Make it possible to open more Chaplain slots
Posted: Thu Oct 20, 2016 2:33 pm
Inspired a little by this thread
Chaplain is a bit... unbalanced in its uniqueness, while having little to no expectations of their conduct. It's actually kind of like HoP, in that it's simply a greytide role with premium bonuses. You can get replacement for any role using the ID console, even the Captain if you have the spare.
To only ever have one chaplain per round and then face the strange situation where cult takes the chaplain out early, so his whereabouts are unknown, and you have an uncontrollable outbreak of stealth conversion antags, with the only way of neutralizing them being to slaughter them all. While they're indistinguishable from regular crew.
This imperils people even out of the round - since if security players get too jumpy on executions in such a paranoia-inducing situation with no other alternative, they risk getting in trouble with admins when they slip up - and if a cultist as much as hides his items somewhere, there is just no way to stop them, and the round might easily end up railroading into the cult simply killing everyone.
So, yeah. I think Chaplain is too vital a role to only be able to get one, ever. While the starting slots should still be capped at one, there should be a way to get more, if command decides so.
Chaplain is a bit... unbalanced in its uniqueness, while having little to no expectations of their conduct. It's actually kind of like HoP, in that it's simply a greytide role with premium bonuses. You can get replacement for any role using the ID console, even the Captain if you have the spare.
To only ever have one chaplain per round and then face the strange situation where cult takes the chaplain out early, so his whereabouts are unknown, and you have an uncontrollable outbreak of stealth conversion antags, with the only way of neutralizing them being to slaughter them all. While they're indistinguishable from regular crew.
This imperils people even out of the round - since if security players get too jumpy on executions in such a paranoia-inducing situation with no other alternative, they risk getting in trouble with admins when they slip up - and if a cultist as much as hides his items somewhere, there is just no way to stop them, and the round might easily end up railroading into the cult simply killing everyone.
So, yeah. I think Chaplain is too vital a role to only be able to get one, ever. While the starting slots should still be capped at one, there should be a way to get more, if command decides so.