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Hand of God (aka "HoG") is a game mode featured in [[Secret]] that runs on TGStation 13. In it, there are two deities, which are played by players.  Each deity has their own cult, who must serve their deity to the death, and defend their faith from the infidels from the other cult, security, and the hoards of assistants wanting to kill them.
 
== Purge the Heretics! ==
During a Hand of God round, there will be two teams of cultists, known as red or blue followers.  Each team has a prophet, which is appointed by their deity.  Only one prophet per team can exist at a time.  If they die, a replacement should be found asap.  Each deity has their own objectives, which range from a simple assassination, to building shrines, to sacrificing the enemy prophet, to killing the other god or even escaping alone on the shuttle with only their followers.  Some of these objectives might conflict with the other deity, causing much fun on-board the station for the crew.  If the deity completes their objectives by round-end, they, and by extension their followers, win.  It is possible for both teams to win, but it's rare.
 
==Structures==
Structures each have a unique use that followers can use.  The deity designates a location to build a structure, then someone must add metal and glass to it to actually build the structure.
===Nexus===
This is the most important structure, as it anchors the deity to the world.  Without it, they will fade into nothingness and die.  Only one is made, and it's one of two structures the deity can build without follower assistance.
===Ward===
This is another structure the deity can make anytime.  It only lasts for a minute, but it acts similar to the wizard's forcewall spell, except it can be destroyed.  Has a variety of uses, from shielding followers to trapping security inside a room while your followers make off with the entire armory.
===Conduit===
This structure allows your deity to use 'nexus-only' abilities near the conduit as well as the nexus.  This has a variety of applications from offensively smiting people to extending your deity's reach.
===Power Pylon===
This increases the power regeneration rate for your deity, letting it do more, faster.  Moderately expensive.
===Defense Pylon===
A very strong and robust pylon version of the traditional turret.  It can be used as Nexus defense or offensive area denial.  Most expensive structure to build.
===Forge===
Creates useful items for you to use.  You can use lesser and greater gems to create more potent items.
===Conversion Altar===
This will quickly convert a person to your deity's side if you drag them on top of it and click the altar.  If they're implanted, carrying a null rod, or is a member of the enemy cult, you will need to deconvert/remove the offending objects first.
===Sacrificial Altar===
An altar useful if the person you nabbed was implanted and you can't remove it.  It will gib the person on top of it (it won't gib friendlies, don't think about it). and give you a lesser gem.  If you sacrifice an enemy prophet, you'll instead get a greater gem.  Certain mobs, like the AI, will also give a greater gem, so seek them out!
===Gate===
This allows anyone that uses it to teleport to any other gate that is on the same side.
===Healing Pool===
Self explanatory.  It heals followers that use it.  If you're not a follower, it's a bad idea to use it.
 
 
==Tips and Tricks==
===Security===
As a mundane member of the crew, you will be in for a hell of a ride, pun intended.
 
===Chaplain===
You are considered both a target, and a kingmaker, to the different cults and possibly security.  The reason is because both of your nullrod, and your holy water.  Your nullrod blocks many deity abilities, and holy water is used to deconvert followers.  As the followers normally need to spend glass to make their own, while you can make it for free, it becomes clear why they want to convert you so badly before the other team does.
 
===Prophets[[File:Hudrevhead.png]]===
You are basically the second in command of your cult, with your deity above you.
 
You are the only person that can hear your deity talk.  You must coordinate the cult to do as your deity sees fit, preferably in a covert manner.  You are also a high value target for both the other cult as well as security, so make sure to watch yourself and listen to your deity so help anticipate actions that will be taken against you.
 
If you die, your deity's nexus will weaken, and you won't be a prophet anymore, so staying alive is critical!
 
===Followers [[File:Hudrev.png]]===
One of two things must've happened to you to become this.  You got chosen to be part of a cult at the beginning of the round, or you got kidnapped by a cult and forcefully converted.  Regardless, you now serve your deity above all else.  While being a pawn might sound bad, the deity actually depends on you to enforce it's will on the station.
 
As your deity was created from the belief in them, adding more followers will make them stronger, so it is a priority to get as many followers as possible in your cult.  It makes both the cult and the deity stronger.  Be sure to listen to your prophet.  You cannot convert enemy followers normally, you must deconvert them first.  Holy water is the best way to do so, which you can steal from the chaplain/have them make it for you, or make your own in the forge, costing glass.  Implanted personnel are also immune to conversion, but they can be removed.
 
===Deities===
You are the main focus of the game, but that doesn't mean you can disregard your followers and win by yourself.  You depend on them both to survive, and to interact with the world.
 
When the game starts, you'll have a minute to choose a location to place your nexus down.  If you don't choose in time, a location will be chosen for you, weighted to land in a covert location.  It's still preferable to choose your own location.  Ideas include maintenance, the AI core if it's empty, solars, toxins testing(bombs won't hurt you), R&D server room, and anywhere that's rarely visited, and can be defended easily.  It must be on the station's z-level, and cannot be in a space turf.
 
You cannot speak to anyone, unless you use a moderately expensive power, or you have your prophet relay the message, as talking to your prophet is free.  If you don't have one, you should appoint one as soon as possible.
 
You have access to some powers, that at first are weak, but become more potent as you get more followers.  You also get access to more powers as you get more followers.
 
Your existence depends on your followers.  If you don't have any followers, you will cease to exist.  If your nexus is destroyed, you will also cease to exist.

Revision as of 12:36, 28 April 2014

Hand of God (aka "HoG") is a game mode featured in Secret that runs on TGStation 13. In it, there are two deities, which are played by players. Each deity has their own cult, who must serve their deity to the death, and defend their faith from the infidels from the other cult, security, and the hoards of assistants wanting to kill them.

Purge the Heretics!

During a Hand of God round, there will be two teams of cultists, known as red or blue followers. Each team has a prophet, which is appointed by their deity. Only one prophet per team can exist at a time. If they die, a replacement should be found asap. Each deity has their own objectives, which range from a simple assassination, to building shrines, to sacrificing the enemy prophet, to killing the other god or even escaping alone on the shuttle with only their followers. Some of these objectives might conflict with the other deity, causing much fun on-board the station for the crew. If the deity completes their objectives by round-end, they, and by extension their followers, win. It is possible for both teams to win, but it's rare.

Structures

Structures each have a unique use that followers can use. The deity designates a location to build a structure, then someone must add metal and glass to it to actually build the structure.

Nexus

This is the most important structure, as it anchors the deity to the world. Without it, they will fade into nothingness and die. Only one is made, and it's one of two structures the deity can build without follower assistance.

Ward

This is another structure the deity can make anytime. It only lasts for a minute, but it acts similar to the wizard's forcewall spell, except it can be destroyed. Has a variety of uses, from shielding followers to trapping security inside a room while your followers make off with the entire armory.

Conduit

This structure allows your deity to use 'nexus-only' abilities near the conduit as well as the nexus. This has a variety of applications from offensively smiting people to extending your deity's reach.

Power Pylon

This increases the power regeneration rate for your deity, letting it do more, faster. Moderately expensive.

Defense Pylon

A very strong and robust pylon version of the traditional turret. It can be used as Nexus defense or offensive area denial. Most expensive structure to build.

Forge

Creates useful items for you to use. You can use lesser and greater gems to create more potent items.

Conversion Altar

This will quickly convert a person to your deity's side if you drag them on top of it and click the altar. If they're implanted, carrying a null rod, or is a member of the enemy cult, you will need to deconvert/remove the offending objects first.

Sacrificial Altar

An altar useful if the person you nabbed was implanted and you can't remove it. It will gib the person on top of it (it won't gib friendlies, don't think about it). and give you a lesser gem. If you sacrifice an enemy prophet, you'll instead get a greater gem. Certain mobs, like the AI, will also give a greater gem, so seek them out!

Gate

This allows anyone that uses it to teleport to any other gate that is on the same side.

Healing Pool

Self explanatory. It heals followers that use it. If you're not a follower, it's a bad idea to use it.


Tips and Tricks

Security

As a mundane member of the crew, you will be in for a hell of a ride, pun intended.

Chaplain

You are considered both a target, and a kingmaker, to the different cults and possibly security. The reason is because both of your nullrod, and your holy water. Your nullrod blocks many deity abilities, and holy water is used to deconvert followers. As the followers normally need to spend glass to make their own, while you can make it for free, it becomes clear why they want to convert you so badly before the other team does.

Prophets

You are basically the second in command of your cult, with your deity above you.

You are the only person that can hear your deity talk. You must coordinate the cult to do as your deity sees fit, preferably in a covert manner. You are also a high value target for both the other cult as well as security, so make sure to watch yourself and listen to your deity so help anticipate actions that will be taken against you.

If you die, your deity's nexus will weaken, and you won't be a prophet anymore, so staying alive is critical!

Followers

One of two things must've happened to you to become this. You got chosen to be part of a cult at the beginning of the round, or you got kidnapped by a cult and forcefully converted. Regardless, you now serve your deity above all else. While being a pawn might sound bad, the deity actually depends on you to enforce it's will on the station.

As your deity was created from the belief in them, adding more followers will make them stronger, so it is a priority to get as many followers as possible in your cult. It makes both the cult and the deity stronger. Be sure to listen to your prophet. You cannot convert enemy followers normally, you must deconvert them first. Holy water is the best way to do so, which you can steal from the chaplain/have them make it for you, or make your own in the forge, costing glass. Implanted personnel are also immune to conversion, but they can be removed.

Deities

You are the main focus of the game, but that doesn't mean you can disregard your followers and win by yourself. You depend on them both to survive, and to interact with the world.

When the game starts, you'll have a minute to choose a location to place your nexus down. If you don't choose in time, a location will be chosen for you, weighted to land in a covert location. It's still preferable to choose your own location. Ideas include maintenance, the AI core if it's empty, solars, toxins testing(bombs won't hurt you), R&D server room, and anywhere that's rarely visited, and can be defended easily. It must be on the station's z-level, and cannot be in a space turf.

You cannot speak to anyone, unless you use a moderately expensive power, or you have your prophet relay the message, as talking to your prophet is free. If you don't have one, you should appoint one as soon as possible.

You have access to some powers, that at first are weak, but become more potent as you get more followers. You also get access to more powers as you get more followers.

Your existence depends on your followers. If you don't have any followers, you will cease to exist. If your nexus is destroyed, you will also cease to exist.