Monstrant
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Everything posted by Monstrant
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The the change this topic is suggesting is perfect in a sense that it allows for non emaged drones to be also useful to a larger extent. Balances the scales as these people with no right to respawn now are able to both help and harm depending on the quantity and wit of the traitors aboard.
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Did not know you can play as them when you have given up the right to respawn. Yes it does make the picture shift. The point is though I d still say the quantity of ghost with right of respawn and without is largerly disproportionate for us consider it. Its an offset thats all.
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Psyker Ascension or something, because it is implied that final tier is pretty much equal to an ascended shadowling. I intended this as an offset to chaplain, ( because now someone else has the power to stir the round another way ) vampire ( psyker will be able to follow them with their jaunt ) , sling ( implied that their psionic presence can be used to rid someone else of mind control ) and wizards because hey we have a wizard of our own. I feel that it solves the over reliance on chaplain and gives people a fun find and use minigame. I mean i shake in horror at the picture of force choking grey tiders so the spawn rate of roundstart powers will be really small ( unless everyone picks grey )
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Botany can be expanded into maint to contain all of the needed equipment making it a biology department, virology can also be moved there alongside genetics. I still think the department should be under joint control of CMO and RD rather than recieving a separate head.
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I do too believe the drones should be rewritten as of laws, they are far too hard to intepret and lead to some issues (Long Story short I got murdered for trying to fix power because they thought I was the one breaking it) I... really do not get the attitude people have "OH Drones should not affect things cus they are ghosts!" like excuse me I could have just bugged in LOOC roboticist for posibrain or OOC for pAI and do the same thing. I could literally if I waited 2 min longer, be able to do same thing just with a different sprite. Drones SHOULD affect things otherwise they are pointless. "But its hard on the antags!" well ghosts already help antags, think of slaughter, laughter demonds, guardian spirits revenants and else. I do not understand why for fucking once we cannot have a benevolent ghost TRYING to help. The rules have already been recently bent in favour of antags how much more do you need?
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What do you mean? I am suggesting making it into a skill tree basically and giving players an option of getting the powers beside genetics
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Hi shadey, I updated it, here s the new idea
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Good Day, I ve had an idea for a rework of some genetical powers and maybe making them finally useful. So my idea is that Cryokinesis, Pyrokinesis ( We dont have it, YET) , Empathetic Thought, Remote Viewing, X-Ray Vision, Psy - Resist, Telekinesis,Telepathy and Remote Viewing will be reclassified as "Psionic Powers" These powers do not cause genetical instability together ( meaning you can actually acquire all ) and are given to each player in quantity of 0-2 each roundstart based on pure chance ( Grey get +1 so for them its 1-3, Vox get -1 so 0-1 for them because Vox is Pox and it fits with their blue space hivemindey lore ) So... what actually happens? When you get a power it is in the same state as its now, so telekinesis throws thing remote viewing only allows to see through eyes of people who also have remote viewing. Boring. The idea is that the more of these powers you acquire, the more psionic power you ammass( I also thought of having some drugs to stimulate it like plasma dust or earthsblood which allow to attain transcendce quicker ) So with 3 other perks Remote Viewing allows for you to see through the eyes of people who are not: mindshielded, chaplain, converted by cult, slings vampires traitor chaplains ( any type of mind control ) at 5 perks they can see view anyone and with all perks it allows to ghost manifest and tp to any mob (as an observer). As you progress abilities are added and moprhed for example you get ability to jaunt for a few blocks ( sling shadowwalk or wizard jaunt ) which at all perks becomes free to use. Or Empathetic Thought which at max level allows you to form a bond with persona or personas enabling you to share damage and pain. The possibilities are endless! I d like some suggestions and whether you d like it or not. Edit1: It seems the primary concern with the idea is the overpowerment of genetics this will incur. Despite that I must state that the idea does NOT depend on genetics, the powers can be acquired elsewhere through chemicals or other players ( as they round spawn with them I d imagine the exchange is possible ) Please when considering this do not fear the genetics for it is not the intention of this suggestion to solely hand out more power to the Department.
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It wont be instant, same timing like the normal one, firstly grab, then reinforced, finally neck grab and kill. I realise that making it instant is a bit op.
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So I feel that telekinisis should be given a little more love, discuss and vote please.
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I thought of more abbility based extremely long cooldown but your idea does sound very appealing too!
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As Kluys told me when introducing these ideas I must think for the rest of the balance and I did. I have a few ideas of how to lock restrain and else contain the power these spells grant. A personal question but do you believe chaplain is entitled to hold power?
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Another one. Why? I am trying to find a compromise of what to do with chaplain.
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Hello, me is back again. There will be more.Why? "Chaplain is just a religious person not a wizard" well in real life they are. This is a game in space where you have wizards eldritch horros and Chaos gods. Surely there is space for chaplain to cast some spells? Ultimately it comes down to whether chaplain is RP or mixed and I believe there is both space and reason for chaplain to be the 2nd option. If someone can cast spells and freeze people why chaplain is worse? An example would be adding ressurection lets say with 600 second cooldown or blessing which minorly increases speed and stun resistance and etc. About limitations and mis use. It will be discussed in poll number 3 and possibly number 4.
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I wasnt meaning that I said it is open to intepretation
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I feel and know on the inside such solution, via cult mechanic or else will be optimal, but I feel that chaplain is not the chaplain if he is not combat one. I personally dont mind playing either but I PICK chaplain because I want to be the one to protect the station from darkness, if no darkness is there sure I can summon a few cookies ( so far 2 ... ) I am afraid that you cutting out the combat part will kill the role for me. Because I see fighting evil as something inherent in chaplain. The wrong is not the bipolarity the wrong is lack of alternative, that means keeping the weapon for the case they are NEEDED but making the slightly less active traitor rounds also fun! What can be more rewarding that actually giving chaplain objective insentive from which he garners divine powers? Not to mention it will also help those chaplains who dont want to get killed by cultists as they can send out their aprentices or lesser priests instead and have divine powers from the their cult which will make their life more comfortable.
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But there are other people who see it differently for example http://darkestdungeon.gamepedia.com/Vestal "A sister of battle. Pious and unrelenting." Enforcing of your way must be justified with reason.
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Unecessary edge. I havent even given it a thought when making the post. Great job noticing and bringing it up. Horay equality.
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Here are the PRs in case anyone is wondering. https://github.com/ParadiseSS13/Paradise/pull/4505 https://github.com/ParadiseSS13/Paradise/pull/4551 The null rod proper is actually the most robust option in terms of pure damage dealing a whopping 18 brute (comparable to a sharpened kitchen knife/wielded spear, minus the cutting, or an unsharpened cleaver). The other options are more gimmicky with specific drawbacks/utilities and usually deal 15 (identical to a kitchen knife/strike from a pickaxe), for reference most "robust" commonly available items ala toolboxes and fire extinguishers deal 10, things like wrenches deal 5, while something like an e-sword does 20-25. IMO as a unique item for a unique role the damage/utilities are justifiable, especially seeing as pretty much all the rest of round-start power lies with sec/command. They're no more dangerous than anything science can print off 20 minutes into the round or what any greyshirt can stick together with crap laying around tool storage/steal from the kitchen. The reskins are !!fun!! too. I fully agree here. Keep it as it is give chaplain something else to do and problem would self resolve. Also I think at least personally that paladin mind set is justified and should NOT be taken as valid hunting a sort of holy security if you will. In fact making that official will be fun. Yes traitor chaplain is nice but I feel that this is more important. ( Though I love the traitor item I would gladly sacrifice it for sorts of mind shield. ) Or New role can be made but well it is pointless because it is the SAME thing just called DIFFERENT. And nerfing it to the ground would at least for me kill all of the fun stuff in chaplain. Chaplain is not pure PR or mostly RP little utility chaplain is power hidden within faith under the seal of morality and the more chaos there is the weaker that seal is.
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^^ Wait, validhunting is basically going into maint in NON vampire/cult rounds and slamming traitors clings and shadows? Well if they are the antagonists they have to suffer and the chaplain decided to cosplay the paladin whats wrong with that ( No irony I really dont understamd )
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^^ I agree so here is how I would do it: Add new role called the Inquisitor, they have the powerful null rod which can be weaponized whilst the priest/chaplain get the one which can only be transformed into beads, staves and other defencive stuff ( Priest's rod is obviously lower damage. ) The choices for the religion bible all lay on Priest and the Inquisitor answers to both the Priest and the HoS. Priest does not have armor! Instead they get faith upgrades based on amount of people converted which strengthen heals, allow more effectively to purify evil. The Inquisitor does not get that. He only has immunity to bad stuff but cannot upgrade in the way Priest can. That way it is more rewarding to be the Priest in the long run but those who want to really help security as the divine warrior can still exist and face the same penalizations as the Sec Officers ( easy way of granting chaplain's powers ( the job definition file the one people complain about ) because often chaplain doses off somewhere and voil la no new chaplain no new powers. ) So there is incentive in playing both RP/faith mode and Combat/anti antag mode. What do you think?
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Hello I am just doing a little poll to see what to do about chaplain's validhunting issue. This is in no way mandatory but the greater number of people vote the better!