05-11-2016, 03:55 PM
(04-21-2016, 10:51 PM)Delta Wrote: I do really enjoy playing chaplain: the mild buffs are fun to play with. However there's no real incentive to actually be a chaplain, in a typical round you'll probably spend about as much time in the chapel as the rest of the crew (ie. To grab a bible and leave). What if the Chaplain had a set of powers, paid for by "faith points" to further customize your religion and bring new believers into the fold?I think all of these are interesting. Salvation, maybe only allow it to be used once per person (God, imagine a traitor mindlsaving a chaplain, getting the chaplain as many points as possible, and keeping him around as his personal healbuddy). The real problem at this point is picking which of the ideas to use, and coding them in
These points could be earned by the proper preservation of bodies (formaldehyde), or by conducting funerals with the mass driver or incinerator, scaling up the chaplains power with the more dead people on the station. Sort of like a Changeling or blob. Perhaps you could also earn additional points which accumulate while you and another player spend time in the chapel, giving you a reason to preach the good word.
The powers you get should be very niche, to prevent too many people trying to be the chaplain. For instance:
Sanctification: Consumes 2 Faith points. Target: an object or door. Antag roles take minor burn damage upon using this object with a fairly noticeable text message ("Shitlord McGee recoils from the firelock!")
Examining a sanctified object should also let you know it has been sanctified ("The good gold large beaker glows with holy light!")
Idol: Consumes 10 faith points. Convert an item into a religious idol. Idols have a random artifact property in addition to their usual properties.
Salvation: Consumes 20 faith points. Heals all damage done to another player instantly.
True Sight: Consumes 10 faith points. See ghosts for a short amount of time.
In addition to personal powers, giving the chaplain opportunities to upgrade their own facilities at the chapel might give them more reason to stay there, such as a chem/alcohol dispenser for formaldehyde and holy water.