Bottom post of the previous page:
Thats a cool idea, but it would require some massive buffs.Dr_bee wrote:mass conversion is too strong and honestly fucks the game mode.
Remove conversion entirely, give cultists the ability to respawn at the cost of power. Keep marauders for support during the finale.
Boom, saved the game mode right there.
You could keep some of the conversion aspect (but remove the exponential growth problem, where if one or two cultists die early the cult is boned, but if they convert people quickly the cult doubles in power) by replacing cultist brains with a clockwork posibrain-analogue, and having the conversion rune make unimplanted people go braindead and replacing their brain with a posibrain-analogue that the starting cultists can upload their consciousness into on death (or they could have the eminence/other cultists construct golems for that purpose for a cost in power/materials). This would still require some buffs to the finale defenses.
Possible other things
- have one of the later spells download ghosts into the pesudo-converts, but either lock it at the highest level, or restrict them to stay on reebe?
- re-theme the cult into a group of advanced semi-immortal body jumping aliens/humans with a doomsday device that would mindwipe the entire station if it went off so that we move away from the awful magic steampunk theme and back to something more sci-fi
- have the braindead people stored on 2x1 platforms with one way portals to reebe that are on the sides of the cult area and are separated by the white space (and maybe impervious to weapon fire too) so that the crew can easily see their coworkers who were turned into a row of backup bodies when they assault reebe. For that "oh shit" factor.