the crew dies and they summon, almost exactly like what you said, but with a different way to get there, and also, what about non default shuttles? like meteor shuttle? or if the shuttles already destroyed and no ones alive on it?
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Helios
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Re: Alternate cult end game

Post by Helios » #627812

serxule wrote: Fri Jan 28, 2022 8:10 pm the was be portals for the crew to go to the base and stop them from summoning, or the crew dies and they summon, almost exactly like what you said, but with a different way to get there, and also, what about non default shuttles? like meteor shuttle? or if the shuttles already destroyed and no ones alive on it?
Well considering clockwork cult is dead, and Gang is dead, maybe we can re-use this gameplay structure. Gangs aren't defending their dominator anymore. Clock cult isn't defending their base anymore.
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oranges
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Re: Alternate cult end game

Post by oranges » #628551

Helios wrote: Sat Nov 20, 2021 11:29 pm
Pandarsenic wrote: Sat Nov 20, 2021 11:13 pm
wesoda25 wrote: Sat Nov 20, 2021 10:56 pm Crewmembers triumphing over an existential threat isn’t disappointing.
Yeah, unless the cult somehow got to eyes or halos and then immediately got trashcanned, it's probably a hard-fought victory against the Stun Hands and cult gear.
Maybe a couple people survive, and manage to delay the shuttle by 15 minutes.
Wow
What a late game
maybe if you actually engaged and involved your self in the round you might enjoy it more.
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Helios
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Re: Alternate cult end game

Post by Helios » #628554

Cult eyes and Halos force cultists to engage. I can appreciate that Oranges, that's presumably why the change was made. Too many cultists would hide in maint, try to build up strength, but out of timidness fail to do so, and fail to make a splash. They are involuntarily forced to turn loud at some point. That leads to a battle at the 20 minute mark, cult winning or losing right then and there. 2/3rds of the time they lose, 1/3rd of the time they manage to push the crews shit in and win pretty much on the spot.
For those remaining 2/3rds of rounds, a couple stragglers survive the big fight, and basically run and hide because they are marked men, and cannot take on the crew in a fight.
What I am suggesting is give them the ability to go down in a blaze of glory, with the presumption of converting the crew on their base, while inevitably they die when an escape shuttle who knows the fight that is coming kicks their teeth in.
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