09-22-2023, 12:42 AM
(09-21-2023, 02:12 PM)Waffleloffle Wrote: I like censers a lot (especially if you can use them as a makeshift flail) but it feels weird to have herbalism as a whole tied to the chaplain, who is neither the dedicated Plant Guy nor the dedicated Healing Guy. if something like it is implemented I'd much prefer it to be something any weirdo with a dream can do if they buy the equipment from cargo or something.
though, in general, in-depth poultice making and handcrafted alcohol brewing feel like exceptionally strange fits for the cartoon sci-fi setting of ss13, honestly?? if you want to play a game with mechanics like that there's a couple of mods for the game vintage story that'll be right up your alley
The idea I was flowing with here that, yes, chaplain isn't the dedicated "anything guy". Mostly does his own thing unless asked upon in rare situations, and half the shifts don't have a chaplain because they just don't have much to do. Introducing systems that are existent, but never the perfect solution (maybe even with drawbacks) are, in my mind the best way to take chaplains.
With how silly and coofy and "low-fi sci-fi" many parts of SS13 are, I'd argue it wouldn't look too out of place, particularly if it's in a chapel, which is oftentimes the least Sci-Fi part of the entire station, often having wooden floors and benches.
I've played Vintage Story, good game, though this is less about what I want to do and more about making the chaplain more fleshed out mechanically. If that comes in the form of these changes, that's secondary, you are free to suggest alternatives of course.
(09-21-2023, 09:53 PM)AgrippaHera Wrote: I love new stuff for chaplain. I do worry, though that brewing is a bit too similar to chem/medbay's job (don't get me wrong, I love the flavor.) I think I like the sound of incense more (and censers, woo!).
Anything that gives the chaplain something to do all round is great, so I'd love to see the chaplain be able to make interesting incenses to help the station. What if incense gave niche AOE effects (like the interdictor)? Stuff like cleaning-over-time AOE, oxygen producing candle (these are real!), AOE that makes plants need to be watered less. These idea might suck, but you get the gist!
(im incredibly tired so i hope this post makes sense)
Brewing, if anything, would step on the toes of botany or barkeeper more than Science/Medbay, but the worry is warranted to a degree.
Censers are cool, but my main concern is that, while they are a neat new tool for the chaplain to use, they don't really strike me as a new mechanic. Save for what kind of chem you put in censers, it doesn't really give the chaplain more to do, it just makes him to the same things as before, but now he's waving a censer around. Don't get me wrong, the idea is cool, I did list it for that reason and I want to implement, I just think chaplain needs more than censers.
(09-22-2023, 12:15 AM)Dhaidburt Wrote: I really like the flavor idea of giving chaplains the ability to make special booze! Only recently learned that apparently they made beer during a religious fast because 'its just bread water'. I also don't think it needs much mechanical purpose beyond getting smashed, we all know the stereotypes for botany and normal weed barely has any mechanical upsides.
I will note that each of these ideas has you directly interacting with botany in some shape or form, which is great on maps like Cog1 but an absolute pain on maps like Kondaru
The religious traditions of brewing alcohol, be it beer, ale, mead or wine, go back centuries and are very iconic. I'm 100% with you that even if it doesn't produce anything new and mainly serves as a way of getting hammered, it still gives a new mechanic for chaplains to interact with.
I don't think getting the right herbs will be the biggest problem, but on that note, I was working on a Botanty-Kitchen dispensary link, which was almost done. Ultimately would be easy to place this in more accessible locations for the chaplain.