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.
Plant Cult.
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.