Revolution changes
- RG4
- Joined: Wed Jun 25, 2014 12:19 am
- Byond Username: RG4ORDR
Revolution changes
http://www.tgstation13.org/phpBB/viewto ... f=9&t=1032
Stated in this thread that Rev rounds tend to end up being flash and smash as there isn't a delay or really any sorta of way to do it sneakily. Having been on both ends of a Rev as a head,security and revolutionary I can see that there are some flaws. Notably that Head Revs can run into a crowded room and flash -X- amount of people and get a large flood of Revs to his bidding thus making any sort of idea at being sneaky rather moot in favor of flash and smash everyone. In reality Rev is a cult round but without the need for team work to convert people let alone subtlety considering you could flash all of medbay and have enough people to take down the usually unstaffed security team. Anyway the proposed idea would actually make Rev rounds akin to the new cult rounds where you actually need starting cultist to covert people and shit.
Ideas:
* Implants, head Revs start with one implanter and a few slides to implant people, these can be mass produced easily but it takes time for them to be made so don't go using them all up during round start.
* Similar to Cultist the Rev heads need to converge at one point and flash someone with their flashes, 1 flash per rev head, no duplicate flashes can be made.
* Rev flashes have 1-2 uses before breaking to make them actually be conservative and build up before attempting their rev.
* Regular jobs are harder to covert than assistants. One the things that happens in Rev is basically flash and entire department like medical,science,engineering usually fuck up the station and tends to make no sense, why take over a broken station? Basically anyone that has an important job like Engineering,Science, Medical, and Cargo all have an increase resistances to getting flashed requiring multiple flashes from one flasher or two Rev heads near by so the conversion is a success.
* Outright remove Rev, it's not like there EVER is a full security force to actually handle it.
Stated in this thread that Rev rounds tend to end up being flash and smash as there isn't a delay or really any sorta of way to do it sneakily. Having been on both ends of a Rev as a head,security and revolutionary I can see that there are some flaws. Notably that Head Revs can run into a crowded room and flash -X- amount of people and get a large flood of Revs to his bidding thus making any sort of idea at being sneaky rather moot in favor of flash and smash everyone. In reality Rev is a cult round but without the need for team work to convert people let alone subtlety considering you could flash all of medbay and have enough people to take down the usually unstaffed security team. Anyway the proposed idea would actually make Rev rounds akin to the new cult rounds where you actually need starting cultist to covert people and shit.
Ideas:
* Implants, head Revs start with one implanter and a few slides to implant people, these can be mass produced easily but it takes time for them to be made so don't go using them all up during round start.
* Similar to Cultist the Rev heads need to converge at one point and flash someone with their flashes, 1 flash per rev head, no duplicate flashes can be made.
* Rev flashes have 1-2 uses before breaking to make them actually be conservative and build up before attempting their rev.
* Regular jobs are harder to covert than assistants. One the things that happens in Rev is basically flash and entire department like medical,science,engineering usually fuck up the station and tends to make no sense, why take over a broken station? Basically anyone that has an important job like Engineering,Science, Medical, and Cargo all have an increase resistances to getting flashed requiring multiple flashes from one flasher or two Rev heads near by so the conversion is a success.
* Outright remove Rev, it's not like there EVER is a full security force to actually handle it.
- tunderchief
- Joined: Thu Apr 24, 2014 12:15 pm
Re: Revolution changes
RG4 wrote:http://www.tgstation13.org/phpBB/viewto ... f=9&t=1032
Stated in this thread that Rev rounds tend to end up being flash and smash as there isn't a delay or really any sorta of way to do it sneakily. Having been on both ends of a Rev as a head,security and revolutionary I can see that there are some flaws. Notably that Head Revs can run into a crowded room and flash -X- amount of people and get a large flood of Revs to his bidding thus making any sort of idea at being sneaky rather moot in favor of flash and smash everyone. In reality Rev is a cult round but without the need for team work to convert people let alone subtlety considering you could flash all of medbay and have enough people to take down the usually unstaffed security team. Anyway the proposed idea would actually make Rev rounds akin to the new cult rounds where you actually need starting cultist to covert people and shit.
Ideas:
* Implants, head Revs start with one implanter and a few slides to implant people, these can be mass produced easily but it takes time for them to be made so don't go using them all up during round start.
* Similar to Cultist the Rev heads need to converge at one point and flash someone with their flashes, 1 flash per rev head, no duplicate flashes can be made.
* Rev flashes have 1-2 uses before breaking to make them actually be conservative and build up before attempting their rev.
* Regular jobs are harder to covert than assistants. One the things that happens in Rev is basically flash and entire department like medical,science,engineering usually fuck up the station and tends to make no sense, why take over a broken station? Basically anyone that has an important job like Engineering,Science, Medical, and Cargo all have an increase resistances to getting flashed requiring multiple flashes from one flasher or two Rev heads near by so the conversion is a success.
* Outright remove Rev, it's not like there EVER is a full security force to actually handle it.
tl;dr, Revs can't be sneaky and play the long game because Sec are metagaming shits who will implant people or flashtest them on the drop of a hat, there's nothing telling a former Rev that he can't rat out Headrevs, and there's no reason for either party not to do so.
- Steelpoint
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Re: Revolution changes
The last time I played Rev (As HoS) resulted in all the heads of staff dying within 3 minutes or find start, all of Sec aside from me being rushed and mobbed by about 10+ Revs.
By the five minute mark I dragged out the round with a liberal application of loyalty implants and brain dead former revs.
Rev is kill or be killed.
By the five minute mark I dragged out the round with a liberal application of loyalty implants and brain dead former revs.
Rev is kill or be killed.
- paprika
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Re: Revolution changes
Rev is really a shit gamemode, if sec doesn't metagame they get fucking rolled so don't play the 'it's all sec's fault' shit
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Revolution changes
Rev is a wonderful game mode and I stand by strong antagonists.
- MisterPerson
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Re: Revolution changes
Former revs are explicitly told they only remember the head rev who converted them and nothing else.tunderchief wrote:
tl;dr, Revs can't be sneaky and play the long game because Sec are metagaming shits who will implant people or flashtest them on the drop of a hat, there's nothing telling a former Rev that he can't rat out Headrevs, and there's no reason for either party not to do so.
I code for the code project and moderate the code sections of the forums.
Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
- Kelenius
- Joined: Sun Apr 20, 2014 10:53 am
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Re: Revolution changes
And nobody has ever given a slightest damn about it.MisterPerson wrote:Former revs are explicitly told they only remember the head rev who converted them and nothing else.
That is if they don't go braindead right after implanting because muh antag status.
- paprika
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Re: Revolution changes
>not using implant as an excuse to brutally murder people who look at you wrong
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Revolution changes
Please. Please? The pacing is bad, the mechanics are bad, there is no additional content, it's just a bad fucking game mode.RG4 wrote:* Outright remove Rev, it's not like there EVER is a full security force to actually handle it.
- Steelpoint
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Re: Revolution changes
I think one of the better arguments against Rev is that it heavily encourages and even outright demands players to metagame.
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
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Re: Revolution changes
I'm going to put forward my last idea for a good rev change.
Enforce revolutionaries obeying revheads, and make the flash keep converts on the ground far longer. This gives the revhead time and authority to give specific orders, and seriously hinders anyone who has been converted out in the hallways.
I reckon this simple change is all we need to drastically improve the gamemode without drastic change.
Enforce revolutionaries obeying revheads, and make the flash keep converts on the ground far longer. This gives the revhead time and authority to give specific orders, and seriously hinders anyone who has been converted out in the hallways.
I reckon this simple change is all we need to drastically improve the gamemode without drastic change.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
- Steelpoint
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Re: Revolution changes
First of all, flashes need to be changed into something unique and easily recognizable. Stupid "URIST MCFUNNY FLASHES PEOPLE IN HALLWAYS" is getting old.
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
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Re: Revolution changes
I believe revheads should start with the flash but have it be a unique item disguised as one, again using my earlier idea.Steelpoint wrote:What if we did not initially give Revheads access to flashes?
Not giving them access to a free flash would make it very difficult for the revolution to get going and could get a lot of revheads caught breaking into arrivals.
I disagree. The system just needs to be changed to encourage privately flashing someone in a department or flashing then dragging someone away to maint to give orders and give them time to get up by extending the stun on converts to a good 15 seconds or so. That would stop revs running off to get their valids on and some more strategic play.Lo6a4evskiy wrote:First of all, flashes need to be changed into something unique and easily recognizable. Stupid "URIST MCFUNNY FLASHES PEOPLE IN HALLWAYS" is getting old.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
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Re: Revolution changes
Okay, can you tell me the reason NOT to change flashes into something else?
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
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Re: Revolution changes
If a revhead is searched at roundstart the entire gamemode is ruined. If a traitor is searched at roundstart just that one guy's round is ruined.Lo6a4evskiy wrote:Okay, can you tell me the reason NOT to change flashes into something else?
At least with a flash you can talk your way out of it and hopefully avoid implanting, as well as enabling you to toss it away when you're in trouble and pick another one up later.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
- Steelpoint
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Re: Revolution changes
Several ways to alter Revolution.
1: Introduce a antag status delay as per the current antag delay suggestion thread, this would give more time for Heads of Staff and Security to gear up and move on as well as allow Assistants to disperse from Tool Storage.
2: Delay giving Revheads flashes or do not give Revheads flashes to begin with.
In any case, finding a way to reduce the severity of Revolution, as in what happened with Cult, will make things less fatal with Sec-Crew relations
1: Introduce a antag status delay as per the current antag delay suggestion thread, this would give more time for Heads of Staff and Security to gear up and move on as well as allow Assistants to disperse from Tool Storage.
2: Delay giving Revheads flashes or do not give Revheads flashes to begin with.
In any case, finding a way to reduce the severity of Revolution, as in what happened with Cult, will make things less fatal with Sec-Crew relations
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Re: Revolution changes
Honestly, in this case either security needs a ban for metagaming or revhead fucked up. Besides, it doesn't have to be in the backpack from the round start. We already have threads that propose antag delay.Stickymayhem wrote:If a revhead is searched at roundstart the entire gamemode is ruined. If a traitor is searched at roundstart just that one guy's round is ruined.Lo6a4evskiy wrote:Okay, can you tell me the reason NOT to change flashes into something else?
At least with a flash you can talk your way out of it and hopefully avoid implanting, as well as enabling you to toss it away when you're in trouble and pick another one up later.
- Stickymayhem
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Re: Revolution changes
Blue alert is a bitch. So if you want to prevent roundstart searches you have to remove that. And I agree that it should be removed.Lo6a4evskiy wrote:Honestly, in this case either security needs a ban for metagaming or revhead fucked up. Besides, it doesn't have to be in the backpack from the round start. We already have threads that propose antag delay.Stickymayhem wrote:If a revhead is searched at roundstart the entire gamemode is ruined. If a traitor is searched at roundstart just that one guy's round is ruined.Lo6a4evskiy wrote:Okay, can you tell me the reason NOT to change flashes into something else?
At least with a flash you can talk your way out of it and hopefully avoid implanting, as well as enabling you to toss it away when you're in trouble and pick another one up later.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
- Steelpoint
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Re: Revolution changes
All the code alerts are, as far as I'm informed, just suggestions as far as the rules are concerned.
Meaning Security can still search you on Code Green, might not be extremely IC but they can still do that.
The only order that I now of is that in Code Delta heads of staff may execute crew members who are not following direct orders.
If you want to stop Security from being allowed to search crew members, it will have to be a policy issue.
Meaning Security can still search you on Code Green, might not be extremely IC but they can still do that.
The only order that I now of is that in Code Delta heads of staff may execute crew members who are not following direct orders.
If you want to stop Security from being allowed to search crew members, it will have to be a policy issue.
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Re: Revolution changes
Make headrev be able to spawn it when they want it. Like an implant. They are implanted with this device and on a random emote they can pop it out.
I hope that people won't go as far as surgery at round start.
I hope that people won't go as far as surgery at round start.
- RG4
- Joined: Wed Jun 25, 2014 12:19 am
- Byond Username: RG4ORDR
Re: Revolution changes
Alternatively we can outright remove the Rev gamemode from /tg/ because it's pretty shit in of it's own right. Security metagames hard, Revs murder anyone that isn't a rev and I'm not meaning implanted people or the heads,there's really not fun considering barely anyone plays security and it ends up being 15-30 + people fighting around 7 people max. Seriously most Rev rounds as of late have been 2-3 security personnel and 4 heads, the number imbalance is SO fucking bad that it's almost 95% chance Revs will win, only time I've seen Heads win if the Sec department has around 6-10 guards and began implanting people earlier. Hell add win conditions for the Revs instead of "KILL ALL HEADS!" like make sure they keep the station intact, and by intact I mean no mass bombings,releasing the sing,flooding plasma,breaking telecomms,etc. Why would it make sense to break the station as much as you can before taking over?
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
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Re: Revolution changes
The typical rev round goes something like this:
Revheads turboflash 1.5 departments + half of assistant tool storage
CMO and RD explode in their offices before they've finished thinking of a clever roundstart announcement
CE fucks off into space/Builds an emitter fort in engineering
HoP dies in a maint tunnel trying to be a hero
Captain and HoS are swarmed by infinite numbers of revs rushing the brig/cargo
Revheads turboflash 1.5 departments + half of assistant tool storage
CMO and RD explode in their offices before they've finished thinking of a clever roundstart announcement
CE fucks off into space/Builds an emitter fort in engineering
HoP dies in a maint tunnel trying to be a hero
Captain and HoS are swarmed by infinite numbers of revs rushing the brig/cargo
- Steelpoint
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Re: Revolution changes
Pretty accurate description of a Rev round. Rev rounds tend to climax at the Brig, where one of two things occur.cedarbridge wrote:Revheads turboflash 1.5 departments + half of assistant tool storage
CMO and RD explode in their offices before they've finished thinking of a clever roundstart announcement
CE fucks off into space/Builds an emitter fort in engineering
HoP dies in a maint tunnel trying to be a hero
Captain and HoS are swarmed by infinite numbers of revs rushing the brig/cargo
Either Security gets overrun, or Security has enough manpower and skill to hold off the Revs and fight back. If your lucky you can escort some other Heads to the brig and/or they were intuitive enough to run to the brig ASAP.
One aspect to look at in Rev rounds is the Security aspect. Sec acts as the direct and only counter to Revs. A understaffed or unskilled Sec team will be pushed over in a matter of minutes. Cult rounds work better now since the Cult takes far more time to establish itself, and that even if detected its membership rate does not exponentially explode. This gives Sec a chance to get on top of the Cult situation or at least survive, and even result in situations with the Cult and Sec existing concurrently and both surviving at round end
This does not happen in Rev since the Rev's membership rate explodes at round start and can encompass dozens of people within 5 minutes, if not the vast majority of the station's crew are converted to Revs.
I honestly think the best way to tackle the Rev conundrum, aside from removal, is to decrease the speed of which players are converted. Since we must remember that Sec's population does not scale as well to the Rev's population.
- RG4
- Joined: Wed Jun 25, 2014 12:19 am
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Re: Revolution changes
To get an idea of an average rev round player counter with around 45-80 players this is what usually makes up the departments
Science : Typically full staffed, occasionally not Robotists,
Medbay : Same as above, some times missing geneticists,virologist, or a chemist.
Cargo : Atleast 2 Techies and a QM/ Mining tends to have around 2-3 people working at all times
Engineering : Usually fully staffed
Atmospherics : Around 2 people
Assistants : 15 or more assistants running around
Security : 1-2 Lawyers, 2-3 Security,Warden, and a HoS.
Lawyers by default ARE NOT loyalty implanted which is pretty fucking dumb to begin with, anyone working as or near sec needs to be implanted. Nobody ever expects the lawyer because he's seen as a minor sec member. now if we add up the total personnel for Sec not counting Lawyers you have at least 4-5 max, sometimes a Borg to but usually you got 5 people. Now lets figure in that we got the Captain,HoP,HoS,RD,CE, and CMO as the heads totaling 9-10 people actively against a revolution now compare that to the rest of the crew on average will be 20-30+ Rev'd and maybe 3-4 people loyalty implanted. Key flaw is how you can stop more than 20 people trying to attack you when at most you only got 10 strong people. The only way to really make rev fun is the same way cult was moderately balanced, team work between the head revs to convert a single person, make it require subtlety before going loud. It would greatly reduce "flash and smash" and give the heads and security breathing room for once.
Science : Typically full staffed, occasionally not Robotists,
Medbay : Same as above, some times missing geneticists,virologist, or a chemist.
Cargo : Atleast 2 Techies and a QM/ Mining tends to have around 2-3 people working at all times
Engineering : Usually fully staffed
Atmospherics : Around 2 people
Assistants : 15 or more assistants running around
Security : 1-2 Lawyers, 2-3 Security,Warden, and a HoS.
Lawyers by default ARE NOT loyalty implanted which is pretty fucking dumb to begin with, anyone working as or near sec needs to be implanted. Nobody ever expects the lawyer because he's seen as a minor sec member. now if we add up the total personnel for Sec not counting Lawyers you have at least 4-5 max, sometimes a Borg to but usually you got 5 people. Now lets figure in that we got the Captain,HoP,HoS,RD,CE, and CMO as the heads totaling 9-10 people actively against a revolution now compare that to the rest of the crew on average will be 20-30+ Rev'd and maybe 3-4 people loyalty implanted. Key flaw is how you can stop more than 20 people trying to attack you when at most you only got 10 strong people. The only way to really make rev fun is the same way cult was moderately balanced, team work between the head revs to convert a single person, make it require subtlety before going loud. It would greatly reduce "flash and smash" and give the heads and security breathing room for once.
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Re: Revolution changes
I like rev round. Not all the time, but it is a nice change of pace, and I like how it feels like definitive factions without just being the pure run and gun that nuke ops are. There is also the factor that everyeone is similarly armed, so me as UristMcRandom has decent odds of taking down a rev in a fight where vs a nuke op, I better be godlike and he better be terribad.
- cedarbridge
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Re: Revolution changes
Except its not actually all that well defined. In a nuke ops round, you can almost always know who the op is and who isn't. In revs, you have implanteds/sec, revs, everyone else. Its the everyone else that gets the worst of it because security/heads have no idea who you are and have only the option of assuming you're a rev. This means you either get blasted or arrested on the spot. Or you get beat to death by the revs because muh antag status. So, the revs have pretty a pretty clear cut line of who is and isn't on their side, but everyone else is stuck in the grey area of "kill/cuff everything that moves"iyaerP wrote:I like rev round. Not all the time, but it is a nice change of pace, and I like how it feels like definitive factions without just being the pure run and gun that nuke ops are. There is also the factor that everyone is similarly armed, so me as UristMcRandom has decent odds of taking down a rev in a fight where vs a nuke op, I better be godlike and he better be terribad.
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Re: Revolution changes
>implying the security doesn't always have to go through the nightmare of fighting retarded crewmeniyaerP wrote:nice change of pace
- cedarbridge
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Re: Revolution changes
I've always considered this the greatest argument for leaving extended in the secret rotation. It makes the shitlers all the more visible.Lo6a4evskiy wrote:>implying the security doesn't always have to go through the nightmare of fighting retarded crewmeniyaerP wrote:nice change of pace
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Re: Revolution changes
I mean, revolution is just shitcurity vs. greytide, but legitimate. It's kind of silly.
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Re: Revolution changes
Rev is fine, it just happens that good security players are rare and the stupid fucks that are common tend to fail at everything.
Also because many experienced players roll assistant and tend to get flashed early, leading to hivemind shit going on.
So not cater to bad players who don't know how to set a brig timer or do their jobs, it used to be a roughly even gamemode in its outcomes.
Once again, Rev is fine, OP weren't here for prison station and uplink revheads, that was fucking retarded.
Also because many experienced players roll assistant and tend to get flashed early, leading to hivemind shit going on.
So not cater to bad players who don't know how to set a brig timer or do their jobs, it used to be a roughly even gamemode in its outcomes.
Once again, Rev is fine, OP weren't here for prison station and uplink revheads, that was fucking retarded.
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- paprika
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Re: Revolution changes
what if uplinks but instead of typical traitor gear, you could get unique things like a minibomb-sized explosive implant to give to one of your followers to blow himself up in a glorious explosion at the brig to take out the HoS
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- RG4
- Joined: Wed Jun 25, 2014 12:19 am
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Re: Revolution changes
Rev doesn't really need a buff like that in all honesty. I'd stay either remove the gamemode entirely or change it to where it can be fun, like certain flags have to be checked in order for a Rev to happen. IE full security team and all Heads of Staff spots occupied.paprika wrote:what if uplinks but instead of typical traitor gear, you could get unique things like a minibomb-sized explosive implant to give to one of your followers to blow himself up in a glorious explosion at the brig to take out the HoS
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- cedarbridge
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Re: Revolution changes
For whom?Cipher3 wrote:Rev IS fun.
- paprika
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Re: Revolution changes
admins
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- Kyrah Abattoir
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Re: Revolution changes
Crazy idea but.. has anyone thought about removing the Rev hud icon from revolutionaries and only show it inside the player's status?
- MisterPerson
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Re: Revolution changes
Would mostly just destroy any sense of teamwork the revs might have had to begin with.
I code for the code project and moderate the code sections of the forums.
Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
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Re: Revolution changes
I thought of it. Make only headrevs see the icons. It would enable infiltrating revs and stuff like that, plus limit bombings and stuff like that. But I agree, it wouldn't really work.
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Re: Revolution changes
I thought it could limit the greytide effect of revs so they don't just spontaneously support each others at first sight, otherwise it's really:
-Revs toolboxing sec and neutrals.
-Sec not really knowing what to do to avoid killing neutrals getting killed by swarms of revs.
-Revs toolboxing sec and neutrals.
-Sec not really knowing what to do to avoid killing neutrals getting killed by swarms of revs.
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Re: Revolution changes
Important thing is there is enough heads of staff for the revs to kill. One or two in a round is plain retarded of more than 20 is plain retarded.
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Re: Revolution changes
How about giving the Rev Heads special headsets that allow them to communicate with Rev Heads. Then they could either give out the frequency number, or make a way for Rev Heads to get their revs some encryption keys.
I also agree with omni, there should be at least 3 heads for there to be a revolution.
I also agree with omni, there should be at least 3 heads for there to be a revolution.
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Re: Revolution changes
>every security officer popping out headset encryption keys
Plus we don't really need to buff revs even more.
Plus we don't really need to buff revs even more.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Revolution changes
Anyone played Spy on Goon? Isn't it like Rev, but better?
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- In Game PermaBanned
- Joined: Thu May 08, 2014 11:17 pm
- Byond Username: Cipher3
Re: Revolution changes
Read about it on the Goon wiki. It sounds very similar to and also the exact opposite of Rev. The difference is Spy is about being sneaky to take control.Lumbermancer wrote:Anyone played Spy on Goon? Isn't it like Rev, but better?
Spoiler:
- Kyrah Abattoir
- Joined: Sun Jul 27, 2014 9:38 am
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- Location: Centcom's plumbus factory
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Re: Revolution changes
I kinda like the concept because unlike rev it direct the heat away from the station itself and seems to be a better setup to create an enjoyable round.Cipher3 wrote:Read about it on the Goon wiki. It sounds very similar to and also the exact opposite of Rev. The difference is Spy is about being sneaky to take control.Lumbermancer wrote:Anyone played Spy on Goon? Isn't it like Rev, but better?
- Fragnostic
- Joined: Mon May 19, 2014 2:11 am
- Byond Username: Fragnostic
Re: Revolution changes
Maybe the revs should already be chosen. They should react uniquely when prodded/beaten with the Space Law book.
Or there are still rev heads, but can only radicalize their coworkers. also, fuck flashes, it should be something more visible, maybe even audible, like a emote+chant combo. I mean, you are radicalizing a Nanotrasen employee to leave everything behind in order to fight for a cause and assume control. And talks of rebellion should be scary to witness. So it should be a dangerous process to convert, like it should take a while, usually willingly, but also a chance of not working and the rev head can't try again. Maybe even a message making it clear it can't work and both know this. That way they have a choice of keeping quiet or attacking rev head since they didn't get antaged.
At the round end, if the heads win, it shouldn't say they won. It should say the crew won. And it should be visible they are revs upon examination, or maybe a little tougher, like with the Space Law thing I said. I'd like to encourage more like an RP thing where people willingly join the cause. I like the suicide bomb idea. Weak blast but perfect gib radius. Takes one antag out and one target too. Maybe the point shouldn't be just killing heads. It should be assuming control, like a Peoples Liberation Front. Assuming control should probably mean removing the captain of course, but certain crew members, and these should be impossible to radicalize. They should be called influentials or Nanotrasen loyalists. Pre-implanted, opposed to rebellion, and have a valid antag license only for rebels. Revheads should probably get an uplink with guerrilla-style weapons. Door operated pipe bomb traps, floor tile mines, suicide bomb vests, improvised pipe bombs that are powerful but have chance of exploding immeadiately. You know, crude and sketchy weaponry that works well but has a chance of cutting your round short.
Just some thoughts.
Or there are still rev heads, but can only radicalize their coworkers. also, fuck flashes, it should be something more visible, maybe even audible, like a emote+chant combo. I mean, you are radicalizing a Nanotrasen employee to leave everything behind in order to fight for a cause and assume control. And talks of rebellion should be scary to witness. So it should be a dangerous process to convert, like it should take a while, usually willingly, but also a chance of not working and the rev head can't try again. Maybe even a message making it clear it can't work and both know this. That way they have a choice of keeping quiet or attacking rev head since they didn't get antaged.
At the round end, if the heads win, it shouldn't say they won. It should say the crew won. And it should be visible they are revs upon examination, or maybe a little tougher, like with the Space Law thing I said. I'd like to encourage more like an RP thing where people willingly join the cause. I like the suicide bomb idea. Weak blast but perfect gib radius. Takes one antag out and one target too. Maybe the point shouldn't be just killing heads. It should be assuming control, like a Peoples Liberation Front. Assuming control should probably mean removing the captain of course, but certain crew members, and these should be impossible to radicalize. They should be called influentials or Nanotrasen loyalists. Pre-implanted, opposed to rebellion, and have a valid antag license only for rebels. Revheads should probably get an uplink with guerrilla-style weapons. Door operated pipe bomb traps, floor tile mines, suicide bomb vests, improvised pipe bombs that are powerful but have chance of exploding immeadiately. You know, crude and sketchy weaponry that works well but has a chance of cutting your round short.
Just some thoughts.
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- Joined: Sun Jun 29, 2014 5:51 pm
- Byond Username: Raven776
Re: Revolution changes
I haven't played in an honest rev round in a very long time (I can only play late at night), but a good thing to change to make babysteps into fixing or reframing rev rounds might be making the flash give an unusual emote every time you flash someone.
A big problem back when I played is that you could flash a hallway full of people, and as long as you weren't caught and implanted, no one could prove it was a rev round without metagaming. If you work your way to the front of the early game HoP line and pretend you were just hurrying to get your ID fixed to set up the engine, get access to botany, or something stupid like that, then all the HoP could do is flash you impotently, steal your card, and try to arrest you for suspected rev behavior. (But oh god, if he steps out of his office into that new clusterfuck of revs you just made, then now the Rev's have all access and his Egun).
But if you have it give a new emote from the person who gets flashed, straight after getting flashed (It could be, '[name]'s pupils dilate before he blinks rapidly and pulls in a sharp breath.' or something more obvious like, 'As they go blind, [name] shouts out 'VIIIIVAAAAA!') then suddenly you're forced to be sneaky with your flashes because you're never sure who might be watching or listening.
I metagame and go get a loyalty implant the moment I hear the word 'rev' over radio, and I've been accused of being a greytide more often than not. For every person you have wanting to roll full antag, you have people JUST as happy with the idea of MURDERING THE FUCK out of an entire greytide. What other game made can you hole yourself up in cargo with a pair of sechud glasses and just start the flamethrower/taser train until you see a friendly you have to not murder? Some of my favorite games have been rev rounds. Nothing beats yanking revs out of prison with telescience, organizing an internals/firesuit brigade while flooding plasma, or holing up in the darkest tunnel the station can offer while you yell at your buddies to turn off the fucking lights so you can laser the asshole revs before they can laser you.
The only other thing wrong with rev rounds is the sense of total loss as the round drags on... Rev heads might hide or Heads of Staff might hide.
I can't think of any way to fix this except giving rev heads a count of how many revs they have left at any given point (you have 2 remaining revolutionaries including yourself) which would give them a sense of urgency and realization that sometimes, you just lose.
Or you could give Heads of Staff and loyalty implanted people a kill counter at the end of the round.
Because then EVERYONE would go and get loyalty implanted.
A big problem back when I played is that you could flash a hallway full of people, and as long as you weren't caught and implanted, no one could prove it was a rev round without metagaming. If you work your way to the front of the early game HoP line and pretend you were just hurrying to get your ID fixed to set up the engine, get access to botany, or something stupid like that, then all the HoP could do is flash you impotently, steal your card, and try to arrest you for suspected rev behavior. (But oh god, if he steps out of his office into that new clusterfuck of revs you just made, then now the Rev's have all access and his Egun).
But if you have it give a new emote from the person who gets flashed, straight after getting flashed (It could be, '[name]'s pupils dilate before he blinks rapidly and pulls in a sharp breath.' or something more obvious like, 'As they go blind, [name] shouts out 'VIIIIVAAAAA!') then suddenly you're forced to be sneaky with your flashes because you're never sure who might be watching or listening.
I metagame and go get a loyalty implant the moment I hear the word 'rev' over radio, and I've been accused of being a greytide more often than not. For every person you have wanting to roll full antag, you have people JUST as happy with the idea of MURDERING THE FUCK out of an entire greytide. What other game made can you hole yourself up in cargo with a pair of sechud glasses and just start the flamethrower/taser train until you see a friendly you have to not murder? Some of my favorite games have been rev rounds. Nothing beats yanking revs out of prison with telescience, organizing an internals/firesuit brigade while flooding plasma, or holing up in the darkest tunnel the station can offer while you yell at your buddies to turn off the fucking lights so you can laser the asshole revs before they can laser you.
The only other thing wrong with rev rounds is the sense of total loss as the round drags on... Rev heads might hide or Heads of Staff might hide.
I can't think of any way to fix this except giving rev heads a count of how many revs they have left at any given point (you have 2 remaining revolutionaries including yourself) which would give them a sense of urgency and realization that sometimes, you just lose.
Or you could give Heads of Staff and loyalty implanted people a kill counter at the end of the round.
Because then EVERYONE would go and get loyalty implanted.
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- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Revolution changes
Replace with monkey
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Revolution changes
i always thought rev was supposed to the be the "letting off steam" gamemode where people just run around and work out all their frustrations on everyone.
there is one thing rev does well, and that is being a massive fucking clusterfuck of death and hurt feelings.
>sneaky
there is one thing rev does well, and that is being a massive fucking clusterfuck of death and hurt feelings.
>goonCipher3 wrote:Read about it on the Goon wiki. It sounds very similar to and also the exact opposite of Rev. The difference is Spy is about being sneaky to take control.Lumbermancer wrote:Anyone played Spy on Goon? Isn't it like Rev, but better?
>sneaky
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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