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[MERGED PR] Adds chaplain mechanic 'faith'. Uses it for healing
#3
not a fan of:
- infinite magazine size
- it being chaplain only now. theres no point stealing it
- no reloading full stop
- magic kinetics (it may as well be an egun)
- boom or bust (useless or possibly overpowered)

while i'm a fan of the faith mechanic i'd rather it didn't change how ammo worked, but instead the projectiles itself like a damage bonus.

reason being, kinetics are in a unique place on goon, where people want to just blast folk with them a crapton until it goes click. mostly because it kills people quickly. ideally, to limit this, ammunition is always fairly limited/awkward to manipulate. this really breaks that convention.

my suggestion:
- revert to standard 4 .22 rounds, allowing non-chaplains to shoot it again.
- make it so when a chaplain fires it, it burns 33% of your current faith to:
- increase the damage logarithmically based on current faith (hard-capping at 50 damage, granting it a hard to sustain 2-h-KO, when at maximum strength)
- if faith is above some number, give it a new projectile sprite, and maybe turn the implant type implicitly into a subtype of silver bullets (named 'blessed' bullets)

- integrate faith (the number) with more of chaplain's equipment. its not guaranteed you want to shoot people, but it is guaranteed we want to encourage sermons or at least visits.

---
like leah suggested, perhaps its useful making bible beatings have better effects, too. high faith chaplains could expend faith to give status effect buffs with bible beatings. holy water vessels could have a custom, bespoke check for if the splasher is a chaplain, then also do fancy stuff as you splash people. soul candles could provide faith etc. etc.


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RE: [PR] Chaplain's gun 'faith' rework - by TDHooligan - 01-08-2024, 04:53 PM

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