CoxCult: Make cult great again
Posted: Wed Feb 24, 2016 2:16 am
Cult has been through many iterations since its creation, and based on the poll on the feedback board, it's safe to say that "newcult" is by far the least popular version. It removed all the flavor from the mode, and made it the bastard child of gang and ops. A new version that fixes the issues of oldcult while maintaining the feel and flavor of the mode is an imperative. I've read through the feedback thread, and based on those suggestions I've come up with some changes to cult that address some of the issues oldcult had, while making it still feel like cult. Note that these suggestions are made with oldcult in mind. I'm assuming that newcult will be scrapped entirely. Under each suggestion is a list of the issues that I had in mind when I came up with it.
The Vessel
At the start of the round, one of the cultist will be selected as the Vessel of Nar'sie. The Vessel will be the only cultist that spawns with a talisman; all the regular cultists will start with only a tome. If the total number of cultists and constructs is less than two more than the starting number, the Vessel will count as two cultists for rune magic. Also, they will be able to create runes without a tome, which makes them harder to detect if captured as they will not have a tome to give them away. If Nar'Sie is summoned in the round, the Vessel will need to stand in the middle of the summon rune, and will become and control Nar'sie if the summoning is successful. The Vessel is the leader of the cult, and their word is law. If the Vessel is killed or deconverted, Nar'sie will gib them for their failure, which will deal severe brute damage to anybody around them. Then, a new Vessel will be randomly selected among the remaining cultists. Consideration for the role will be able to be toggled on or off in preferences.
New Runes
As it stands, we only have one sacrifice rune. I propose that we have a standard "sacrifice" rune that gives you a soulshard with the victim's soul in it and a rune, and we have other sacrifice runes, all with varying effects. They would be a class of their own. One rune could kill the victim and create a temporary power outage. Another could EMP all the energy weapons on the station. Adding a cost to some runes would allow us to create more dramatic ones without having to worry about balance. Construct shell, blade, and armor runes will require some material placed on them to function. Imbue runes are out completely, along with other useless runes. Research will be stupidly simple: sac guy, get new rune, all tomes automatically updated.
Vengeful Spirits
For reasons that still elude me, conversions in cult is controversial. One camp wants easy conversion, which will lead to the station being all cult or implanted, just like rev. The other wants difficult conversions and for people to fight in deadchat for 40 minutes. I propose that a third party be introduced to cult: vengeful spirits.
These vengeful spirits will have a chance to be created when the cult uses a rune that sacrifices the victim without trapping their soul in a shard, with varying percentages per rune used. Sacrificed souls will be unable to move on to the afterlife after being so violently torn from their bodies, and will remain as revenant-like spirits. They will function similarly to revenants, perhaps with some tweaks to their abilities to account for their numbers. They will have one objective: to sabotage the cult wherever possible. The purpose of this role is to add an additional cost to the new sacrifice runes, and to give roles to ghosts.
The Vessel
- Leadership
- Stunpaper
- Early Conversion
At the start of the round, one of the cultist will be selected as the Vessel of Nar'sie. The Vessel will be the only cultist that spawns with a talisman; all the regular cultists will start with only a tome. If the total number of cultists and constructs is less than two more than the starting number, the Vessel will count as two cultists for rune magic. Also, they will be able to create runes without a tome, which makes them harder to detect if captured as they will not have a tome to give them away. If Nar'Sie is summoned in the round, the Vessel will need to stand in the middle of the summon rune, and will become and control Nar'sie if the summoning is successful. The Vessel is the leader of the cult, and their word is law. If the Vessel is killed or deconverted, Nar'sie will gib them for their failure, which will deal severe brute damage to anybody around them. Then, a new Vessel will be randomly selected among the remaining cultists. Consideration for the role will be able to be toggled on or off in preferences.
New Runes
- Impactful runes
- Fewer items
- Research
As it stands, we only have one sacrifice rune. I propose that we have a standard "sacrifice" rune that gives you a soulshard with the victim's soul in it and a rune, and we have other sacrifice runes, all with varying effects. They would be a class of their own. One rune could kill the victim and create a temporary power outage. Another could EMP all the energy weapons on the station. Adding a cost to some runes would allow us to create more dramatic ones without having to worry about balance. Construct shell, blade, and armor runes will require some material placed on them to function. Imbue runes are out completely, along with other useless runes. Research will be stupidly simple: sac guy, get new rune, all tomes automatically updated.
Vengeful Spirits
- Rune balance
- Muh conversion
For reasons that still elude me, conversions in cult is controversial. One camp wants easy conversion, which will lead to the station being all cult or implanted, just like rev. The other wants difficult conversions and for people to fight in deadchat for 40 minutes. I propose that a third party be introduced to cult: vengeful spirits.
These vengeful spirits will have a chance to be created when the cult uses a rune that sacrifices the victim without trapping their soul in a shard, with varying percentages per rune used. Sacrificed souls will be unable to move on to the afterlife after being so violently torn from their bodies, and will remain as revenant-like spirits. They will function similarly to revenants, perhaps with some tweaks to their abilities to account for their numbers. They will have one objective: to sabotage the cult wherever possible. The purpose of this role is to add an additional cost to the new sacrifice runes, and to give roles to ghosts.