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faith mechanic ideas here plz
#1
current way(s) to gain faith
current only way to use faith

More both would be nice

ways to gain faith are supposed to encourage the chaplain to interact and rp with other people

ways to use faith are supposed to be very gradual and work well with an invisible magic number that dictates it, so anything binary is discouraged

also would be nice if some admin could figure out about how much faith chaplains usually get

(will pr good ideas)
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#2
would be funny if Faith (the gun) and its ammo were related to faith (the mechanic)
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#3
(02-03-2024, 11:41 AM)BotchKing Wrote: would be funny if Faith (the gun) and its ammo were related to faith (the mechanic)

That was the original idea, but as discussed here, my implementation of it was quite unpopular
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#4
i feel like having visual feedback to how high your faith is would be nice, so:
-adds halo after you get a lot, starts relatively translucent but gets more visible the more points you have?
-bible gets a glowing effect and also emits light? also starting subtlely but becoming brighter with more points
-adds sound/visual effects to hitting people with the bible and/or faith (the gun)?
-chapel passively emits a soft yellow light?

(-the mini bible gets smaller?????)
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#5
Maybe high faith could give the chapel similar effects to the engineering thingies that protect against random events? Like the chapel would be safe in a rad storm or open a hole in the space time rift walls.
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#6
holy water container could have some faith effects added, as right now its just an underappreciated resprite of a beaker.

examples:
- splashing wine on people could burn FAITH to grant them more blood
- nerf the BRAIN heal of topical holy water, make it consume FAITH to achieve those fat +10 heals
- topical medicines splash 2x the value that was applied
- glitter is replaced with a fancier, chapel-suitable confetti
- regular water would use a bit of faith to be poured out as wine (a silly bit of Chaplain Magic to turn water into jesus blood)
- you can use it as a bong. instead of using the reagents in the leaf, it dupes THC/CBD/LSD and burns equivalent FAITH 
- phlogiston and other flammables get replaced with a custom holy flame that cleans impurities (improves hygiene, applies space cleaner)
- compost and holy water cure blindness 
- strange reagent activates without needing a defibrillator

maybe more!
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#7
I play chaplain regularly on Classic, here are my thoughts:

-On 'ways to gain faith supposed to encourage the chaplain to interact and rp with other people', not quite so on Classic where rarely anyone visit chapel (except when nuclear warhead armed in chapel). Most viable way to gain faith was to pull the monkey from bar to chapel and well.. make it bleed, a lot, to bait janitors and nearly people to absolute destroy said monkey. Just make chapel dirty and leave, come back some minutes later and dirty it again if somebody cleaned the place. Or even pull the ssd players to chapel. Obviously it's not 'rp with other people' but it just works, one may even call this 'power gaming'.  Often time, people take over the chapel to build stuff, do things, start a cult, host a feast, funeral, wedding, floor drawing... etc. These occasions either hardly catch any interaction or manage to get a crowd only to end up with 12 micros, in which case faith become useless.

-I have no problem playing in the current system since there is visually no down side. Faith won't go down. It will only increase, and up your healing bonus (if any people let you to beat them with the bible). Faith (not the gun of course) does not directly interact with antag (vampire, wizard) abilities or effect any action regardless if it performed in chapel, near chapel or on the other side of station. No downside at all.

-My suggestions are:
+Addition to ways to gain faith:
. People stay inside chapel while chaplain is there get more faith bonus than when chaplain is busy valid hunting vampire on other side of station, overtime.
. If chaplain heals people with bible and get a 'thank you father' (or similar keywords) by said person, single.
. When chaplain applies holy water on vampire, or beating vampire with bible, single.
. When a dead spaceman inside a coffin being spaced by chapel mass driver, single per round.
. When people dies on same tile a bible lying, but not by bible farting, single.
. Chaplain if they hold the starting bible on their left hand for a certain time, increase overtime, is bonus faith, bonus reset when dropping bible.
. If vampire (or even changling, werewolf, overall monsters) dies on same coordinates of crematorium unit (they be cremated... alive), since getting them there alive is quite a task if taken solo.
+Benefits of gaining more faith:
. Reduces effectiveness of antag (vampire, wizard) abilities on chaplain themselves (currently always 100%), on non-chaplain while they are inside of chapel, and or being near a chaplain.
. Increase damage over time on vampire if they dare set foot into chapel.
. Chance to remove 'Atheist' trait when beating an atheist with bible if faith reached certain threshold.
. Chance to not consume bullet when shooting the Faith if faith reached certain threshold.
. Get messages like 'A soul just left their body in pain.' when a person dies if faith reached certain threshold.

+Addition to lose faith:
. Having blood on more than 4 tiles in chapel, over time,.
. When chaplain heals people with bible and get a punch/shove by said person, single.
. When chaplain drops the bible (willingly, or was forced), single per few minutes.
. When people die in chapel, not on same tile a bible lying, single.
. When people die by bible farting, single.
. When live vampire stand in chapel, overtime.
. When live vampire, wizard use abilities while stand in chapel, single.
. When people dies with less than 50u of blood in them, single.
. When chaplain shooting the Faith, single.
. When vampire/wizard shooting the Faith, single.
. When bible be cremated, single.
. When chaplain themselves dies by bible farting, single.
. Number of dead body on station.
+Benefits of losing faith (benefits antag mostly):
. Increase effectiveness of antag (vampire, wizard) abilities on chaplain themselves (currently always 0%), on non-chaplain while they are inside of chapel, and or being near a chaplain.
. Increase amount of brain damage deal by bible beating.
. Decreases damage over time on vampire if they dare set foot on chapel.
. When downed to a threshold, chaplain can no longer take the Faith out of bible.
. When downed to a threshold, chaplain can no longer hold the Faith.
. When downed to a threshold, chaplain will get burn damage if holding a bible.

-In addition, an antag version of the Faith (job reward like detective revolver?), with chance to not consume bullet when chaplain has 0 faith and being contraband.

-Anyone can practically fill full toolbelt of 9mm after 5 minutes into the round if they want to, shooting the Faith consumes faith would help limit amount of chaplain power gaming, personally I think starting faith should run out after about 2 mags (20 shots, including default 4 bullets).

-Also, healing by bible beating should definitely be adjusted, especially the upper tiers. Should a chaplain out healing mender with starting faith, out healing a counter rev implant to stay rev forever by themselves, or even space walking with the shear amount of believe in Christ,...etc as additions to having gun as starting gear and immune to certain antags abilities. While there is concern of brain damage, if anything else, mannitol is just too easy to acquire.

Having all that is sure up the expectation from people for a late join chaplain on Classic when vampire/wizard rampaging, making chaplain sudden top prioritized target to be round removed when they set foot off Arrival. I think late join chaplain should get more starting faith if there any vampire/wizard is in the round.
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#8
(02-04-2024, 01:13 PM)TDHooligan Wrote: holy water container could have some faith effects added, as right now its just an underappreciated resprite of a beaker.

SNIP
Hitting it with a bible would transform all chemicals in it (once if in a chain) using faith depending on the cost of the recipe.
Some recipes i am thinking of:

Water -> Wine
Silver -> Mercury
Paper -> Silver (doesn't really make sense but would allow making holy water from commonly available things)
Plasma -> Ectoplasm
Compost -> Salt

new chemicals:
Vodka -> Holy Spirit
Blood -> Ichor (obiously would not kill instantly, but maybe some kind of poison?)
Lavender Essence -> Incense
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#9
(02-06-2024, 07:21 AM)valtsu0 Wrote:
(02-04-2024, 01:13 PM)TDHooligan Wrote: holy water container could have some faith effects added, as right now its just an underappreciated resprite of a beaker.

SNIP
Hitting it with a bible would transform all chemicals in it (once if in a chain) using faith depending on the cost of the recipe.
Some recipes i am thinking of:

Water -> Wine
Silver -> Mercury
Paper -> Silver (doesn't really make sense but would allow making holy water from commonly available things)
Plasma -> Ectoplasm
Compost -> Salt

new chemicals:
Vodka -> Holy Spirit
Blood -> Ichor (obiously would not kill instantly, but maybe some kind of poison?)
Lavender Essence -> Incense

chaplain needing the bartender to get lots of holy water is intended. i dont really know why we'd need the rest of these.

not sure why this needs the bible whack either. you can override the holy flask's reagent container procs
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