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[MERGED PR] Adds chaplain mechanic 'faith'. Uses it for healing
#7
At 1st I like this idea, but people make good reasoning on why it would be dumb for the chaplain.

I do like the suggestion of "Faith gives better healing" insted.

Infact... let's build on that.

Faith mechanics now generate increased bible healing powers by 25% per 8 minutes.
More people in the chapel the stronger your healing becomes overtime.
At 200% power your holy water can cure diseases and the such too.
at 300% power you will never "accidentally" smack a person or yourself anymore. The bible only heals now.
at 400% power you can cure mutations
at 1000% power you can bring back the dead (if the corpse ain't rotten) with bible smacking + holy water.
at 2000% power you can give a strong regenrative aura by smacking people with a book.

And that's it for now.

On classic you will gain: 175% if no one comes to the chapel. (total 275%)
On rp you will gain: 275% if no one comes to the chapel. (total 375%)

Now this is just a "suggestion" for it.
But this would make the chapel a good second place for healing then medbay. It lowers the stress on medbay, while increasing stuff to do for the chapel.

Ooh right... the healing power does increase the HP gained from the bible healing.
It would probably be decreased from it's usual start, but I don't know how much a bible smack heals in numbers.


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RE: [PR] Chaplain's gun 'faith' rework - by Kotlol - 01-09-2024, 04:23 AM

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