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a cult mode, or something of that nature
#10
For a less work intensive cult thing, why not take a look at the reasons cult has never been added before.

A. Nerds use it as a reason to do lame cult murder gimmicks as nonantags

Easy answer is to make Cult about as noticeable as cluwnes. Give them their own Alcolyte Uniforms that can't be removed unless deculted. It also could serve as a way for cult members to recognize eachother in the absence of a UI prompt (and an easy way for noncultists to hide in plainsight)

B. Culty things tend to involve chaplain wayyy too much

Extend some of chaplain's powers to some other players at random, so they can take over if chaplain dies. These could serve as loyalists who can't be culted.

Cluwne cult sounds funny but I doubt the admins would go for that. although a natural resistance to cluwning could come in handy in wizard rounds as well.

C. Cult is too close to rev and gang

Only thing I could think of would be to borrow some mechanics from other game modes, or look at game mechanics goon hasn't adopted yet.

What if performing certain actions netted the cult upgrades like a metroidvania game.
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a cult mode, or something of that nature - by OMJ - 05-18-2017, 09:01 AM
RE: a cult mode, or something of that nature - by atomic1fire - 05-20-2017, 08:39 PM

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