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Cult of the Blob - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Cult of the Blob (/showthread.php?tid=12253) Pages:
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Cult of the Blob - Podrick Equus - 05-21-2019 [Edit: Added a bunch of suggestions to the game mechanics. I suppose you could consider this an alternative game mode, rather than a rework] Many people I've seen in discussion about the Blob seem to view it unfavorably as an antagonist as it is usually "not very fun" to play against, even when you are winning. I had an idea that might remedy that, and I'm ready for it to be torn to shreds. As many of you probably know, some other servers have a Blood Cultist as an antagonist. The goal of the cultist is to sacrifice people to summon a dark god to wreak havoc on the station. When I read about it, I had a thought: What if we had something like that, but instead of worshiping a dark god, they worshiped the Blob instead? The purpose of this "Cult of the Blob" would be simple: Ensure that their gelatinous master grows and devours the entire station. In regards to how this might actually work as far as game mechanics go, I have the following thoughts.
The hope behind this idea is that it'd make the Blob more fun and interactive as a whole. I hope that this is interesting enough to warrant discussion. RE: Cult of the Blob - UrsulaMejor - 05-21-2019 a Crew of 40 peeps would mean 4 cultists, I.e, 5 free nuclei. that's a pretty huuuuuuge buff out the gate. hard pass on that ability involving more people makes it pretty fun, though I'm not sure this is the way to do it RE: Cult of the Blob - Podrick Equus - 05-21-2019 The Cultists would not be able to create more Nuclei unless all of the Nuclei are dead, and even then they could not make more than one at a time. (And they'd have to sacrifice one of themselves to do it) And yeah, the idea was to try to involve more people. RE: Cult of the Blob - MrMagolor - 05-22-2019 This seems cool, but: it doesn't really make sense to call it a "cult" if there's no way at all to convert people to their "religion". RE: Cult of the Blob - Podrick Equus - 05-22-2019 (05-22-2019, 05:52 AM)MrMagolor Wrote: This seems cool, but: it doesn't really make sense to call it a "cult" if there's no way at all to convert people to their "religion". That's a good point. Perhaps if, instead of just being able to revive dead cultists, the Blob could expend a large amount of resources to revive someone that it has consumed into an additional cultist? That would both add a way to "convert" people (The Blob would have to absorb their body) and it'd give dead players something to look forward to. RE: Cult of the Blob - MrMagolor - 05-22-2019 (05-22-2019, 07:43 AM)Podrick Equus Wrote:(05-22-2019, 05:52 AM)MrMagolor Wrote: This seems cool, but: it doesn't really make sense to call it a "cult" if there's no way at all to convert people to their "religion". But, y'know, as is the issue with all conversion game-types, people will just throw themselves into the blob to be converted into an antag. RE: Cult of the Blob - Podrick Equus - 05-22-2019 Okay, that's also a good point. What would you suggest then? RE: Cult of the Blob - FULLDEMOCRATICCOMMUNISTFASCISM - 05-22-2019 What if being a blobman sucks, but not as much as being not converted (dead). Like somehow when it starts to adsorb you or whatever you can either be converted or die. While conversion will come with some cool perks like not being dead and maybe even the revival thing it would still have some debuffs making it undesirable such as maybe: * Automated security systems like guardbuddies going after you. * The emergency shuttle re-routing into the sun if there's only you and other beings like you on it. * Security killing you on-sight. * Slowness. * Losing health and/or the ability to regain HP when you're far away from the blob. * Synths no longer considering you "human". * The HoS activating a self-destruct if command become compromised. (I still think the station should have a nuke but that's a different story.) RE: Cult of the Blob - Studenterhue - 05-22-2019 (05-22-2019, 05:56 PM)Podrick Equus Wrote: Okay, that's also a good point. What would you suggest then? MBC once discussed some really interesting thoughts about conversion antags through the lens of general game design. Basically, the general idea is that you have to somehow be "worse" off after you converted. For example, zombie thralls need on blood. Flockdrones are weak to brute damage, the conversion process takes a good while, and the flock is just as likely to kill you for resources as to convert you (this, of course, applies to all antags). In the defunct Martian mode, the Martians had less equipment slots, less health, and were generally kinda janky (though this is really unintended). Mindslaves and revs are at the mercy of their controller, but this is a bit iffy because the latter tends to be pretty merciful these days. Gang in is an exception in that it limits of the number of people able to become antag. Personally, I'd recommend that the cultists become gradually less human and more blob-like as their blobby blob god of blobs's influence over them grows. Since we're dealing something entirely alien and nonhuman and are absolutely not in any way bound to "lore" or realism, we've room for some really crazy, unconventional, and, most importantly, unique downsides. Some ideas:
RE: Cult of the Blob - Wisecrack34 - 05-23-2019 I like the overall, general idea, hope it gets added once all the kinks are worked out. I think it'd be pretty cool if they constantly were losing health when not within a certain range of the blob, when they are then said damage would be healed. This would allow members to jump between attacking the crew, gathering supplies, destroying weapons and defending the blob. This would also prevent blob membrainers from f-ing off to the adventure zone or something. Yeah they can survive there but there ain't no blob there to keep em from falling apart due to hasty construction. I also like the idea of them getting more blobby as time goes on, though I feel that this should act as more of a buff/reward for surviving longer that has a number of downsides dealing with dehumanization, maybe even have a small skill tree that bloblets can go through to "pick their class" as they grow on. Some potential upgrades could be that your pockets can be used without clothes and eventually even be used as hands themselves, you can heal yourself instantly of homesick damage by touching the blob, maybe have a fire resistance trait that lowers your overall durability by 25% but makes you take half fire damage? Lots of potential options for blumans RE: Cult of the Blob - Podrick Equus - 05-24-2019 I've updated the initial post with a bunch of suggestions, thanks everyone! RE: Cult of the Blob - Recusor - 05-24-2019 seems like a neat idea. Also, it might make sense to have something similar to gangs where only a certain amount of blob-ists are available at a time, maybe that can be upgraded using EVO points too? RE: Cult of the Blob - Podrick Equus - 05-24-2019 (05-24-2019, 09:53 AM)Recusor Wrote: seems like a neat idea. Also, it might make sense to have something similar to gangs where only a certain amount of blob-ists are available at a time, maybe that can be upgraded using EVO points too? That's probably for the best. I'm not sure how high the limit should be, I'm not very good at precise balancing. RE: Cult of the Blob - Wisecrack34 - 05-24-2019 1 per 50 tiles? RE: Cult of the Blob - Recusor - 05-24-2019 maybe even like 2 or 3 per nucleus? |