From 533a53551983f1a1db58f9d9ab61e25fb87d3f4f Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Sat, 21 Sep 2024 23:20:10 +0200
Subject: [PATCH 01/12] Create revolutionaries-codeword-rework.md
---
.../revolutionaries-codeword-rework.md | 33 +++++++++++++++++++
1 file changed, 33 insertions(+)
create mode 100644 src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
new file mode 100644
index 000000000..df3018557
--- /dev/null
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -0,0 +1,33 @@
+# Revolutionaries Rework
+
+| Designers | Implemented | GitHub Links |
+|---|---|---|
+| SlamBamactionman | :x: No | TBD |
+
+## Overview
+
+Revolutionaries as a gamemode is a mechanically and thematically interesting concept; sedition against the station's established authority sounds fun and there is a lot of design space to work within to represent this in mechanics. Previous iterations of Revolutionaries (Revs) have however been seen as encouraging too much combat with too snowball-y rounds for either side, frustrating "metagameable" mechanics and design that both directly and indirectly encourages removing a sizeable number of players from the round.
+
+This rework intends to address many of the critiques of the original Revs gamemode while still keeping to the theme of exaggerated "Space Communism", allowing for the Revs faction to take over the station via stealth, subterfuge, blatant opposition or violence.
+
+### Breakdown
+In this document, the default side players belong to will be referred to as either "crew" or "Command".
+
+Revolutionaries are a team conversion antag: a small number of players begin as antagonists, but are able to convert crew to antags, with the antag faction's strength largely being dependent on the number of conversion. As a conversion antag, a round with Revolutionaries should attempt to follow the stages below.
+
+- Initial conversions
+ - This is the stage where the antag begin conversion crew - this should be done stealthily, and failing to do so may result in a swift win for crew. To their benefit the antag is given some kind of initial advantage, providing a quick power bump to get things going.
+- Expansion with risk
+ - During this stage the antag faction grows, exhibiting signs and actions that may be more noticeable by crew. Staying stealthy becomes more difficult due to the number of antags growing, pushing the antags into more direct confrontration.
+- Confrontation with crew
+ - The antag faction has been exposed and crew are now working to counteract the antags. Depending on how well the two previous stages have gone the crew may be in either a good or poor position to fight back.
+- Climax
+ - An encounter between the antags and crew that largely decides the outcome of the round.
+- Resolution
+ - After the climax the round finishes up, resolving the round for remaining players. Usually this is the last few minutes before the evacuation shuttle arrives.
+
+Issues arise when one of these stages are too long, too short or entirely skipped over. A round doesn't necessarily have to be ruined just because a stage is misplaced, however if there are no sufficient back-up scenarios to fall back on the round may end up frustrating for some amount of the round's players (e.g. stalling, dragged out fighting, antag gets found too early without getting to affect the round, no resolution so players just evacuate).
+
+This design document will try to ensure a round with a Rev antag follows this pattern.
+
+##
From d41e2a38e665271644b06294cd91f2642976d340 Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Sun, 22 Sep 2024 01:18:36 +0200
Subject: [PATCH 02/12] Expand goals and begin just writing down all the ideas
---
.../revolutionaries-codeword-rework.md | 51 ++++++++++++++++++-
1 file changed, 50 insertions(+), 1 deletion(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index df3018557..c057484b0 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -30,4 +30,53 @@ Issues arise when one of these stages are too long, too short or entirely skippe
This design document will try to ensure a round with a Rev antag follows this pattern.
-##
+### Revolutionaries gamemode, Goals
+
+The goals that we want to reach with the Revolutionaries are the following:
+- Revolutionaries should be applicable as its own round type and as a mid-round antag, equivalent to Nukies/LoneOp or Traitors/Mid-round Traitors. The difference should be in the number of antags and the resources available.
+- Round removal should be discouraged where possible. It should not be the optimal choice to gib or leave a player to rot unless in specific circumstances.
+- Revolutionaries should not be discovered through no fault of their own in the Initial Conversions phase (i.e. metagameable mechanics).
+- A single non-Security crew member discovering an antag should not spell the end of the antag faction's progression in the round.
+- Round end conditions should be clear and straight-forward, though a crew overcoming the antag shouldn't necessarily mean the end of the round.
+- Crew shouldn't be able to hard counterplay the antag without engaging with the antag.
+
+--- uuuuuuuh below is draft ---
+## Basic layout
+headrevs exist, several can spawn if it is the revolutionaries gamemode, and one spawns if it's a midround. headrevs can see each other.
+
+## Conversion Damage
+- crew have conversation HP, in the range of 100 to -100 HP. Crew begin at 100 HP.
+- revolutionaries can do covert and loud actions to deal conversion damage.
+- if the conversion HP goes below 0, the crew becomes a revolutionary and gets set to -50 HP.
+- having a mindshield raises the conversion hp to 200. if it goes below 100, the mindhield breaks.
+
+## Revolutionary Codewords
+- revolutionary codewords is the base way a rev can convert crew
+- speaking a revolutionary codeword such that another crew hears will deal conversion damage
+- codewords come in three levels; low, mid and high conversion.
+ - low conversion words are easy to incorporate into normal speech. these should be so many, so wide that they are effectively impossible to metagame.
+ - mid conversion words deal a decent amount of damage but can be noticed if one pays attention. these would be at the risk of metagaming, so it would be on the rev player to incorporate them well.
+ - high conversion words are very clearly revolutionary and deal high conversion damage. mostly useful when speaking to crew with high conversion damage to seal the deal, but risky if someone with low conversion damage hears it.
+- these codewords are unique to each headrev (or are they??)
+
+## Dead Drop Duffelbag / The Revolutionaries Uplink
+- can be spawned by rummaging through any disposals bin
+- when used, opens the store
+- can be carried around to access the store at any point & deal conversion damage
+- when placed back into a disposals bin it disappears.
+
+### Dead Drop Items
+tier 1:
+- the classic: a two-use flash that deals massive conversion damage
+- headset override: when used on a headset adds the revolutionary channel
+- revolutionary poster recipe: allows mass-producing posters
+- expanded reading: unlocks more revolutionary codewords
+
+tier 2:
+- marximov: revolutionary-aligned AI lawboard
+- cargommunism pad: QM's cargo pad but doesn't announce the purchase
+- cyanide pills: a bottle of pills. when ingested, unlocks the ability to kill oneself with 200 poison, dealing conversion damage around you
+
+tier 3:
+- mind swap: allows you to change mind with a fellow revolutionary. a trusted scapegoat.
+- de-friedman-rillator: converts someone who is brought to life with this defibrillator
From 3f8bd3d206eb6094672f44e0a20be5114e50fdb7 Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Sun, 22 Sep 2024 14:39:56 +0200
Subject: [PATCH 03/12] Fill up the draft
---
.../revolutionaries-codeword-rework.md | 82 ++++++++++++++++---
1 file changed, 71 insertions(+), 11 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index c057484b0..e910cf8f5 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -42,41 +42,101 @@ The goals that we want to reach with the Revolutionaries are the following:
--- uuuuuuuh below is draft ---
## Basic layout
-headrevs exist, several can spawn if it is the revolutionaries gamemode, and one spawns if it's a midround. headrevs can see each other.
+headrevs exist, several can spawn if it is the revolutionaries gamemode, and one spawns if it's a midround. headrevs can see each other. whenever a value is given it's a *suggestion* and will need to be tweaked based on playtests and feedback.
## Conversion Damage
-- crew have conversation HP, in the range of 100 to -100 HP. Crew begin at 100 HP.
+- crew have conversation HP (CHP), in the range of 100 to -100 CHP. Crew begin at 100 CHP.
- revolutionaries can do covert and loud actions to deal conversion damage.
-- if the conversion HP goes below 0, the crew becomes a revolutionary and gets set to -50 HP.
-- having a mindshield raises the conversion hp to 200. if it goes below 100, the mindhield breaks.
+- if the CHP becomes 0, the crewmember gets into a convertable state.
+ - in this state, revs can perform certain actions to convert the crewmember to being a revolutionary. this sets their CHP to -25.
+- if the CHP goes above 0 after being in the negatives, it gets set to 25 CHP.
+- headrevs have a range of CHP between -500 and 100, and starts at -500.
+- the Captain is unique in that they always have 100 CHP and cannot go below this
+- headrevs can see a healthbar of an individual's CHP
+- CHP can only be dealt/healed when alive, non-crit
+
+- having a mindshield gives the character a shield with 100 CHP
+ - the mindshield takes CHP damage before the character
+ - the shield slowly regains CHP, 0.2 CHP / second
+ - if the mindshield reaches 0 CHP, it breaks
+ - this does not change revolutionary status; a revolutionary can be mindshielded, but they are still a revolutionary.
+ - someone who is mindshielded can still have their CHP healed
+
+## Deconversion
+- deconversion is the main way for crew to fight back against the revolution.
+- deconversion should be fairly easy when targeted but shouldn't happen by accident.
+- deconversion returns a player to the crew side; doing this allows the player to sell out the revolutionaries they have interacted with
+- a deconverted crewmate should be able to be converted again
+
+- methods of deconversion:
+ - harm baton heals 10 CHP
+ - being in cuffs heals 0.5 CHP / second
+ - wearing an electro pack heals 0.5 CHP / second
+
+- if a headrev reaches 0 CHP, they are fully deconverted and lose their antag status
## Revolutionary Codewords
-- revolutionary codewords is the base way a rev can convert crew
-- speaking a revolutionary codeword such that another crew hears will deal conversion damage
+- revolutionary codewords is the main way a rev can convert crew
+- hearing a revolutionary codeword spoken by a revolutionary will deal conversion damage
- codewords come in three levels; low, mid and high conversion.
- low conversion words are easy to incorporate into normal speech. these should be so many, so wide that they are effectively impossible to metagame.
- mid conversion words deal a decent amount of damage but can be noticed if one pays attention. these would be at the risk of metagaming, so it would be on the rev player to incorporate them well.
- high conversion words are very clearly revolutionary and deal high conversion damage. mostly useful when speaking to crew with high conversion damage to seal the deal, but risky if someone with low conversion damage hears it.
-- these codewords are unique to each headrev (or are they??)
+- these codewords are unique to each headrev
+ - when a crewmate is converted, they are given the codewords as well
+- damage dealt is split among the crew who hear it
+- dealing codeword conversion damage has a 10 second cooldown
+- codewords deal the following damage:
+ - low: 10 CHP
+ - mid: 20 CHP
+ - high: 30 CHP, converts any crew in a convertable state
## Dead Drop Duffelbag / The Revolutionaries Uplink
- can be spawned by rummaging through any disposals bin
- when used, opens the store
-- can be carried around to access the store at any point & deal conversion damage
+- can be carried around to access the store at any point & when worn deals passive conversion damage in an area around the wearer
- when placed back into a disposals bin it disappears.
+- one dead drop item is available per headrev per tier
+ - the next tier unlocks when a certain percentage of the station has been converted
+
+## Win Conditions
+Win conditions are the following:
+[draft]
+rev major victory: no *alive, unrestrained* command *on the evac shuttle* are non-rev, >50% of command are revolutionary
+rev minor victory: no *alive, unrestrained* command *on the evac shuttle* are non-rev, <50% of command are revolutionary
+rev-crew tie: both rev minor & crew minor criteria are met, or neither rev minor & crew minor criteria are met
+crew minor victory: no *alive, unrestrained* headrevs are *on the evac shuttle* when evac reaches centcom
+crew major victory: *all* revolutionaries are *deconverted* or *dead* when evac reaches centcom
+
+### Generally available items
+Headbands:
+- Headbands can be cut up using a sharp object to turn into a headband
+- This is a fashion accessory accessible to all crew, however when worn by a revolutionary codewords they say deal 1.5x more damage.
+
+Revolutionary posters:
+- Crew can print posters from autolathes
+- These posters are randomized, and can result in loyal, neutral or revolutionary posters
+- Revolutionary posters have a radius of influence.
+ - When inside this radius, you take 0.25 CHP damage / second
+ - When inside this radius, codewords deal 1.25x more damage
+- Loyal posters also have a radius of influence.
+ - When inside this radius, you heal 0.25 CHP damage / second
+ - When inside this radius, codewords deal 0.5x damage
### Dead Drop Items
tier 1:
-- the classic: a two-use flash that deals massive conversion damage
+- the classic: a two-use flash that deals massive conversion damage and can convert
- headset override: when used on a headset adds the revolutionary channel
-- revolutionary poster recipe: allows mass-producing posters
+- revolutionary poster blueprint: allows producing posters directly, for cheaper cost
- expanded reading: unlocks more revolutionary codewords
tier 2:
- marximov: revolutionary-aligned AI lawboard
- cargommunism pad: QM's cargo pad but doesn't announce the purchase
- cyanide pills: a bottle of pills. when ingested, unlocks the ability to kill oneself with 200 poison, dealing conversion damage around you
+- de-friedman-rillator: converts someone who is brought to life with this defibrillator
tier 3:
- mind swap: allows you to change mind with a fellow revolutionary. a trusted scapegoat.
-- de-friedman-rillator: converts someone who is brought to life with this defibrillator
+- revolutionary leader cap: amplifies conversion damage dealt by the wearer's codewords
+- megaphone: codeword damage spoken when holding a megaphone is not split; full damage is dealt to all who hear it
From 43ac45df2d3a81fc953c7b5855fecfba50811673 Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Sun, 22 Sep 2024 15:20:45 +0200
Subject: [PATCH 04/12] Clean up draft
---
.../revolutionaries-codeword-rework.md | 77 +++++++++++--------
1 file changed, 47 insertions(+), 30 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index e910cf8f5..29fb9dcf7 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -41,20 +41,27 @@ The goals that we want to reach with the Revolutionaries are the following:
- Crew shouldn't be able to hard counterplay the antag without engaging with the antag.
--- uuuuuuuh below is draft ---
+whenever a value is given it's a *suggestion* and will need to be tweaked based on playtests and feedback.
+
## Basic layout
-headrevs exist, several can spawn if it is the revolutionaries gamemode, and one spawns if it's a midround. headrevs can see each other. whenever a value is given it's a *suggestion* and will need to be tweaked based on playtests and feedback.
+- headrevs exist
+- several can spawn if it is the revolutionaries gamemode, and one spawns if it's a midround
+- headrevs can see each other
+
+## Conversion
-## Conversion Damage
+### Conversion Damage
- crew have conversation HP (CHP), in the range of 100 to -100 CHP. Crew begin at 100 CHP.
- revolutionaries can do covert and loud actions to deal conversion damage.
- if the CHP becomes 0, the crewmember gets into a convertable state.
- in this state, revs can perform certain actions to convert the crewmember to being a revolutionary. this sets their CHP to -25.
- if the CHP goes above 0 after being in the negatives, it gets set to 25 CHP.
- headrevs have a range of CHP between -500 and 100, and starts at -500.
-- the Captain is unique in that they always have 100 CHP and cannot go below this
- headrevs can see a healthbar of an individual's CHP
- CHP can only be dealt/healed when alive, non-crit
+- the Captain is unique in that they always have 100 CHP and cannot go below this
+- Command and Security have mindshields roundstart
- having a mindshield gives the character a shield with 100 CHP
- the mindshield takes CHP damage before the character
- the shield slowly regains CHP, 0.2 CHP / second
@@ -62,20 +69,7 @@ headrevs exist, several can spawn if it is the revolutionaries gamemode, and one
- this does not change revolutionary status; a revolutionary can be mindshielded, but they are still a revolutionary.
- someone who is mindshielded can still have their CHP healed
-## Deconversion
-- deconversion is the main way for crew to fight back against the revolution.
-- deconversion should be fairly easy when targeted but shouldn't happen by accident.
-- deconversion returns a player to the crew side; doing this allows the player to sell out the revolutionaries they have interacted with
-- a deconverted crewmate should be able to be converted again
-
-- methods of deconversion:
- - harm baton heals 10 CHP
- - being in cuffs heals 0.5 CHP / second
- - wearing an electro pack heals 0.5 CHP / second
-
-- if a headrev reaches 0 CHP, they are fully deconverted and lose their antag status
-
-## Revolutionary Codewords
+### Revolutionary Codewords
- revolutionary codewords is the main way a rev can convert crew
- hearing a revolutionary codeword spoken by a revolutionary will deal conversion damage
- codewords come in three levels; low, mid and high conversion.
@@ -90,14 +84,21 @@ headrevs exist, several can spawn if it is the revolutionaries gamemode, and one
- low: 10 CHP
- mid: 20 CHP
- high: 30 CHP, converts any crew in a convertable state
+- speaking through a radio deals 0.25x CHP damage.
+- announcement messages by a revolutionary deals 0.5x CHP damage.
-## Dead Drop Duffelbag / The Revolutionaries Uplink
-- can be spawned by rummaging through any disposals bin
-- when used, opens the store
-- can be carried around to access the store at any point & when worn deals passive conversion damage in an area around the wearer
-- when placed back into a disposals bin it disappears.
-- one dead drop item is available per headrev per tier
- - the next tier unlocks when a certain percentage of the station has been converted
+### Deconversion
+- deconversion is the main way for crew to fight back against the revolution.
+- deconversion should be fairly easy when targeted but shouldn't happen by accident.
+- deconversion returns a player to the crew side; doing this allows the player to sell out the revolutionaries they have interacted with
+- a deconverted crewmate should be able to be converted again
+
+- methods of deconversion:
+ - harm baton heals 10 CHP
+ - being in cuffs heals 0.5 CHP / second
+ - wearing an electro pack heals 0.5 CHP / second
+
+- if a headrev reaches 0 CHP, they are fully deconverted and lose their antag status
## Win Conditions
Win conditions are the following:
@@ -108,35 +109,51 @@ rev-crew tie: both rev minor & crew minor criteria are met, or neither rev minor
crew minor victory: no *alive, unrestrained* headrevs are *on the evac shuttle* when evac reaches centcom
crew major victory: *all* revolutionaries are *deconverted* or *dead* when evac reaches centcom
+## Revolutionary Items
+
### Generally available items
Headbands:
- Headbands can be cut up using a sharp object to turn into a headband
- This is a fashion accessory accessible to all crew, however when worn by a revolutionary codewords they say deal 1.5x more damage.
Revolutionary posters:
-- Crew can print posters from autolathes
-- These posters are randomized, and can result in loyal, neutral or revolutionary posters
-- Revolutionary posters have a radius of influence.
+- Crew can print rolled-up posters from autolathes using cloth
+- These posters are randomized when printed, and can result in loyal, neutral or revolutionary posters
+ - Examining a rolled-up poster gives its name
+- Revolutionary posters have a radius of influence when put up.
- When inside this radius, you take 0.25 CHP damage / second
- When inside this radius, codewords deal 1.25x more damage
-- Loyal posters also have a radius of influence.
+- Loyal posters also have a radius of influence when put up.
- When inside this radius, you heal 0.25 CHP damage / second
- When inside this radius, codewords deal 0.5x damage
+- Posters can be taken down, and if recycled gives back some cloth
+
+### Dead Drop Duffelbag / The Revolutionaries Uplink
+- can be spawned by rummaging through any disposals bin
+- when used, opens the store
+- can be carried around to access the store at any point & when worn deals passive conversion damage in an area around the wearer
+- when placed back into a disposals bin it disappears.
+- one dead drop item is available per headrev per tier
+ - the next tier unlocks when a certain percentage of the station has been converted
+
### Dead Drop Items
tier 1:
+tier 1 items should help the revolution grow in a stealthy or efficient way, in ways that don't involve combat
- the classic: a two-use flash that deals massive conversion damage and can convert
- headset override: when used on a headset adds the revolutionary channel
-- revolutionary poster blueprint: allows producing posters directly, for cheaper cost
+- revolutionary poster blueprint: allows producing rev posters directly, for cheaper cost
- expanded reading: unlocks more revolutionary codewords
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: revolutionary-aligned AI lawboard
- cargommunism pad: QM's cargo pad but doesn't announce the purchase
-- cyanide pills: a bottle of pills. when ingested, unlocks the ability to kill oneself with 200 poison, dealing conversion damage around you
+- cyanide pills: a bottle of pills. when ingested, unlocks the ability to kill oneself with 200 poison, dealing 80 CHP damage in a radius around the user
- de-friedman-rillator: converts someone who is brought to life with this defibrillator
tier 3:
+tier 3 items is the revolution's capstone ability; if the revolution reaches this stage, the item should provide an option for the revs to go loud, or a way to comeback against a crew that is trying to fight back
- mind swap: allows you to change mind with a fellow revolutionary. a trusted scapegoat.
- revolutionary leader cap: amplifies conversion damage dealt by the wearer's codewords
- megaphone: codeword damage spoken when holding a megaphone is not split; full damage is dealt to all who hear it
From 8072a95220bf40f94b0f0a63998fadeb9137efb9 Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Mon, 23 Sep 2024 14:43:46 +0200
Subject: [PATCH 05/12] Move some stuff out of the draft phase
---
.../revolutionaries-codeword-rework.md | 150 ++++++++++++------
1 file changed, 100 insertions(+), 50 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index 29fb9dcf7..6c8ba9e27 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -40,52 +40,108 @@ The goals that we want to reach with the Revolutionaries are the following:
- Round end conditions should be clear and straight-forward, though a crew overcoming the antag shouldn't necessarily mean the end of the round.
- Crew shouldn't be able to hard counterplay the antag without engaging with the antag.
---- uuuuuuuh below is draft ---
-whenever a value is given it's a *suggestion* and will need to be tweaked based on playtests and feedback.
-## Basic layout
-- headrevs exist
-- several can spawn if it is the revolutionaries gamemode, and one spawns if it's a midround
-- headrevs can see each other
+## New Revolutionaries, Basic layout
+Any values given here are suggestions, and should be adjusted based on playtesting.
+
+The Revolutionary antag begins either as a 2-4 roundstart antag roll for the Revolutionary gamemode, or a single crewmember secretly becomes a Revolutionary antag during another gamemode midround.
+
+Revolutionary antags that start out this way are considered Head Revolutionaries (HeadRevs). A Head Revolutionary has the duty to begin the conversion of other crew and have some extra tools at their disposal to strengthen the progression of the antag faction, but they are not strictly necessary for the revolution antags to succeed. The goal for Head Revolutionaries is to convert crew to grow the faction's strength, convert department Heads and survive until the evacuation shuttle without being deconverted.
+
+Head Revolutionaries share the same team and when they are given the role they obtain the names and jobs of the other Head Revolutionaries on the station. Revolutionaries can be identified by other revolutionaries via an icon next to their character, however Head Revs do not have a unique icon.
+
+For crew, the goal is to deconvert revolutionary converts, protect Heads from being converted, and ensure Head Revs are discovered and/or do not make it onto the evacuation shuttle.
+
+### Win Conditions
+
+Win conditions for a round with a Revolutionary antag are the following:
+
+- Revolutionary Major Victory: No *alive, unrestrained* Command *on the evac shuttle* are non-rev, >50% of Command are converted Revolutionaries.
+- Revolutionary Minor Victory: No *alive, unrestrained* Command *on the evac shuttle* are non-rev, <50% of Command are converted Revolutionaries.
+- Rev-Crew Tie: Both Rev Minor & Crew Minor criteria are met, or neither Rev Minor & Crew Minor criteria are met.
+- Crew Minor Victory: No *alive, unrestrained* headrevs are *on the evac shuttle* when Evac reaches CentComm.
+- Crew Major Victory: *All* revolutionaries are *deconverted* or *dead* when Evac reaches CentComm.
+
+The round-end screen could look like the following:
+
+```
+Revolutionary Major Victory!
+X% of Crew were converted to the Revolution.
+X% of Command were converted to the Revolution.
+0 Loyal Command made it to CentComm.
+X Head Revolutionaries made it to CentComm.
+```
+
+```
+Crew Minor Victory!
+X% of Crew were converted to the Revolution.
+X% of Command were converted to the Revolution.
+X Loyal Command made it to CentComm.
+0 Head Revolutionaries made it to CentComm.
+```
+
+```
+Crew Major Victory!
+All Revolutionaries were killed or deconverted!
+```
## Conversion
-### Conversion Damage
-- crew have conversation HP (CHP), in the range of 100 to -100 CHP. Crew begin at 100 CHP.
-- revolutionaries can do covert and loud actions to deal conversion damage.
-- if the CHP becomes 0, the crewmember gets into a convertable state.
- - in this state, revs can perform certain actions to convert the crewmember to being a revolutionary. this sets their CHP to -25.
-- if the CHP goes above 0 after being in the negatives, it gets set to 25 CHP.
-- headrevs have a range of CHP between -500 and 100, and starts at -500.
-- headrevs can see a healthbar of an individual's CHP
-- CHP can only be dealt/healed when alive, non-crit
-- the Captain is unique in that they always have 100 CHP and cannot go below this
-
-- Command and Security have mindshields roundstart
-- having a mindshield gives the character a shield with 100 CHP
- - the mindshield takes CHP damage before the character
- - the shield slowly regains CHP, 0.2 CHP / second
- - if the mindshield reaches 0 CHP, it breaks
- - this does not change revolutionary status; a revolutionary can be mindshielded, but they are still a revolutionary.
- - someone who is mindshielded can still have their CHP healed
-
-### Revolutionary Codewords
-- revolutionary codewords is the main way a rev can convert crew
-- hearing a revolutionary codeword spoken by a revolutionary will deal conversion damage
-- codewords come in three levels; low, mid and high conversion.
- - low conversion words are easy to incorporate into normal speech. these should be so many, so wide that they are effectively impossible to metagame.
- - mid conversion words deal a decent amount of damage but can be noticed if one pays attention. these would be at the risk of metagaming, so it would be on the rev player to incorporate them well.
- - high conversion words are very clearly revolutionary and deal high conversion damage. mostly useful when speaking to crew with high conversion damage to seal the deal, but risky if someone with low conversion damage hears it.
-- these codewords are unique to each headrev
- - when a crewmate is converted, they are given the codewords as well
-- damage dealt is split among the crew who hear it
-- dealing codeword conversion damage has a 10 second cooldown
-- codewords deal the following damage:
- - low: 10 CHP
- - mid: 20 CHP
- - high: 30 CHP, converts any crew in a convertable state
-- speaking through a radio deals 0.25x CHP damage.
-- announcement messages by a revolutionary deals 0.5x CHP damage.
+Conversion is how the Revolutionary antag faction grows, and is a *requirement* to obtain Revolutionary Major Victory. To convert a crewmember they must be interacted with by a Revolutionary over time, and once a critera is met they can be converted to the Revolution. Crew are also able to de-convert Revolutionaries. Conversion is not restricted to Headrevs, though they have access to certain tools that benefit them in this regard.
+
+To represent the convertable state a crewmember is in and the faction they belong to, there is now a hidden nummerical stat called Conversion Health Points (CHP).
+
+### Conversion Health Points & Damage
+
+All sentient crew have Conversion Health Points, which can normally range between 100 to -100 CHP. All crew, unless specified, begin at a full 100 CHP.
+
+- Revolutionaries are able to do specific actions that "deal damage" to a crewmember's CHP, gradually lowering it with varying effectiveness depending on how covert or obviously antagonistic the action is.
+- If a crewmember gets below <10 CHP, they enter a Convertable state.
+ - As long as the crewmember is not a Revolutionary, their CHP can not be reduced below 0. They will remain in the Convertable state until their CHP rises above 10 CHP again.
+ - While a crewmember is in the Convertable state, they can be converted into a Revolutionary via specific actions available to Revolutionaries.
+ - When converted to a Revolutionary, their CHP is set to -25.
+- Crew are able to "heal" CHP via specific actions, deconverting Revolutionaries into normal crewmembers.
+ - If a Revolutionary's CHP is no longer in the negatives (i.e. at >=0 CHP), they instantly revert into a normal crewmember with 25 CHP and lose their antag status. *This is true for Headrevs as well.*
+
+Headrevs are unique in that they have a CHP range between -500 and 100 CHP. Headrevs begin at -500 CHP when they are given the antag status. As a benefit of being a Headrev, they are able to visually see the current CHP of any crewmember, similar to a health HUD display.
+
+The Captain is also unique in that they always have 100 CHP and can never go below this. This makes the Captain unconvertable to the Revolution, and they are the only Command on the station with this property. CentComm agents and other Admeme should be similarly unconvertable by default.
+
+Unlike normal damage, CHP can only be dealt/healed to an individual who is alive and not in crit.
+
+### Mindshields
+
+Mindshield implants are a way to add extra safety for vital station personnel. They can not prevent or heal conversion on its own, but provides a buffer that requires the Revolutionaries to put in targeted effort to successfully convert someone with a mindshield. The mindshield is not a hard counter to Revolutionaries and while serving some use in preventing conversion they are not useful for deconversion.
+
+Command and Security are the only roles that have mindshields roundstart.
+
+- A mindshield gives its owner a "shield" with 100 CHP. The mindshield absorbs any CHP damage dealt to the owner and takes it instead.
+- If the mindshield reaches 0 CHP, it breaks and is removed from its owner.
+- The shield slowly regains CHP on its own, at 0.2 CHP / second.
+- Having a mindshield does not change Revolutionary status or antag faction; a Revolutionary can be mindshielded and still belong to the Revolution.
+
+Mindshields only protects the owner from CHP *damage*. Someone with a mindshield can still be healed.
+
+### Revolutionary Codewords & CHP Damage
+
+Revolutionary codewords is the main way a Rev convert crew, and is the primary conversion method the gamemode is balanced around. When becoming a Revolutionary (Headrev or converted) you are provided with a number of codewords that when spoken deals CHP damage to anyone hearing it. These codewords are unique to each Headrev and are passed on to whatever Revolutionary they convert, and any further conversions down the chain get the same codewords passed on.
+
+Codewords come in three levels; Low, Mid and High Conversion words.
+ - Low Conversion words are meant to be easy to incorporate into normal speech. There should be so many possible low conversion words that can be rolled that it becomes effectively impossible to metagame.
+ - Mid Conversion words deal a decent amount of CHP damage but can be noticed if one pays attention. These would be at the risk of metagaming due to being flavored towards revolutionary speech, so it would be on the rev player to incorporate them well into conversations.
+ - High Conversion words are very clearly revolutionary and deal high CHP damage, *and is able to convert a crewmember in the Convertable state. They should be mostly useful when the revolution is in full swing, but risky for a non-convertable crewmember to overhear.
+
+Dealing damage with codeword has a 10 second cooldown, to avoid simply spamming the codewords. Damage is also split among the crew who hear it, making speech directed to a single individual more effective at targeted conversion, while multiple Revolutionaries can shout it out to crowds without the conversion happening to fast.
+
+Codewords are proposed to deal the following damage:
+ - Low: 10 CHP
+ - Mid: 20 CHP
+ - High: 30 CHP, and converts any crew in the Convertable state.
+
+Codewords are able to deal damage even when communicated across different mediums, however the conversion strength is reduced to compensate for how easy it may be to do so:
+
+- A Revolutionary speaking a codeword through a headset radio deals 0.15x CHP damage.
+- Announcement messages with a codeword by a Revolutionary deals 0.5x CHP damage.
### Deconversion
- deconversion is the main way for crew to fight back against the revolution.
@@ -100,14 +156,6 @@ whenever a value is given it's a *suggestion* and will need to be tweaked based
- if a headrev reaches 0 CHP, they are fully deconverted and lose their antag status
-## Win Conditions
-Win conditions are the following:
-[draft]
-rev major victory: no *alive, unrestrained* command *on the evac shuttle* are non-rev, >50% of command are revolutionary
-rev minor victory: no *alive, unrestrained* command *on the evac shuttle* are non-rev, <50% of command are revolutionary
-rev-crew tie: both rev minor & crew minor criteria are met, or neither rev minor & crew minor criteria are met
-crew minor victory: no *alive, unrestrained* headrevs are *on the evac shuttle* when evac reaches centcom
-crew major victory: *all* revolutionaries are *deconverted* or *dead* when evac reaches centcom
## Revolutionary Items
@@ -144,6 +192,8 @@ tier 1 items should help the revolution grow in a stealthy or efficient way, in
- headset override: when used on a headset adds the revolutionary channel
- revolutionary poster blueprint: allows producing rev posters directly, for cheaper cost
- expanded reading: unlocks more revolutionary codewords
+- how to hug: after reading this book, hugging someone deals minor CHP damage.
+- revolutionary stamp: any document stamped with this red stamp deals high CHP when read.
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
From 83d3034215ba595579508fbd96b202ca78e3e17a Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Mon, 23 Sep 2024 17:45:26 +0200
Subject: [PATCH 06/12] first full draft
---
.../revolutionaries-codeword-rework.md | 220 ++++++++++--------
1 file changed, 124 insertions(+), 96 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index 6c8ba9e27..f34804f32 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -10,6 +10,11 @@ Revolutionaries as a gamemode is a mechanically and thematically interesting con
This rework intends to address many of the critiques of the original Revs gamemode while still keeping to the theme of exaggerated "Space Communism", allowing for the Revs faction to take over the station via stealth, subterfuge, blatant opposition or violence.
+This design document is inspired by ideas presented by the the following works and authors:
+https://github.com/space-wizards/docs/pull/251 - CaelleakNavinski
+https://github.com/space-wizards/docs/pull/146 - illdoodle
+ScarKy0
+
### Breakdown
In this document, the default side players belong to will be referred to as either "crew" or "Command".
@@ -28,21 +33,21 @@ Revolutionaries are a team conversion antag: a small number of players begin as
Issues arise when one of these stages are too long, too short or entirely skipped over. A round doesn't necessarily have to be ruined just because a stage is misplaced, however if there are no sufficient back-up scenarios to fall back on the round may end up frustrating for some amount of the round's players (e.g. stalling, dragged out fighting, antag gets found too early without getting to affect the round, no resolution so players just evacuate).
-This design document will try to ensure a round with a Rev antag follows this pattern.
+This design document will try to ensure that a round with a Rev antag follows this pattern.
-### Revolutionaries gamemode, Goals
+### Revolutionaries Gamemode Goals
The goals that we want to reach with the Revolutionaries are the following:
- Revolutionaries should be applicable as its own round type and as a mid-round antag, equivalent to Nukies/LoneOp or Traitors/Mid-round Traitors. The difference should be in the number of antags and the resources available.
- Round removal should be discouraged where possible. It should not be the optimal choice to gib or leave a player to rot unless in specific circumstances.
-- Revolutionaries should not be discovered through no fault of their own in the Initial Conversions phase (i.e. metagameable mechanics).
+- Revolutionaries should not be discovered through *no fault of their own* in the Initial Conversions phase (i.e. metagameable mechanics).
- A single non-Security crew member discovering an antag should not spell the end of the antag faction's progression in the round.
- Round end conditions should be clear and straight-forward, though a crew overcoming the antag shouldn't necessarily mean the end of the round.
- Crew shouldn't be able to hard counterplay the antag without engaging with the antag.
## New Revolutionaries, Basic layout
-Any values given here are suggestions, and should be adjusted based on playtesting.
+Any values given here are suggestions and are especially marked by being **bolded**. Any such value should be adjusted based on playtesting.
The Revolutionary antag begins either as a 2-4 roundstart antag roll for the Revolutionary gamemode, or a single crewmember secretly becomes a Revolutionary antag during another gamemode midround.
@@ -56,8 +61,8 @@ For crew, the goal is to deconvert revolutionary converts, protect Heads from be
Win conditions for a round with a Revolutionary antag are the following:
-- Revolutionary Major Victory: No *alive, unrestrained* Command *on the evac shuttle* are non-rev, >50% of Command are converted Revolutionaries.
-- Revolutionary Minor Victory: No *alive, unrestrained* Command *on the evac shuttle* are non-rev, <50% of Command are converted Revolutionaries.
+- Revolutionary Major Victory: No *alive, unrestrained* Command *on the evac shuttle* are non-rev, >**50%** of Command are converted Revolutionaries.
+- Revolutionary Minor Victory: No *alive, unrestrained* Command *on the evac shuttle* are non-rev, <**50%** of Command are converted Revolutionaries.
- Rev-Crew Tie: Both Rev Minor & Crew Minor criteria are met, or neither Rev Minor & Crew Minor criteria are met.
- Crew Minor Victory: No *alive, unrestrained* headrevs are *on the evac shuttle* when Evac reaches CentComm.
- Crew Major Victory: *All* revolutionaries are *deconverted* or *dead* when Evac reaches CentComm.
@@ -65,24 +70,32 @@ Win conditions for a round with a Revolutionary antag are the following:
The round-end screen could look like the following:
```
-Revolutionary Major Victory!
-X% of Crew were converted to the Revolution.
-X% of Command were converted to the Revolution.
-0 Loyal Command made it to CentComm.
-X Head Revolutionaries made it to CentComm.
+Revolutionary Major Victory! [Green text]
+X% of Crew were converted to the Revolution. [Yellow text]
+X% of Command were converted to the Revolution. [Green text]
+0 Unconverted Command made it to CentComm. [Green text]
+X Head Revolutionaries made it to CentComm. [Green text if >0]
```
```
-Crew Minor Victory!
-X% of Crew were converted to the Revolution.
-X% of Command were converted to the Revolution.
-X Loyal Command made it to CentComm.
-0 Head Revolutionaries made it to CentComm.
+Revolutionary Minor Victory! [Green text]
+X% of Crew were converted to the Revolution. [Yellow text]
+X% of Command were converted to the Revolution. [Red text]
+0 Unconverted Command made it to CentComm. [Green text]
+X Head Revolutionaries made it to CentComm. [Green text if >0]
```
```
-Crew Major Victory!
-All Revolutionaries were killed or deconverted!
+Crew Minor Victory! [Green text]
+X% of Crew were converted to the Revolution. [Green text]
+X% of Command were converted to the Revolution. [Green text]
+X Loyal Command made it to CentComm. [Red text]
+0 Head Revolutionaries made it to CentComm. [Red text]
+```
+
+```
+Crew Major Victory! [Green text]
+All Revolutionaries were killed or deconverted! [Red text]
```
## Conversion
@@ -96,114 +109,129 @@ To represent the convertable state a crewmember is in and the faction they belon
All sentient crew have Conversion Health Points, which can normally range between 100 to -100 CHP. All crew, unless specified, begin at a full 100 CHP.
- Revolutionaries are able to do specific actions that "deal damage" to a crewmember's CHP, gradually lowering it with varying effectiveness depending on how covert or obviously antagonistic the action is.
-- If a crewmember gets below <10 CHP, they enter a Convertable state.
- - As long as the crewmember is not a Revolutionary, their CHP can not be reduced below 0. They will remain in the Convertable state until their CHP rises above 10 CHP again.
+- If a crewmember gets below <**10** CHP, they enter a Convertable state.
+ - As long as the crewmember is not a Revolutionary, their CHP can not be reduced below 0. They will remain in the Convertable state until their CHP rises above **10** CHP again.
- While a crewmember is in the Convertable state, they can be converted into a Revolutionary via specific actions available to Revolutionaries.
- - When converted to a Revolutionary, their CHP is set to -25.
+ - When converted to a Revolutionary, their CHP is set to **-25**.
+ - A successful conversion is silent for surrounding players, however the player who is converted gets a pop-up and the appropriate music stinger.
- Crew are able to "heal" CHP via specific actions, deconverting Revolutionaries into normal crewmembers.
- - If a Revolutionary's CHP is no longer in the negatives (i.e. at >=0 CHP), they instantly revert into a normal crewmember with 25 CHP and lose their antag status. *This is true for Headrevs as well.*
+ - If a Revolutionary's CHP is no longer in the negatives (i.e. at >=0 CHP), they instantly revert into a normal crewmember with **25** CHP and lose their antag status. *This is true for Headrevs as well.*
+ - Deconversion causes the person to fall to the floor for a second, as they remember their original allegiance.
-Headrevs are unique in that they have a CHP range between -500 and 100 CHP. Headrevs begin at -500 CHP when they are given the antag status. As a benefit of being a Headrev, they are able to visually see the current CHP of any crewmember, similar to a health HUD display.
+Headrevs are unique in that they have a CHP range between **-500** and 100 CHP. Headrevs begin at **-500** CHP when they are given the antag status. As a benefit of being a Headrev, they are able to visually see the current CHP of any crewmember, similar to a health HUD display.
The Captain is also unique in that they always have 100 CHP and can never go below this. This makes the Captain unconvertable to the Revolution, and they are the only Command on the station with this property. CentComm agents and other Admeme should be similarly unconvertable by default.
Unlike normal damage, CHP can only be dealt/healed to an individual who is alive and not in crit.
-### Mindshields
-
-Mindshield implants are a way to add extra safety for vital station personnel. They can not prevent or heal conversion on its own, but provides a buffer that requires the Revolutionaries to put in targeted effort to successfully convert someone with a mindshield. The mindshield is not a hard counter to Revolutionaries and while serving some use in preventing conversion they are not useful for deconversion.
-
-Command and Security are the only roles that have mindshields roundstart.
-
-- A mindshield gives its owner a "shield" with 100 CHP. The mindshield absorbs any CHP damage dealt to the owner and takes it instead.
-- If the mindshield reaches 0 CHP, it breaks and is removed from its owner.
-- The shield slowly regains CHP on its own, at 0.2 CHP / second.
-- Having a mindshield does not change Revolutionary status or antag faction; a Revolutionary can be mindshielded and still belong to the Revolution.
-
-Mindshields only protects the owner from CHP *damage*. Someone with a mindshield can still be healed.
-
### Revolutionary Codewords & CHP Damage
Revolutionary codewords is the main way a Rev convert crew, and is the primary conversion method the gamemode is balanced around. When becoming a Revolutionary (Headrev or converted) you are provided with a number of codewords that when spoken deals CHP damage to anyone hearing it. These codewords are unique to each Headrev and are passed on to whatever Revolutionary they convert, and any further conversions down the chain get the same codewords passed on.
-Codewords come in three levels; Low, Mid and High Conversion words.
- - Low Conversion words are meant to be easy to incorporate into normal speech. There should be so many possible low conversion words that can be rolled that it becomes effectively impossible to metagame.
- - Mid Conversion words deal a decent amount of CHP damage but can be noticed if one pays attention. These would be at the risk of metagaming due to being flavored towards revolutionary speech, so it would be on the rev player to incorporate them well into conversations.
- - High Conversion words are very clearly revolutionary and deal high CHP damage, *and is able to convert a crewmember in the Convertable state. They should be mostly useful when the revolution is in full swing, but risky for a non-convertable crewmember to overhear.
+Codewords come in three levels; Low, Mid and High Conversion words, with **4** codewords given in each level.
+ - Low Conversion words are meant to be easy to incorporate into normal speech. There should be so many possible low conversion words that can be rolled that it becomes effectively impossible to metagame. Examples: "love", "hello", "great", "hate".
+ - Mid Conversion words deal a decent amount of CHP damage but can be noticed if one pays attention. These would be at the risk of metagaming due to being flavored towards revolutionary speech, so it would be on the rev player to incorporate them well into conversations. Examples: "disrupt", "rise up", "join".
+ - High Conversion words are very clearly revolutionary and deal high CHP damage, *and is able to convert a crewmember in the Convertable state. They should be mostly useful when the revolution is in full swing, but risky for a non-convertable crewmember to overhear. Examples: "viva", "communism", "comrade".
-Dealing damage with codeword has a 10 second cooldown, to avoid simply spamming the codewords. Damage is also split among the crew who hear it, making speech directed to a single individual more effective at targeted conversion, while multiple Revolutionaries can shout it out to crowds without the conversion happening to fast.
+Dealing damage with codeword has a **10** second cooldown, to avoid simply spamming the codewords. Damage is also split among the crew who hear it, making speech directed to a single individual more effective at targeted conversion, while multiple Revolutionaries can shout it out to crowds without the conversion happening to fast.
Codewords are proposed to deal the following damage:
- - Low: 10 CHP
- - Mid: 20 CHP
- - High: 30 CHP, and converts any crew in the Convertable state.
+ - Low: **10** CHP
+ - Mid: **20** CHP
+ - High: **30** CHP, and converts any crew in the Convertable state.
Codewords are able to deal damage even when communicated across different mediums, however the conversion strength is reduced to compensate for how easy it may be to do so:
-- A Revolutionary speaking a codeword through a headset radio deals 0.15x CHP damage.
-- Announcement messages with a codeword by a Revolutionary deals 0.5x CHP damage.
+- A Revolutionary speaking a codeword through a headset radio deals **0.25**x CHP damage.
+- Announcement messages with a codeword by a Revolutionary deals **0.5**x CHP damage, without being divided among the people hearing it.
### Deconversion
-- deconversion is the main way for crew to fight back against the revolution.
-- deconversion should be fairly easy when targeted but shouldn't happen by accident.
-- deconversion returns a player to the crew side; doing this allows the player to sell out the revolutionaries they have interacted with
-- a deconverted crewmate should be able to be converted again
-- methods of deconversion:
- - harm baton heals 10 CHP
- - being in cuffs heals 0.5 CHP / second
- - wearing an electro pack heals 0.5 CHP / second
+Deconversion is the main way for crew to fight back against the revolution. It should be fairly easy when targeted at isolated Revolutionaries but require more work when Revolutionaries are together. It should also not happen by accident; crew should consciously attempt it to be successful.
+
+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.
+
+Methods of deconversion include:
+ - Harm baton, heals **10** CHP per hit
+ - Being in cuffs heals **0.5** CHP / second
+ - Wearing an electro pack heals **0.5** CHP / second
-- if a headrev reaches 0 CHP, they are fully deconverted and lose their antag status
+A deconverted Revolutionary can be reconverted again. If a Headrev is deconverted (>= 0 CHP) they lose their antag status, and being converted to the Revolution makes you a normal Revolutionary.
+### Mindshields
+
+Mindshield implants are a way to add extra safety for vital station personnel. They can not prevent or heal conversion on its own, but provides a buffer that requires the Revolutionaries to put in targeted effort to successfully convert someone with a mindshield. The mindshield is not a hard counter to Revolutionaries and while serving some use in preventing conversion they are not useful for deconversion.
+
+Command and Security are the only roles that have mindshields roundstart.
+
+- A mindshield gives its owner a "shield" with **100** CHP. The mindshield absorbs any CHP damage dealt to the owner and takes it instead.
+- If the mindshield reaches 0 CHP, it breaks and is removed from its owner.
+- The shield slowly regains CHP on its own, at **0.2** CHP / second.
+- Having a mindshield does not change Revolutionary status or antag faction; a Revolutionary can be mindshielded and still belong to the Revolution.
+
+Mindshields only protects the owner from CHP *damage*. Someone with a mindshield can still be healed.
## Revolutionary Items
+To assist in the revolution, Revolutionaries have access to a multitude of items. Some are generally available regardless of roundtype, while some are specific to the Revolutionary antag. The choice and utilization of these items should provide players options and flavors for how the revolution plays out. It's important that the items do not encourage gameplay that go against the Revolutionary Gamemode Goals.
+
### Generally available items
-Headbands:
-- Headbands can be cut up using a sharp object to turn into a headband
-- This is a fashion accessory accessible to all crew, however when worn by a revolutionary codewords they say deal 1.5x more damage.
-
-Revolutionary posters:
-- Crew can print rolled-up posters from autolathes using cloth
-- These posters are randomized when printed, and can result in loyal, neutral or revolutionary posters
- - Examining a rolled-up poster gives its name
-- Revolutionary posters have a radius of influence when put up.
- - When inside this radius, you take 0.25 CHP damage / second
- - When inside this radius, codewords deal 1.25x more damage
-- Loyal posters also have a radius of influence when put up.
- - When inside this radius, you heal 0.25 CHP damage / second
- - When inside this radius, codewords deal 0.5x damage
+
+**Headbands**
+- Headband is a headwear item that can be created by using a sharp object on a bandana.
+- This is a fashion accessory accessible to all crew, however when worn by a Revolutionary their codewords deal 1.5x more CHP damage.
+
+**Revolutionary posters**
+- Crew can print rolled posters from autolathes using cloth.
+- These posters are randomized when printed, and can result in loyal, neutral or revolutionary posters. Examining a rolled poster gives its name and allegiance.
+- Revolutionary posters have a radius of 4 tile influence when put up (requires line of sight).
+ - When inside this radius, you take **0.25** CHP damage / second (to a max of 4 stacks).
+ - When inside this radius, codewords deal **1.25**x more damage (does not stack with itself).
+- Loyal posters also have a radius of 4 tile influence when put up (requires line of sight).
+ - When inside this radius, you heal **0.25** CHP damage / second (to a max of 4 stacks).
+ - When inside this radius, codewords deal **0.5**x damage (does not stack with itself).
- Posters can be taken down, and if recycled gives back some cloth
+- Destroying a poster that is up heals **10** CHP if it's a Revolutionary poster, or deals **10** CHP if it's a Loyal poster.
### Dead Drop Duffelbag / The Revolutionaries Uplink
-- can be spawned by rummaging through any disposals bin
-- when used, opens the store
-- can be carried around to access the store at any point & when worn deals passive conversion damage in an area around the wearer
-- when placed back into a disposals bin it disappears.
-- one dead drop item is available per headrev per tier
- - the next tier unlocks when a certain percentage of the station has been converted
+The Dead Drop Duffelbag (DDD) is one of the few mechanics that make Headrevs unique and why they distinguish themselves as a great asset in the revolution. The DDD acts similar to an Uplink; a discrete and concealable way to retrieve unique items that can aid you in your antag activities. What makes the DDD unique is the selection of items, availability of items and how it is retrieved and activated.
+
+The DDD is a duffelbag provided by an unknown sponsor of the Revolution, bluespaced into the station via the station's disposals system to provide items critical to your success:
+- The DDD can be retrieved by a Headrev by "Rummaging" through an anchored disposals bin. This is a verb only available to Headrevs, selected by rightclicking any intact anchored disposals bin.
+- Interacting with a DDD opens up a Revolutionary-specific store UI.
+- Each DDD is tied to the Headrev that spawned it, and items acquired through the DDD are tracked on that Headrev.
+- Putting the DDD back into a disposals bin, regardless of who does it, immediately despawns the DDD.
+- A Headrev can not rummage for a new DDD if they already have one active on the map.
+
+The items in the DDD are available in three different tiers. A Headrev is able to select **1** item per tier with the Tier 1 items available from the start, with the Tier 2 and Tier 3 items locked until certain criteria are met. This criteria is the percentage of crew on the station that are converted.
+
+- Tier 1: Always available.
+- Tier 2: **15**% conversion.
+- Tier 3: **35**% conversion.
### Dead Drop Items
-tier 1:
-tier 1 items should help the revolution grow in a stealthy or efficient way, in ways that don't involve combat
-- the classic: a two-use flash that deals massive conversion damage and can convert
-- headset override: when used on a headset adds the revolutionary channel
-- revolutionary poster blueprint: allows producing rev posters directly, for cheaper cost
-- expanded reading: unlocks more revolutionary codewords
-- how to hug: after reading this book, hugging someone deals minor CHP damage.
-- revolutionary stamp: any document stamped with this red stamp deals high CHP when read.
-
-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: revolutionary-aligned AI lawboard
-- cargommunism pad: QM's cargo pad but doesn't announce the purchase
-- cyanide pills: a bottle of pills. when ingested, unlocks the ability to kill oneself with 200 poison, dealing 80 CHP damage in a radius around the user
-- de-friedman-rillator: converts someone who is brought to life with this defibrillator
-
-tier 3:
-tier 3 items is the revolution's capstone ability; if the revolution reaches this stage, the item should provide an option for the revs to go loud, or a way to comeback against a crew that is trying to fight back
-- mind swap: allows you to change mind with a fellow revolutionary. a trusted scapegoat.
-- revolutionary leader cap: amplifies conversion damage dealt by the wearer's codewords
-- megaphone: codeword damage spoken when holding a megaphone is not split; full damage is dealt to all who hear it
+
+#### Tier 1
+Tier 1 items should be designed to help the revolution grow in a stealthy way or give them a temporary bump in effectiveness, in ways that don't involve combat.
+- The Classic: A **2**-use flash that deals massive conversion damage and can convert.
+- Revolutionary Poster Blueprint: Allows producing rev posters directly, for a cheaper cost.
+- Expanded Reading: Unlocks **4** revolutionary codewords in each category.
+- How 2 Hug: After reading this book, hugging someone deals **10** CHP damage at a **10** second cooldown.
+- Revolutionary Stamp: Any document stamped with this stamp deals **40** CHP when read and can convert. The stamp is not visible on the overworld sprite.
+
+#### 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.
+- Cargommunism Pad: QM's Cargo Pad, but doesn't announce or log the purchases.
+- Cyanide Implanter: A reusable implanter. When used, unlocks the ability to kill oneself with 200 poison, dealing **80** CHP damage in a **5** tile radius around the user. Can not convert convertable crew.
+- De-Friedman-rillator: An Revolution-marked defibrillator. Someone brought to life with this defibrillator is automatically converted.
+- Headset Override: An item that, when used on a headset, adds the revolutionary comms channel. If you are not a Revolutionary, any message is on this channel is heard as static.
+
+#### Tier 3:
+Tier 3 items is the revolution's capstone ability; if the revolution reaches this stage the item should provide an option for the revs to go loud, or a way to comeback against a crew that is trying to fight back
+- Megaphone: Reduces the codeword cooldown to **5** seconds when held. Can also play midi files.
+- Mind swap: Allows you to change minds with a fellow revolutionary; a trusted scapegoat.
+- Revolutionary Leader Cap: Codeword damage spoken when wearing the cap is not split; full damage is dealt to all who hear it. Only Headrevs benefit from this effect.
+- Distress Beacon: Spawns a Revolutionary-aligned shuttle with **3** Revolutionary ghost roles and some supplies to combat Command.
+
From 9443e480c74b4132fa8a136233340128ce09188e Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Mon, 23 Sep 2024 17:47:53 +0200
Subject: [PATCH 07/12] Small changes
---
.../proposals/revolutionaries-codeword-rework.md | 10 ++++++----
1 file changed, 6 insertions(+), 4 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index f34804f32..3c994a40b 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -184,11 +184,11 @@ To assist in the revolution, Revolutionaries have access to a multitude of items
**Revolutionary posters**
- Crew can print rolled posters from autolathes using cloth.
- These posters are randomized when printed, and can result in loyal, neutral or revolutionary posters. Examining a rolled poster gives its name and allegiance.
-- Revolutionary posters have a radius of 4 tile influence when put up (requires line of sight).
- - When inside this radius, you take **0.25** CHP damage / second (to a max of 4 stacks).
+- Revolutionary posters have a **4** tile radius of influence when put up (requires line of sight).
+ - When inside this radius, you take **0.25** CHP damage / second (to a max of **4** stacks).
- When inside this radius, codewords deal **1.25**x more damage (does not stack with itself).
-- Loyal posters also have a radius of 4 tile influence when put up (requires line of sight).
- - When inside this radius, you heal **0.25** CHP damage / second (to a max of 4 stacks).
+- Loyal posters also have a **4** tile radius of influence when put up (requires line of sight).
+ - When inside this radius, you heal **0.25** CHP damage / second (to a max of **4** stacks).
- When inside this radius, codewords deal **0.5**x damage (does not stack with itself).
- Posters can be taken down, and if recycled gives back some cloth
- Destroying a poster that is up heals **10** CHP if it's a Revolutionary poster, or deals **10** CHP if it's a Loyal poster.
@@ -212,6 +212,8 @@ The items in the DDD are available in three different tiers. A Headrev is able t
### Dead Drop Items
+This list is not exhaustive and more items could be added in the future, and some items listed may end up not working in actual gameplay and will have to be removed.
+
#### Tier 1
Tier 1 items should be designed to help the revolution grow in a stealthy way or give them a temporary bump in effectiveness, in ways that don't involve combat.
- The Classic: A **2**-use flash that deals massive conversion damage and can convert.
From 2b8ede157df7e84b0784a541508ceb3c8c2a3f28 Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Mon, 23 Sep 2024 17:54:05 +0200
Subject: [PATCH 08/12] Some expanded options for the future
---
.../proposals/revolutionaries-codeword-rework.md | 16 ++++++++++++----
1 file changed, 12 insertions(+), 4 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index 3c994a40b..ad48f852c 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -178,7 +178,7 @@ To assist in the revolution, Revolutionaries have access to a multitude of items
### Generally available items
**Headbands**
-- Headband is a headwear item that can be created by using a sharp object on a bandana.
+- Headband is a headwear item that can be created by using a sharp object on a bandana. (Crafting method may be changed if dyeing clothes is implemented).
- This is a fashion accessory accessible to all crew, however when worn by a Revolutionary their codewords deal 1.5x more CHP damage.
**Revolutionary posters**
@@ -204,11 +204,13 @@ The DDD is a duffelbag provided by an unknown sponsor of the Revolution, bluespa
- Putting the DDD back into a disposals bin, regardless of who does it, immediately despawns the DDD.
- A Headrev can not rummage for a new DDD if they already have one active on the map.
-The items in the DDD are available in three different tiers. A Headrev is able to select **1** item per tier with the Tier 1 items available from the start, with the Tier 2 and Tier 3 items locked until certain criteria are met. This criteria is the percentage of crew on the station that are converted.
+The items in the DDD are available in three different tiers. A Headrev is able to select **1** item per tier with the Tier 1 items available from the start, with the Tier 2 and Tier 3 items locked until certain criteria are met. This criteria is the percentage of crew on the station that are converted. The DDD shows this percentage in its UI.
- Tier 1: Always available.
-- Tier 2: **15**% conversion.
-- Tier 3: **35**% conversion.
+- Tier 2: **20**% conversion.
+- Tier 3: **45**% conversion.
+
+These percentages *could* be made lower for a solo mid-round Revolutionary, or they could be granted extra items on the same tier, if this would result in better balance.
### Dead Drop Items
@@ -237,3 +239,9 @@ Tier 3 items is the revolution's capstone ability; if the revolution reaches thi
- Revolutionary Leader Cap: Codeword damage spoken when wearing the cap is not split; full damage is dealt to all who hear it. Only Headrevs benefit from this effect.
- Distress Beacon: Spawns a Revolutionary-aligned shuttle with **3** Revolutionary ghost roles and some supplies to combat Command.
+## Possible Expansions
+
+Revolutions could be flavored after certain corporations with appropriate codewords (Syndicate converting the station or DonkCo. doing a corporate takeover).
+More items could be implemented for more Revolutionary playstyles.
+Certain events could trigger based on conversion thresholds; e.g. ERT if station reaches 80% conversion.
+Revs could be given objectives that, if successful, deals special map-wide CHP damage that is difficult to heal back up.
From bb0870c46cb08c3feb21b980a693951f0a55b113 Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Mon, 23 Sep 2024 19:11:49 +0200
Subject: [PATCH 09/12] ScarKy0's death suggestion
---
.../proposals/revolutionaries-codeword-rework.md | 14 +++++++++++++-
1 file changed, 13 insertions(+), 1 deletion(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index ad48f852c..2744c13a6 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -2,7 +2,7 @@
| Designers | Implemented | GitHub Links |
|---|---|---|
-| SlamBamactionman | :x: No | TBD |
+| SlamBamActionman
ScarKy0 | :x: No | TBD |
## Overview
@@ -158,6 +158,16 @@ Methods of deconversion include:
A deconverted Revolutionary can be reconverted again. If a Headrev is deconverted (>= 0 CHP) they lose their antag status, and being converted to the Revolution makes you a normal Revolutionary.
+### Death & CHP Damage
+
+Authoritarian regimes killing of protesting civilians causing further unrest, or freedom fighters getting a shock when they first murder someone, are concepts that are closely tied to a revolution. They are also ideas that would be suitably mechanically to combat murder sprees from either side during a Revolution round.
+
+If a Revolutionary dies, they will deal 15 non-split CHP damage in a **8** tile line-of-sight radius around their body. While remaining dead they will also provide a passive **-0.1** CHP / second in a **4** tile line-of-sight radius. Crew death works in the same way and with the same values but in reverse, healing CHP upon death. The initial burst of CHP damage when a Revolutionary dies is able to convert crew in a Convertable state. The initial burst also has a **120** second cooldown, to avoid repeatedly reviving and killing the same person twice to trigger the effect.
+
+Being converted/deconverted by a character dying displays a special conversion message, to indicate it was the reason for being converted/deconverted.
+
+There is an interesting dichotomy that can form here where Revolutionaries have an easier time to "heal" revolutionary fervor by dealing CHP damage to each other via chanting codewords. On the other hand, Security has more access to stun weaponry and as such have an easier time subduing Revolutionary groups non-lethally.
+
### Mindshields
Mindshield implants are a way to add extra safety for vital station personnel. They can not prevent or heal conversion on its own, but provides a buffer that requires the Revolutionaries to put in targeted effort to successfully convert someone with a mindshield. The mindshield is not a hard counter to Revolutionaries and while serving some use in preventing conversion they are not useful for deconversion.
@@ -171,6 +181,8 @@ Command and Security are the only roles that have mindshields roundstart.
Mindshields only protects the owner from CHP *damage*. Someone with a mindshield can still be healed.
+New mindshields are able to be purchased from Cargo at a reasonable price. One possible suggestion would be 4 implanters for $3000.
+
## Revolutionary Items
To assist in the revolution, Revolutionaries have access to a multitude of items. Some are generally available regardless of roundtype, while some are specific to the Revolutionary antag. The choice and utilization of these items should provide players options and flavors for how the revolution plays out. It's important that the items do not encourage gameplay that go against the Revolutionary Gamemode Goals.
From 6329354051f9429c092b2704e73d738d4d67dff8 Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Mon, 23 Sep 2024 19:16:12 +0200
Subject: [PATCH 10/12] Formatting
---
.../proposals/revolutionaries-codeword-rework.md | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index 2744c13a6..c24c6d971 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -253,7 +253,7 @@ Tier 3 items is the revolution's capstone ability; if the revolution reaches thi
## Possible Expansions
-Revolutions could be flavored after certain corporations with appropriate codewords (Syndicate converting the station or DonkCo. doing a corporate takeover).
-More items could be implemented for more Revolutionary playstyles.
-Certain events could trigger based on conversion thresholds; e.g. ERT if station reaches 80% conversion.
-Revs could be given objectives that, if successful, deals special map-wide CHP damage that is difficult to heal back up.
+- Revolutions could be flavored after certain corporations with appropriate codewords (Syndicate converting the station or DonkCo. doing a corporate takeover).
+- More items could be implemented for more Revolutionary playstyles.
+- Certain events could trigger based on conversion thresholds; e.g. ERT if station reaches 80% conversion.
+- Revs could be given objectives that, if successful, deals special map-wide CHP damage that is difficult to heal back up.
From 866552e469c8b2a98b376a04545c46c1935e463b Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Mon, 23 Sep 2024 20:15:04 +0200
Subject: [PATCH 11/12] Clarify death & CHP damage
---
.../round-flow/proposals/revolutionaries-codeword-rework.md | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index c24c6d971..64a5a2372 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -160,9 +160,9 @@ A deconverted Revolutionary can be reconverted again. If a Headrev is deconverte
### Death & CHP Damage
-Authoritarian regimes killing of protesting civilians causing further unrest, or freedom fighters getting a shock when they first murder someone, are concepts that are closely tied to a revolution. They are also ideas that would be suitably mechanically to combat murder sprees from either side during a Revolution round.
+Authoritarian regimes killing of protesting civilians causing further unrest, or freedom fighters getting a shock when they first murder someone, are concepts that are closely tied to a revolution. They are also ideas that would be suitable mechanically to combat murder sprees from either side during a Revolution round.
-If a Revolutionary dies, they will deal 15 non-split CHP damage in a **8** tile line-of-sight radius around their body. While remaining dead they will also provide a passive **-0.1** CHP / second in a **4** tile line-of-sight radius. Crew death works in the same way and with the same values but in reverse, healing CHP upon death. The initial burst of CHP damage when a Revolutionary dies is able to convert crew in a Convertable state. The initial burst also has a **120** second cooldown, to avoid repeatedly reviving and killing the same person twice to trigger the effect.
+If a Revolutionary dies by the hand of a crewmember (the crewmember dealt the damage putting them in a critical state), they will deal 15 non-split CHP damage in a **8** tile line-of-sight radius around their body. While remaining dead they will also provide a passive **-0.1** CHP / second in a **4** tile line-of-sight radius. Crew death works in the same way and with the same values but in reverse, healing CHP upon death when killed by a revolutionary. The initial burst of CHP damage when a Revolutionary dies is able to convert crew in a Convertable state. The initial burst also has a **120** second cooldown, to avoid repeatedly reviving and killing the same person twice to trigger the effect.
Being converted/deconverted by a character dying displays a special conversion message, to indicate it was the reason for being converted/deconverted.
From 7a1ef8508544468e29251a027d307a1d5142dbca Mon Sep 17 00:00:00 2001
From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Date: Tue, 1 Oct 2024 14:28:02 +0200
Subject: [PATCH 12/12] Change Conversion Health Points to Loyalty Health
Points, add passive heal for crew
---
.../revolutionaries-codeword-rework.md | 83 ++++++++++---------
1 file changed, 43 insertions(+), 40 deletions(-)
diff --git a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
index 64a5a2372..62c29e2c2 100644
--- a/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
+++ b/src/en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md
@@ -102,48 +102,49 @@ All Revolutionaries were killed or deconverted! [Red text]
Conversion is how the Revolutionary antag faction grows, and is a *requirement* to obtain Revolutionary Major Victory. To convert a crewmember they must be interacted with by a Revolutionary over time, and once a critera is met they can be converted to the Revolution. Crew are also able to de-convert Revolutionaries. Conversion is not restricted to Headrevs, though they have access to certain tools that benefit them in this regard.
-To represent the convertable state a crewmember is in and the faction they belong to, there is now a hidden nummerical stat called Conversion Health Points (CHP).
+To represent the convertable state a crewmember is in and the faction they belong to, there is now a hidden nummerical stat called Loyalty Health Points (LHP).
-### Conversion Health Points & Damage
+### Loyalty & Loyalty Damage
-All sentient crew have Conversion Health Points, which can normally range between 100 to -100 CHP. All crew, unless specified, begin at a full 100 CHP.
+All sentient crew have Conversion Health Points, which can normally range between 100 to -100 LHP. All crew, unless specified, begin at a full 100 LHP.
-- Revolutionaries are able to do specific actions that "deal damage" to a crewmember's CHP, gradually lowering it with varying effectiveness depending on how covert or obviously antagonistic the action is.
-- If a crewmember gets below <**10** CHP, they enter a Convertable state.
- - As long as the crewmember is not a Revolutionary, their CHP can not be reduced below 0. They will remain in the Convertable state until their CHP rises above **10** CHP again.
- - While a crewmember is in the Convertable state, they can be converted into a Revolutionary via specific actions available to Revolutionaries.
- - When converted to a Revolutionary, their CHP is set to **-25**.
+- Revolutionaries are able to do specific actions that "deal damage" to a crewmember's LHP, gradually lowering it with varying effectiveness depending on how covert or obviously antagonistic the action is.
+- If a crewmember gets below <**10** LHP, they enter a Convertable state.
+ - As long as the crewmember is not a Revolutionary, their LHP can not be reduced below 0. They will remain in the Convertable state until their LHP rises above **10** LHP again.
+ - While a crewmember is in the Convertable state, they can be converted into a Revolutionary via specific actions available to Revolutionaries.
+ - When converted to a Revolutionary, their LHP is set to **-25**.
- A successful conversion is silent for surrounding players, however the player who is converted gets a pop-up and the appropriate music stinger.
-- Crew are able to "heal" CHP via specific actions, deconverting Revolutionaries into normal crewmembers.
- - If a Revolutionary's CHP is no longer in the negatives (i.e. at >=0 CHP), they instantly revert into a normal crewmember with **25** CHP and lose their antag status. *This is true for Headrevs as well.*
+- Crew are able to "heal" LHP via specific actions, deconverting Revolutionaries into normal crewmembers.
+ - If a Revolutionary's LHP is no longer in the negatives (i.e. at >=0 LHP), they instantly revert into a normal crewmember with **25** LHP and lose their antag status. *This is true for Headrevs as well.*
- Deconversion causes the person to fall to the floor for a second, as they remember their original allegiance.
-Headrevs are unique in that they have a CHP range between **-500** and 100 CHP. Headrevs begin at **-500** CHP when they are given the antag status. As a benefit of being a Headrev, they are able to visually see the current CHP of any crewmember, similar to a health HUD display.
+Headrevs are unique in that they have a LHP range between **-500** and 100 LHP. Headrevs begin at **-500** LHP when they are given the antag status. As a benefit of being a Headrev, they are able to visually see the current LHP of any crewmember, similar to a health HUD display.
-The Captain is also unique in that they always have 100 CHP and can never go below this. This makes the Captain unconvertable to the Revolution, and they are the only Command on the station with this property. CentComm agents and other Admeme should be similarly unconvertable by default.
+The Captain is also unique in that they always have 100 LHP and can never go below this. This makes the Captain unconvertable to the Revolution, and they are the only Command on the station with this property. CentComm agents and other Admeme should be similarly unconvertable by default.
-Unlike normal damage, CHP can only be dealt/healed to an individual who is alive and not in crit.
+Unlike normal damage, LHP can only be dealt/healed to an individual who is alive and not in crit.
-### Revolutionary Codewords & CHP Damage
+### Revolutionary Codewords & LHP Damage
-Revolutionary codewords is the main way a Rev convert crew, and is the primary conversion method the gamemode is balanced around. When becoming a Revolutionary (Headrev or converted) you are provided with a number of codewords that when spoken deals CHP damage to anyone hearing it. These codewords are unique to each Headrev and are passed on to whatever Revolutionary they convert, and any further conversions down the chain get the same codewords passed on.
+Revolutionary codewords is the main way a Rev convert crew, and is the primary conversion method the gamemode is balanced around. When becoming a Revolutionary (Headrev or converted) you are provided with a number of codewords that when spoken deals LHP damage to anyone hearing it. These codewords are unique to each Headrev and are passed on to whatever Revolutionary they convert, and any further conversions down the chain get the same codewords passed on.
Codewords come in three levels; Low, Mid and High Conversion words, with **4** codewords given in each level.
- Low Conversion words are meant to be easy to incorporate into normal speech. There should be so many possible low conversion words that can be rolled that it becomes effectively impossible to metagame. Examples: "love", "hello", "great", "hate".
- - Mid Conversion words deal a decent amount of CHP damage but can be noticed if one pays attention. These would be at the risk of metagaming due to being flavored towards revolutionary speech, so it would be on the rev player to incorporate them well into conversations. Examples: "disrupt", "rise up", "join".
- - High Conversion words are very clearly revolutionary and deal high CHP damage, *and is able to convert a crewmember in the Convertable state. They should be mostly useful when the revolution is in full swing, but risky for a non-convertable crewmember to overhear. Examples: "viva", "communism", "comrade".
+ - Mid Conversion words deal a decent amount of LHP damage but can be noticed if one pays attention. These would be at the risk of metagaming due to being flavored towards revolutionary speech, so it would be on the rev player to incorporate them well into conversations. Examples: "disrupt", "rise up", "join".
+ - High Conversion words are very clearly revolutionary and deal high LHP damage, *and is able to convert a crewmember in the Convertable state. They should be mostly useful when the revolution is in full swing, but risky for a non-convertable crewmember to overhear. Examples: "viva", "communism", "comrade".
Dealing damage with codeword has a **10** second cooldown, to avoid simply spamming the codewords. Damage is also split among the crew who hear it, making speech directed to a single individual more effective at targeted conversion, while multiple Revolutionaries can shout it out to crowds without the conversion happening to fast.
Codewords are proposed to deal the following damage:
- - Low: **10** CHP
- - Mid: **20** CHP
- - High: **30** CHP, and converts any crew in the Convertable state.
+ - Low: **10** LHP
+ - Mid: **20** LHP
+ - High: **30** LHP, and converts any crew in the Convertable state.
Codewords are able to deal damage even when communicated across different mediums, however the conversion strength is reduced to compensate for how easy it may be to do so:
-- A Revolutionary speaking a codeword through a headset radio deals **0.25**x CHP damage.
-- Announcement messages with a codeword by a Revolutionary deals **0.5**x CHP damage, without being divided among the people hearing it.
+- A Revolutionary speaking a codeword through a headset radio deals **0.25**x LHP damage.
+- Announcement messages with a codeword by a Revolutionary deals **0.5**x LHP damage, without being divided among the people hearing it.
+ - Announcement consoles would need to display the location of the console for this to not be infinitely abuseable.
### Deconversion
@@ -152,21 +153,23 @@ Deconversion is the main way for crew to fight back against the revolution. It s
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.
Methods of deconversion include:
- - Harm baton, heals **10** CHP per hit
- - Being in cuffs heals **0.5** CHP / second
- - Wearing an electro pack heals **0.5** CHP / second
+ - Harm baton, heals **10** LHP per hit
+ - Being in cuffs heals **0.5** LHP / second
+ - Wearing an electro pack heals **0.5** LHP / second
-A deconverted Revolutionary can be reconverted again. If a Headrev is deconverted (>= 0 CHP) they lose their antag status, and being converted to the Revolution makes you a normal Revolutionary.
+Loyal crew are also able to passively heal LHP at **0.1** LHP / second, though as this does not happen for Revolutionaries it can not be used for deconversion. This passive heal is disabled for 10 seconds upon taking LHP damage.
-### Death & CHP Damage
+A deconverted Revolutionary can be reconverted again. If a Headrev is deconverted (>= 0 LHP) they lose their antag status, and being converted to the Revolution makes you a normal Revolutionary.
+
+### Death & LHP Damage
Authoritarian regimes killing of protesting civilians causing further unrest, or freedom fighters getting a shock when they first murder someone, are concepts that are closely tied to a revolution. They are also ideas that would be suitable mechanically to combat murder sprees from either side during a Revolution round.
-If a Revolutionary dies by the hand of a crewmember (the crewmember dealt the damage putting them in a critical state), they will deal 15 non-split CHP damage in a **8** tile line-of-sight radius around their body. While remaining dead they will also provide a passive **-0.1** CHP / second in a **4** tile line-of-sight radius. Crew death works in the same way and with the same values but in reverse, healing CHP upon death when killed by a revolutionary. The initial burst of CHP damage when a Revolutionary dies is able to convert crew in a Convertable state. The initial burst also has a **120** second cooldown, to avoid repeatedly reviving and killing the same person twice to trigger the effect.
+If a Revolutionary dies by the hand of a crewmember (the crewmember dealt the damage putting them in a critical state), they will deal 15 non-split LHP damage in a **8** tile line-of-sight radius around their body. While remaining dead they will also provide a passive **-0.1** LHP / second in a **4** tile line-of-sight radius. Crew death works in the same way and with the same values but in reverse, healing LHP upon death when killed by a revolutionary. The initial burst of LHP damage when a Revolutionary dies is able to convert crew in a Convertable state. The initial burst also has a **120** second cooldown, to avoid repeatedly reviving and killing the same person twice to trigger the effect.
Being converted/deconverted by a character dying displays a special conversion message, to indicate it was the reason for being converted/deconverted.
-There is an interesting dichotomy that can form here where Revolutionaries have an easier time to "heal" revolutionary fervor by dealing CHP damage to each other via chanting codewords. On the other hand, Security has more access to stun weaponry and as such have an easier time subduing Revolutionary groups non-lethally.
+There is an interesting dichotomy that can form here where Revolutionaries have an easier time to "heal" revolutionary fervor by dealing LHP damage to each other via chanting codewords. On the other hand, Security has more access to stun weaponry and as such have an easier time subduing Revolutionary groups non-lethally.
### Mindshields
@@ -174,12 +177,12 @@ Mindshield implants are a way to add extra safety for vital station personnel. T
Command and Security are the only roles that have mindshields roundstart.
-- A mindshield gives its owner a "shield" with **100** CHP. The mindshield absorbs any CHP damage dealt to the owner and takes it instead.
-- If the mindshield reaches 0 CHP, it breaks and is removed from its owner.
-- The shield slowly regains CHP on its own, at **0.2** CHP / second.
+- A mindshield gives its owner a "shield" with **100** LHP. The mindshield absorbs any CHP damage dealt to the owner and takes it instead.
+- If the mindshield reaches 0 LHP, it breaks and is removed from its owner.
+- The shield slowly regains LHP on its own, at **0.2** LHP / second.
- Having a mindshield does not change Revolutionary status or antag faction; a Revolutionary can be mindshielded and still belong to the Revolution.
-Mindshields only protects the owner from CHP *damage*. Someone with a mindshield can still be healed.
+Mindshields only protects the owner from LHP *damage*. Someone with a mindshield can still be healed.
New mindshields are able to be purchased from Cargo at a reasonable price. One possible suggestion would be 4 implanters for $3000.
@@ -191,19 +194,19 @@ To assist in the revolution, Revolutionaries have access to a multitude of items
**Headbands**
- Headband is a headwear item that can be created by using a sharp object on a bandana. (Crafting method may be changed if dyeing clothes is implemented).
-- This is a fashion accessory accessible to all crew, however when worn by a Revolutionary their codewords deal 1.5x more CHP damage.
+- This is a fashion accessory accessible to all crew, however when worn by a Revolutionary their codewords deal 1.5x more LHP damage.
**Revolutionary posters**
- Crew can print rolled posters from autolathes using cloth.
- These posters are randomized when printed, and can result in loyal, neutral or revolutionary posters. Examining a rolled poster gives its name and allegiance.
- Revolutionary posters have a **4** tile radius of influence when put up (requires line of sight).
- - When inside this radius, you take **0.25** CHP damage / second (to a max of **4** stacks).
+ - When inside this radius, you take **0.25** LHP damage / second (to a max of **4** stacks).
- When inside this radius, codewords deal **1.25**x more damage (does not stack with itself).
- Loyal posters also have a **4** tile radius of influence when put up (requires line of sight).
- - When inside this radius, you heal **0.25** CHP damage / second (to a max of **4** stacks).
+ - When inside this radius, you heal **0.25** LHP damage / second (to a max of **4** stacks).
- When inside this radius, codewords deal **0.5**x damage (does not stack with itself).
- Posters can be taken down, and if recycled gives back some cloth
-- Destroying a poster that is up heals **10** CHP if it's a Revolutionary poster, or deals **10** CHP if it's a Loyal poster.
+- Destroying a poster that is up heals **10** LHP if it's a Revolutionary poster, or deals **10** LHP if it's a Loyal poster.
### Dead Drop Duffelbag / The Revolutionaries Uplink
@@ -233,8 +236,8 @@ Tier 1 items should be designed to help the revolution grow in a stealthy way or
- The Classic: A **2**-use flash that deals massive conversion damage and can convert.
- Revolutionary Poster Blueprint: Allows producing rev posters directly, for a cheaper cost.
- Expanded Reading: Unlocks **4** revolutionary codewords in each category.
-- How 2 Hug: After reading this book, hugging someone deals **10** CHP damage at a **10** second cooldown.
-- Revolutionary Stamp: Any document stamped with this stamp deals **40** CHP when read and can convert. The stamp is not visible on the overworld sprite.
+- How 2 Hug: After reading this book, hugging someone deals **10** LHP damage at a **10** second cooldown.
+- Revolutionary Stamp: Any document stamped with this stamp deals **40** LHP when read and can convert. The stamp is not visible on the overworld sprite.
#### 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.
@@ -256,4 +259,4 @@ Tier 3 items is the revolution's capstone ability; if the revolution reaches thi
- Revolutions could be flavored after certain corporations with appropriate codewords (Syndicate converting the station or DonkCo. doing a corporate takeover).
- More items could be implemented for more Revolutionary playstyles.
- Certain events could trigger based on conversion thresholds; e.g. ERT if station reaches 80% conversion.
-- Revs could be given objectives that, if successful, deals special map-wide CHP damage that is difficult to heal back up.
+- Revs could be given objectives that, if successful, deals special map-wide LHP damage that is difficult to heal back up.