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[Balance Discussion] Reworking the interaction between loyalty implants and cultists #38818
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[Balance Discussion] Reworking the interaction between loyalty implants and cultists #38818
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why not just during the eclipse |
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I'm a fan of shaking things up to see how it plays out, and I'd hope this gets players to use holy implants more as they're incredibly useful. Once you know someone's a cultist, there isn't much point to keeping them alive. Yeah you could do the blood salt thing with them and keeping them alive still lets them contribute to the cult cap, and it's good roleplay to keep prisoners, but most of the time security just wants to squash the cult, and keeping a cultist alive is usually a risk that isn't worth it. I don't think the risk is AS bad as a lot of players make it out to be, especially because a holy implant nullifies just about everything cult-related, but it's still a hassle. If I could blame one cult ability that is responsible for security being reluctant to not instantly behead cultists, it would be blood magnetism. Seeing the guy you just tased and cuffed get whisked away is really frustrating and gives the impression that cultists can't be safely detained. Anyway I think this is worth the try. Maybe people will start using other cult-checking methods instead. Maybe people won't realized loyalty implants were changed again and don't confirm whether or not someone's a cultist. Probably the latter. |
I can give you a couple extra reasons:
edit: also reminder that Holy Water and Incense ALSO provide all those same effects. |
I wasn't aware that a captured cultist could prevent the eclipse coming, that's actually a big deal since it prevents their whole end-goal from happening, I wish more people knew about it! The third reason is the most important reason for me, and it's why I like keeping prisoners, but not everyone probably feels that same way. Cult is stressful and sometimes security just wants to get it done with. |
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forget the whole pop-out thing, just make 'em only prevent conversions for now |
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Making the cultists obvious during the eclipse seems reasonable. You did your blood rituals, tainted your soul, and now that the veil is thinning, your tainted spirit is openly visible for anyone. With the "taint" showing how MUCH you worked for the cult (so you know who the big boss cultists were and who was just an unlucky convert that maybe you can purify again). |
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Ah, I was in that round, snaxi cargo, right? I was the QM. The menacing dark glow is not obvious enough, I genuinely forgot it was a thing despite being a cultist. I could approach the clown easy and convert them and they never noticed. |
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Ah, that'd explain it, I haven't survived as a non-cultist before the eclipse, I always get converted early, so I never knew that the halo was a thing that non-cultists saw as well. |
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I don't play a whole lot of cult so I'm not the target audience but I did like the strength of old medcult (or any cult willing to setup) was being able to convert implanted crew after a quick trip to surgery or poaching cloned officers. If you were quick enough you could get them back to security and have THEM implant the officer so you have a deep agent, but this was also dependent on the instant convert runes which were crazy strong and wouldn't fly with cult 4. |
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Well this seems a lot less controversial than I expected, I guess it's ready for review then, assuming it'll take a few more days so more people can weigh in. For now I'll keep the "10 minutes before the Eclipse starts" popping out. I think being warned a full minute prior in big red text should both be fair to cultists who get to slink back away from sec officers, and to officers. Now of course this metacheck being removed doesn't prevent sec from simply metachecking through deconversion attempts so I don't think this is gonna be a game changer but at least that check makes more sense narratively, and provides better opportunities for roleplay too. |
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just call it a cult buff, it's what it is |
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So how are you supposed to find out if someone is a cultist once you know a cult is on board (after they've spaced the only holy water on the station since that's like the first thing you do)? Loyalty implants already did nothing against the cult since soul stoning is trivial and reincarnate on a shade is effectively free if you even have one construct to click the rune. Hell most of the time if a cultist gets captured by security they get blood magnetism'd out anyways which already outs the cult. What purpose does this even serve except preventing the rare instance where someone thinks it's revs and just accidentally finds out it's cult from implants popping out? |
You can order holy water from cargo.
You can tell they're a cultist because they'll be doing cult things and carrying cult things on them when you search them. Holy implants also start in the brig roundstart and jabbing them in a guy you're unsure about will prevent them from doing anything culty. |
I never implied otherwise, hence this discussion. Cultists walking around with the green square is something that we haven't seen in spess since Cult 2, so it's more of a return to form.
Yes? But that's not what this PR is about now is it.
Like I said in my previous message, the deconversion ritual remains a guarranted meta-check that works at all points in the game. There is no plan to remove that one.
Funny how everything you mentioned here is what the holy implant is literally designed to counteract. Also to be clear the effect of the holy implant is simply a "permanent" version of the effect of holy water or incense, so if you get a cultist to breath in holy incense or gulp a drink of holy water, they won't be able to get targeted by Blood Magnetism, nor turn into a shade after death. ps: As an addendum, I do plan to make incense boxes craftable from Hydroponics' biogenerator, but holy incense can also already be ordered from cargo, from the same crate that also contains holy water. (and of course holy implants can also be ordered as well) |
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Loyalty implants are not being used as a metacheck against cultists with any regularity and the events that prompted this were basically just a fluke from someone that thought it was revs. To me this comes off as nothing more than a reactionary change to ensure that the cult cannot be accidentally outed early by anything except their own mistakes.
If you start holy implanting every assistant acting fucky someone is going to ahelp and try to get you banned for metachecking and comparing it to swapping the mix tank valve because the AI didn't open a door for you.
Funny how despite there being a better check against cultists at round start in security you feel the need to change this one because of a single fluke round. I am not compelled by the argument that this should be nerfed because better options exist. |
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Again let me make myself clear, I am simply rolling back the loyalty implant behavior to what it originally was before I started messing with cult. This is less of a reactionary change, and more of a long time of "I should take care of it someday" and that fluke was what the straw that broke the camel's back.
How is that different from randomly loyalty implanting people though? Something that sec absolutely does once a cult is known to be aboard the station and that people don't ahelp because of course sec needs to do it. Originally loyalty implants didn't exist to certify someone being a non-cultist, but to impede the cult's ability to convert people. (and that being circumventable through soulstoning was also a thing before I started messing with cult)
You're not talking about loyalty implants I hope. Again them being usable as a metacheck was one of the many things I added with Cult 3 that was definitely a mistake in hindsight.
Also can you elaborate on why that'd be a bad thing please? |
Because it contributes to the extremely rigid round progression of cult and removes what is as far as I'm aware the only way to know for certain that a cult is present and that the person in your brig right now is part of it without actually seeing their base or seeing them do a spell. The literal exact same thing can happen to rev heads to out them early and no one has ever complained about that. Did anyone even complain about this or did you just perceive a weakness and need to nix it? Tell me how this change makes cult more interesting and not just more annoying. On top of that I don't think making it completely impossible for security to tell who is trustworthy based on the loyalty implant is a remotely good change. You think security is blowing too many heads off during cult rounds before? Just you wait until they have literally no way to tell who's a cultist. It's not like they'll try deconversion because deconversion is a complete meme. Do your little 5 minute ritual to deconvert someone? They instantly get the cult slot back to convert someone else, loyalty implants do fuck all since soulstoning bypasses it, they'll probably know because of cult communication damn near instantly... This is just going to lead to more non-antag crew getting brained by security because now your team death match game mode has one of the teams with 0 way to get information for who's on what team. |
Either security is not aware there is a cult aboard in which case it's not very interesting for the antag that suffers the most from getting accidentally outed early to be outed by a random metacheck (that was originally designed as a metacheck for rev, an antag that doesn't suffer nearly as much from being outed early). Or you do know there is a cult aboard, in which case you've already taken steps to acquire holy water, bibles, like security should do (except in that last round where they just killed every cultist before they could do anything after they were discovered, which happens in most cult rounds I've ever observed).
Yes, quite a few people complained, hence this PR coming about, and it also having a positive thumbs up ratio at this time. I'll keep quiet for now and let those people give their opinion in my stead. |
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As resident eversec I would like to pipe up for a moment here and say that cult protocol is arresting, holy-checking and then implanting everyone. On code red, assistants can whine and ahelp all they want - it's martial law, sec is justified. There are alternate sources of cult-checking, and there are alternate methods of dealing with suspected cultists. This whole shitshow spurred from one RETURNING ANCIENT PLAYER turned 4cultist walking into the brig willingly, having some protection against the things that normally out a cultist, expecting not to get insta-outed by a loyalty implant popping out of them. |


Aight this PR came about following some strong suggestions by members of the community. I'll first quickly recap the history of loyalty implants interactions with cultists, then what my stance on the matter is, and lastly what this PR does as a proposed change.
= 2012-2018 = Cult 1/2
= 2018-2021 = Cult 3
This change came about from a strong case by security players about the need for a 100% sure way to know if a player is cult or not, which I agreed was fair, especially when shit goes does and bloodstones rise.
= 2021-today = Cult 4
Arguably this is the worst deal cultists ever had. Security gets a guaranteed meta check that works from the start, and cultists must still take time to de-implant to convert.
My stance on this today is that now that cultists become visually identifiable by all during the eclipse (smoke + red halo) security doesn't need the green square that badly anymore to identify allies.
Two days ago a cultist that had done nothing but break some cameras and carried no occult items was identified simply from the implant popping out and was immediately killed for it (also because that round's sec officers were still Cult 3-brained, so they didn't even attempt deconversion)
So here's my proposed change:
I'm aware it's a touchy subject and so I'd like you all to weigh in on this.
Personally I'd like holy implants to see more use during cult round instead of loyalty implants, but that comes with the potentially controversial change of changing restrictions on implant lockboxes.