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Chaplain Rework Discussion/Suggestion Smackdown
(05-29-2017, 04:42 AM)Berrik Wrote: I would kinda like to see a traitor chaplain organ that makes horrible things happen when played. Adding ??? to food in a large radius, summoning terrible things from beyond, destroying lights, emitting giant clouds of evil smoke, and even worse things the longer the chaplain can play it uninterrupted.

The longer he plays it, the louder it gets. Eventually, the whole station will be subjected to his terrible tone-deaf organ "music."

Truly hell on earth in space.
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The normal organ could stand to be a little louder anyways, it's far more quiet than the saxophone or the harmonica.
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This should be unstickied imo
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put it in idea limbo perhaps?
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I had an idea that seemed to fit this quasi space religion.

I have recently finished a statue sprite, and I was thinking it'd be fairly easy to rejig it so that the face looks different and its arms would be at a different angle/holding stuff. Essentially a placeholder statue.

The concept has 5 main things that all tie into each other: Idols, Sigils, Devotees, Talismans, Virtue & Sacrifice.

Idols:
The idol is the statue that is within the chapel. It is an empty slab if the chaplain has not interacted with it.
Upon clicking, the chaplain has a choice of 8 religions to choose from, as stated in the OP. Upon selecting it, it swaps out the chaplains clothing + items, and changes to the statue that reflects his choice, not unlike a gang locker. This is permanent.

Sigils:
Sigils are symbols drawn by the chaplain to promote his religion. They feintly glow. They provide passive AOE buffs to him and the devotees. They are no different than stuff drawn by crayons, and can cleaned by the janitor/any disgruntled player. Only the chaplain can draw sigils, and there can only be so many sigils active at one time.

Devotees:
Devotees are the main aim of the game for a chaplain. To become a devotee, one must click on the idol at the chapel. Doing so will receive a prompt (Join x religion?).
Unlike the chaplain, you do not receive different clothing/items, but receive the same Virtues and Sacrifices as he would. As you'll read on, becoming a devotee isn't a choice you'd want to make all the time, depending on your job, due to the sacrifice. The chaplain has an job goal to convert half the starting population to his religion.
If the chaplain dies, all devotees lose their virtues and sacrifices, effectively killing the religion.

Talismans:
As stated previous, when a chaplain spawns in his stuff from the idol, he gets new clothing, one item which is the Talisman and also his bible changes. The bible change is literally just aesthetic, it has the same function as before, same name too. The Talisman + Sigils is what seperates you from the Devotees. The Talisman are useful items based around the chosen religion. However unlike the bible, anyone can use the Talisman. Be warned!

Virtue & Sacrifice
A wordy way of describing buffs and debuffs. Both the Chaplain and the Devotees receive these upon joining. Depending on the religion, a strong buff is always countered with a strong debuff. Because of this, certain religions would not be compatable with certain jobs. However your average SA wouldn't give a shit and probably join anyway.

All clear? No? Here's an example:

Death Religion
Idol: Some form of spoopy bloated corpse like thing, celebrating the transient later stages of life.
Sigil: Some 2spooky symbol. Followers can sometimes see ghosts around this sigil.
Talisman: The Pallid Stopwatch. It tic-tocs anytime, someone, somewhere, has died.
Virtue: Upon death, you immedietely respawn as a cockroach.
Sacrafice: You gain the "puritan" trait, meaning you cannot be cloned or borged. For those who already have puritan, choosing this religion is pretty much a win-win.
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that seems nice
hey everyone, sundance has nice ideas
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And as a slightly less complex version of the above:

Each Chaplain, on roundstart, is prompted for the name of their religion. They get a blank field to put whatever they want in. They are then prompted for a set of traits - the same list of traits you get to pick for your own spaceman - and are asked to pick traits with a total value of no more than 1. And bam, the Chaplain's religion is selected. Anyone within 1 tile of the Chaplain can then use the special Convert verb (located in the Local menu, or by right-clicking on the Chaplain) to join that religion and get all of those traits for the rest of the round. The Chaplain automatically gets the traits.

Survivalist shows religious traits in a fancy font.

A traitor Chaplain can order a box of holy hand grenades for 2TC which work as flashbangs and convert everyone in the room to the thrower's religion.
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(09-09-2017, 05:51 PM)Grek Wrote: And as a slightly less complex version of the above:

Each Chaplain, on roundstart, is prompted for the name of their religion. They get a blank field to put whatever they want in. They are then prompted for a set of traits - the same list of traits you get to pick for your own spaceman - and are asked to pick traits with a total value of no more than 1. And bam, the Chaplain's religion is selected. Anyone within 1 tile of the Chaplain can then use the special Convert verb (located in the Local menu, or by right-clicking on the Chaplain) to join that religion and get all of those traits for the rest of the round. The Chaplain automatically gets the traits.

Survivalist shows religious traits in a fancy font.

A traitor Chaplain can order a box of holy hand grenades for 2TC which work as flashbangs and convert everyone in the room to the thrower's religion.

Not a bad idea. All the negative traits really compliment that item too
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(09-09-2017, 05:58 PM)Frank_Stein Wrote:
(09-09-2017, 05:51 PM)Grek Wrote: And as a slightly less complex version of the above:

Each Chaplain, on roundstart, is prompted for the name of their religion. They get a blank field to put whatever they want in. They are then prompted for a set of traits - the same list of traits you get to pick for your own spaceman - and are asked to pick traits with a total value of no more than 1. And bam, the Chaplain's religion is selected. Anyone within 1 tile of the Chaplain can then use the special Convert verb (located in the Local menu, or by right-clicking on the Chaplain) to join that religion and get all of those traits for the rest of the round. The Chaplain automatically gets the traits.

Survivalist shows religious traits in a fancy font.

A traitor Chaplain can order a box of holy hand grenades for 2TC which work as flashbangs and convert everyone in the room to the thrower's religion.

Not a bad idea. All the negative traits really compliment that item too

This is super cool and I would actually mid-high-priority chap for this.
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Join the Swedish Crusade! Meatballs for the Meatball God! Bork for the Bork Bork Bork!
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(09-09-2017, 05:51 PM)Grek Wrote: And as a slightly less complex version of the above:

Each Chaplain, on roundstart, is prompted for the name of their religion. They get a blank field to put whatever they want in. They are then prompted for a set of traits - the same list of traits you get to pick for your own spaceman - and are asked to pick traits with a total value of no more than 1. And bam, the Chaplain's religion is selected. Anyone within 1 tile of the Chaplain can then use the special Convert verb (located in the Local menu, or by right-clicking on the Chaplain) to join that religion and get all of those traits for the rest of the round. The Chaplain automatically gets the traits.

Survivalist shows religious traits in a fancy font.

A traitor Chaplain can order a box of holy hand grenades for 2TC which work as flashbangs and convert everyone in the room to the thrower's religion.

I 100% support this because it seems like a low-effort, high-reward solution.
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sounds like a great solution
can't wait for there to be More Cool Traits:tm:
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I feel like Order should be full on Hammer and Sickle order, with the traitor ability being the ability to spawn a dual AK wielding bear with a red beret turn someone into a communist follower who is unable to speak (other than propaganda) and is forced to kill "the capitalist pigs" with a hammer and sickle... or something like that.

(12-12-2017, 11:35 AM)Wisecrack34 Wrote: I feel like Order should be full on Hammer and Sickle order, with the traitor ability being the ability to spawn a dual AK wielding bear with a red beret turn someone into a communist follower who is unable to speak (other than propaganda) and is forced to kill "the capitalist pigs" with a hammer and sickle... or something like t

Nevermind, go with Grek's idea
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