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War Ops for Revolution.

Posted: Tue May 30, 2023 3:28 am
by Helios
How could we escalate the tension with Revolution rounds like they are escalated by Syndicate Operatives declaring war on the station?
I would think turning the Heads of Staff into Heroes, and the Head Revs into villains. These players would have icons above their heads visible to all, and would have extra ordinary powers. And rather then Revolutionaries flashing players players would have the option to pledge loyalty to a head of staff, or a head rev. That pledge would change the alignment of the player to station aligned or rev aligned, and revs/loyal would be able to see one another much like regular revs can now.
As for who these heroes and villains and what their boons are feel free to chime in, but some easy ones that come to mind
Head of Security as an eye patch wearing Venom turning sec into his Diamond dogs, anyone who pledges loyalty to the head of security gets a sidearm and a cqc melee action with a 60 second cooldown
Chief Engineer as a Spell Casting Wizard Hardsuit head of Staff. Pledging loyalty to him would grant a robeless spell at the CE's discretion from a selected few.
Villains:
https://tgstation13.org/wiki/Devil
Take the existing Devil Contracts and assign 2 to each head rev at the start of each round.

Re: War Ops for Revolution.

Posted: Tue May 30, 2023 4:30 am
by blackdav123
this would make a good event i think

Re: War Ops for Revolution.

Posted: Sat Sep 30, 2023 7:46 pm
by Helios
The other thing is, Revolutions never seem to feel like anything has been accomplished.
If Post-Rev is going to be a thing, we can change how the game fundamentally works, in a way we would not want the base game to work.
1. Instead of being denominated in Credits, all purchases on the station are now denominated in Rubles. Also all the alert screens permanently have the Hammer and Sickle on them
2. Doctors are now required to charge for all operations. They can legally loot people who show up in medbay as payment for services rendered. Also all the alert screens permanently have the Stars and Stripes on them.
3. Security is permanently shut down. Instead, arrest warrants are handled by dragging wanted criminals to a bounty board, or to a scanner outside the doors to brig. Dropping off a wanted criminal at either of these locations gets you all the money in their PDA, as a bounty for catching the bail jumper.
4.???
5.Profit

Re: War Ops for Revolution.

Posted: Sat Sep 30, 2023 11:10 pm
by Jacquerel
Post-rev isn't a thing and you don't seem to have finished writing your post before sending it

Re: War Ops for Revolution.

Posted: Mon Oct 23, 2023 5:51 am
by RandumbPhantomb
Helios wrote: Sat Sep 30, 2023 7:46 pm The other thing is, Revolutions never seem to feel like anything has been accomplished.
If Post-Rev is going to be a thing, we can change how the game fundamentally works, in a way we would not want the base game to work.
1. Instead of being denominated in Credits, all purchases on the station are now denominated in Rubles. Also all the alert screens permanently have the Hammer and Sickle on them
2. Doctors are now required to charge for all operations. They can legally loot people who show up in medbay as payment for services rendered. Also all the alert screens permanently have the Stars and Stripes on them.
3. Security is permanently shut down. Instead, arrest warrants are handled by dragging wanted criminals to a bounty board, or to a scanner outside the doors to brig. Dropping off a wanted criminal at either of these locations gets you all the money in their PDA, as a bounty for catching the bail jumper.
4.???
5.Profit
just make post revs a syndicate station, the syndicate sparks the revolution to gain control of the station, not to have it become some communist shithole. just airdrop a fuckload of syndicate uniforms, masks, weapons, etc. to where they need to go, and maybe unrev everyone so there's actually player conflict instead of everyone being on the same team forever.