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The Revolutionaries Rework #309
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The Revolutionaries Rework #309
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src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
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#### Tier 2: | ||
Tier 2 items should allow the revolution to blossom; these should have conditional usecases, meaning a headrev selects the one that is most suitable for how the revolution has developed. | ||
- Marximov: A Revolutionary-aligned AI lawboard. Must still be installed in the AI law upload. |
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Does this rely on borgs automatically getting the AI laws in the future, or are borgs supposed to be unconvertible for revs? Even converted scientists can't really do anything to them without an emag afaik.
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It's up in the air for how Malfunctioning AI might work in the future; as far as I know borg laws will eventually copy AI law. It just seems fun to have a way to subvert the AI.
Deconversion puts you fully on the crew side. This does fully include the ability to sell out your fellow Revolutionaries by remembering their names. Headrevs therefore have a choice to act more stealthily disguise themselves and blend in with the Revolution, or assign another Revolutionary (possibly their first convert) to act as the revolution's leader to throw off potential deconvert sell-outs. | ||
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Methods of deconversion include: | ||
- Harm baton, heals **10** CHP per hit |
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I feel like this makes a crew lose before the round ever reaches the open confrontation, arresting a single antag in a couple minutes is considered pretty fast normally, but would be deadly here. Might be fine with some number wrangling, but wanted to give an alternative:
I love the idea to nudge sec to be violent about this, possibly lethal after a certain point, but some nonviolent ways should be available to the rest of the crew. Perhaps being around the captain humanizes him so he passively heals CHP. Or alcohol/space drugs makes people content so it greatly increases the healing rate. The random pizza event deals global CHP damage, but actually eating it heals a ton. Stuff like this would actively push revs to be increasingly more public to counteract these effects. It could also make paranoid heads do the things corpo managers do to keep morale up, which could be pretty funny.
I agree that deconversion should not happen on accident and it makes these tricky, but they could work similarly to how poison works in a lot of games. Simply can't go over 0, and/or the effect scales in a way that can't deconvert, but the heal amount is greater the further away from 0 the person is.
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I wanted to make deconversion/healing methods to have interplay with the Revolutionaries somewhat; you shouldn't be encouraged to start slamming alcohol the moment you suspect Revs.
Instead I made crew have a passive heal. It's low but not insignificant, and taking LHP damage disables it for a moment. That way you don't need to go out of your way to do something "metagamey" to heal damage and you can't really pre-emptively prepare for it. Once Revs are confirmed it breeds some great paranoia too.
this is a really good idea and it seems real fun. Here are the things I like and that I don't. Like:
Dislike (mostly if not entirely to do with the DDD, which is a good idea in itself, just the items are weird)
An idea I had: There should be some sort of interaction with the news management console. Maybe amp up the communications console effect on there? Would probably only apply if the crewmember reads the article. Please take this all with a grain of salt, as, after all, these are just the musings of a player. I just wanted to add my thoughts on such a good rework proposal. This also completely remakes the conversion format for the game mode, which is truly... Revolutionary. TL;DR, maybe analyze the DDD items more, mindshields being breakable is good, radio codewords needs a bit of looking at |
wow holy shit this sounds 200% better who would have thought that making murderbone a bad idea would solve revs |
*except centcomm interns |
thistbh HoS would never support a revolution |
there are some very good concepts here |
I like how not only did you stop the issues with the gamemode but actively turn some negatives such as metagaming pr lack of RP into positives by mechanically forcing people to socialise or do social deduction |
Yes. Ten thousand times yes. This is amazing. Very very well done. |
I did this, though I still call it Loyalty Health Points for the acronym LHP. Calling it just Loyalty works now though, and it sounds better (plus makes the Convertable state sound more distinct). |
A potential idea I have is the implementation of propaganda videotapes which can be used on TV's to provide a area deconversion/conversion effect similar to posters but more powerful also a idea for a T3 Dead Drop Items, IFF integrated surplus rifle and IFF rifle ammo schematic, essentially a special gun and ammo type which doesn't hit revolutionaries instead passing over them to hit other targets, individually the guns are kind of pathetic (low fire rate and damage) but in a group they can make for a good final push for the revolution without the normal risk of friendly fire you would get from just ordering guns from cargo |
This seems incredible. Literally the perfect gamemode imo. There appears to be several strategies for victory on both sides which is awesome! Man, I really hope someone codes this. The gameplay sounds so much deeper than most of the gamemodes we have rn. |
Small additional idea: If a Revolutionary kills themselves with damage (explosion, self-immolation), it could also perhaps deal LHP damage? I love the theming of this rework, and martyring oneself is another very "revolutionary" concept, I think. |
What if at tier 3 you could buy mosin and ammo blueprint? That's very commy. Maybe also some kind of revolution music you can play to increase loyalty damage and decrease loyalty overall |
this is a bit of a personal thing, but i dont like that Revs seem to be going for an explicitly communist theme here. revolutions can be motivated by a number of factors, and it should be up to the players how they want to RP the flavor of their rebellion. one of the most fun times ive ever had as a headrev was being a chaplain that played it like a cult taking over the station by indoctrinating people. |
It would be interesting if sec/command killing a crew member also did damage to loyalty. It would mean that even if the game mode wasn't revs 2.0, but you instead became an initial rev via midround conversion, you would benefit from shitsec gunning down a protest earlier in the round. |
What is preventing this from being approved and merged? I'd like to start implementing this game mode but am hesitant due to this still being unmerged. |
A suggestion for that very last line :
The trigger for this should be tied to converted Command members. Converted Command should also deal more Loyalty damage through the use of codewords than the common crew, maybe with a reduce malus when using radio/announcements. |
The one rework to rule them all.
Revolutionaries as a gamemode is currently fairly derided as a gamemode that relies too much on murderboning and being too "metagamey" to counterplay. This design document aims to remake the Revolutionary antag into one that escalates appropriately in presence throughout the round, has clear end conditions and doesn't encourage round removal.
Enjoy!
I want to highlight the previously submitted Revolutionaries reworks #251 and #146, as some concepts from those documents have made it into this proposal where appropriate.