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Roundtype proposal: Wraith/Haunting
#52
Daeren Wrote:Some adminchat brought up an unorthodox idea:

Why does the wraith have to be killable?

Bear with it for a second. Going back to my idea in the first post about a power pool/health combo for incorporeal wraiths, why not make it so zeroing out on that doesn't do anything aside from neuter the wraith for a while? Because it got its shit slapped around so badly, now it can only do really minor things until it gets its power back, so it had better be either extremely patient or extremely good with using low-cost powers to cause death. Another suggestion was that the wraith could use darkness to recharge its powers without waiting on deaths (if that is indeed how it would work), which would encourage flashlight brigades to try to flush it out and deny it spooky places to lurk. That might run into trouble with all the maintenance tunnels and shady side areas, though.
I like this a lot, btw. Antagonists are the lifeblood of the station, so having one that can't be outright killed and only driven back will keep things more interesting in the long run.

BadClown Wrote:I kind of feel this kind of antag role would be best in mixed than it's own gamemode. It allows wraiths to tip the odds if an antagonist is going on a murdering spree - kill all the assistants and nobody can hunt the wraith for you, if they wanted to that was as they could just as easily work for the antagonist's advantage.

In fact (although this likely won't be popular) having a guaranteed wraith role each round might mix things up significantly. Will the wraith be glaring obvious/annoying and get a ghost buster team after it's ethereal ass or will it play the silent watcher and occasionally mess with things as situations arise.

Think Peeves from Harry Potter.
I don't know if I'd want a Wraith every round, but it would be neat if there was a setting where sometimes, after a random amount of time has passed, the first person to die past that mark is made into a Wraith instead of a normal ghost.
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