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Summing up my suggestions / issues from the discord here: Very rigid in weakness, only one way to counter it, analyzers (and bible, but only 1 person can use it, so), which can quickly destroy it, which heavily punishes the revenant for a screw up, but otherwise might never trigger. Incredibly fixed in how they must be dealt with, rather than being able to be beat up like everything else. Does not seem to interact with the crew much, outside of the people who get bapped by the ghost. What it will come down to I fear, is a ghost posses bob. Bob is either: alseep on an operating table, of which nothing happens, in maints, of which nothing happens, in space repairing x, which nothing happens, or more or less anywhere alone, where they will not be able to signal to anyone. If they are not alone, IE, hallway somewhere, the crew will agree on some signal for people to scan them, and they will just /dance or whatever the signal is. It escalates... strangely. It goes from possessing a few people, to a power sink, which will cause huge issues for 8 minutes if the revenant is smart, to going all the way to giving someone the magic nuclear codes. This is drastic, and can instantly lead to a round end, which seems strange for what it does at other levels. Most of the time, nothing will happen with this. However, if the blueshield is dead, or a vampire / hijacker is nabbed, or an antagonist who has the NAD is grabbed, this will almost certainly cause the round to end extremely fast. I also foresee command hiding the nuke, putting the disk in the safe, or testing each other with analyzers every 2 minutes, similar to old cling blood tests, which will get very silly. (Add on, if this happens on a cult round, if a cultist is affected and the captain is nabbed, this will 100% lead to a nuke) Overall, while interesting, it could use some tweaks, and I see this as being vastly different then revenant, and working better as something new. While both are ghosts, these have very different playstyles and weaknesses, and I think both work well, as they affect the round in different ways. Original revenant leads to more medical revives, gives work to chaplain and engineering, and can engage and mess with the crew and antagonists. It works well as a medium event, adding to the chaos, but not becoming the center issue, and interacts with whatever else is going on. It can mess with crew fighting a blob, it can help or hinder a traitor trying to do something, and maybe form an alliance with them, helping the traitor in exchange for souls. It also takes one ghost into one thing, which works fine for a medium event. This proposal doesn't really give anyone a job / work, it just acts more like terror spider welding. Instead of everyone carrying a welder, everyone carries an analyzer, which for 95% of the crew they will never use, only a few members will use it on the ghost. (This also gives a side effect, that the station anomalies will almost certainly be defused if this has activated.) It doesn't interact with any other event / antagonist, apart from whoever it possesses, which is less of an alliance, more of something being forced on you, which the only thing you get out of it is a repulsing emp on a minute cooldown. It really just harms all the other events, it can't work with them, and will stop them by blowing it up. This makes it seem more like a major event then a medium one, however personally I think major events should try to get multiple ghost players involved, rather than just one. I think, as stated above, these are 2 different things which fit 2 event types, major and medium, and as such can both exist, rather than replacing the other. |
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Introduction
"The revenant is a spiteful spirit, whisked away from their own dimension due to unregulated scientific experiments. Long ago, it died a meaningless and lonely death - and now, it is here to invoke the same desolation in you."
Foreword
Foreword
Motivation and Goals
Motivation
Goals
Non-Goals
Skills and Stats
Stats
Reality
"The more it interacts with living beings, the more real it becomes. A ghost you don't believe in is a superstition. A ghost you fear is already part of you."
reality
: The level of the revenant. When increased, it unlocks a new skill.reality_rate
: The level progress. When it reaches the next threshold, it increasesreality
by one, andreality_rate
becomes 0 again.reality_next_threshold
: The amount ofreality_rate
needed to increasereality
.reality_rate
(maybe every three times?) via the skill Isolation, re-calculate itsreality_next_threshold
. This is to avoid the revenant spawning with 50 active personnel, then, in 15 minutes, when only 20 players are active, it would still need a fraction of 50 to gain a level. The skill Isolation is not spammable, but please make sure this calculation is still not taxing for the server.Resonation
"The revenant's existence in our dimension is hanging by a thread. If we pulse it the right way, we can send it back to where it came from."
Skills
Level 0 - Isolation
"His breathing became shallower by the minute. He tried to speak, but no words came out of his mouth anymore; even his own body betrayed him."
Stage 1:
reality_rate
.Example flavour text (IPCs need a slightly different one):
"A sense of dread washes over you. You are going to DIE! You are going to die, you are going to-"
"Your hands go numb and start to shake."
"You look around, but you cannot see anyone..."
"You are alone."
Stage 2:
Stage 3:
reality_rate
if it decides to do an emergency eject.reality_rate
, and leaves the person. The psychic connection remains until the revenant moves or the target wakes up. This is purely for more roleplay possibility, to keep the passed out person entertained, should nobody be around to shake them up.Objective #1: This was a horrifying experience. Maybe a drink at the bar and someone to talk to would help me processing this.
This should default to greentext.Example flavour text - nightmare (slightly different for IPCs) - can write a few variations of this to keep the revenant fresh:
"As you hit the ground, you try to get on all fours, but you fall over someone.
Raising your head, you recognise them.
They are the most important person for you in the world, half of their head blasted off by an explosion.
Dust, death, and decay fill your nose.
This war never made sense.
...
...
...
You fall unconscious yet again..."
Counterplay:
reality_rate
. The Chaplain gets the frequency of the revenant. Make sure you reset the victim's status if this happens; no sleeping, hands/eyes/headset get fixed.Notes:
/mob/living/carbon/human
can be targeted to avoid cyborgs, AIs, or Tom getting even more existential crisis.Level 1 - Wail
"It was anything but fair. Seconds before the world went dark, he screamed for help one last time - but nobody came."
Mechanics:
Counterplay:
Level 2 - Foreboding
"The constant chatter, laughter, and life disgusted him. He turned his immense hatred towards the source that kept them alive in the unforgiving vacuum - and snapped it."
reality_rate
. If it gets destroyed by the crew, the revenant gains nothing from this skill (other than easy targets while the crew is looking for it).Counterplay:
Level 3 - Retribution
"With each interaction, he became more and more grounded in a world he did not belong to. He wished to return, but the living was too resistant to be dragged along. Well then - they all just had to die."
Objective #1: Destroy the station with a nuclear device.
Objective #2: Keep the revenant's presence a secret.
Example flavour text:
"An overpowering presence weighs on your mind.
It whispers to you about immortality and unfathomable power.
All you need to do is to engulf the station in nuclear fire to get it.
You can probably get the disk, but what about the-
You suddenly find yourself knowing the activation code."
Counterplay:
Notes:
Required Assets
Sprites
Sprites
I can do these, but I appreciate the help.
Sound
Sound
The heartbeat sound can be reused, but a new one would be nice.
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