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|img_generic =
|img_generic =
|img = Assistant.png
|img = Assistant.png
|jobtitle = Revolutionary
|jobtitle = Revolutionaries
|access = Wherever you had access to before
|access = Wherever you had access to before
|additional = Same as above
|additional = Same as above
|difficulty = Easy to Hard
|difficulty = Easy to Hard
|superior = The [[Syndicate|Syndicate]]
|superior = The [[Syndicate|Syndicate]]
|duties = Kill the heads!
|duties = Stay alive, recruit more individuals to your cause, and kill the [[Chain_of_Command#Heads_of_Staff|Heads of Staff]]!
|guides = This is the guide
|guides = This is the guide
|quote = VIVA LA REVOLUTION
|quote = VIVA LA REVOLUTION
Line 17: Line 17:




[[File:rev.png]] Revolution (aka "Rev") is a game mode featured in [[Secret]] that runs on TGStation 13. In it, certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members (using [[Flashes]]) and killing the station [[Heads of Staff]].
[[File:rev.png]] Revolution is a team-based antagonist game mode, similar in vein to [[Gangs]] or [[Nuclear_Operative|Nuke Ops]]. In it, certain members of the crew are chosen to play as Head Revolutionaries, and they begin with the goal of recruiting other crew members to their just cause, and ultimately killing the station's Command staff to free the people from their oppressive rule.


== Viva La Revolution! ==
== Revolution and you ==
During a Revolution round, it's the job of the Head Revolutionaries to run around recruiting anyone outside of Security to their cause and b̶u̶m̶ ̶r̶u̶s̶h̶ find inventive ways to kill the Captain, Head of Security, Head of Personnel, Chief Engineer, Chief Medical Officer, and Research Director. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they win. If everyone else manages to kill or exile the Head Revolutionaries, the station wins. Pretty simple.


The emergency shuttle can be called but will never arrive during this game mode. The round will not end until either side has won.  
===A Primer on Revolt===
During a Revolution round, it is the job of the Head Revolutionaries to recruit anyone outside of Security to their cause by walking up and using a [[Flashes|Flasher]] on them. From there, their goal becomes finding inventive ways to remove the [[Captain]], [[Head of Security]], [[Head of Personnel]], [[Chief Engineer]], [[Chief Medical Officer]], and [[Research Director]], from play. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads ('''THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS'''), they are considered victorious. If the non-revolutionary crew manages to kill or exile all of the Head Revolutionaries, the Revolution is defeated.


Heads of Staff and Rev Heads are considered dead if they leave the z-level of the station or enter a locker. They will be listed as having abandoned the station. However this can also allow one side to [[Beyond the impossible|non-lethally remove a target]].
An important mechanic of note for this gamemode is that Heads of Staff '''as well as Head Revolutionaries''' are considered to be exiled if they leave the z-level of the station or enter a locker. This means that if either team of Heads hides in lockers, takes the Mining transport shuttle to [[Lavaland]] (willingly or unwillingly), or is thrown far enough out into space, they will be listed as having abandoned the station. This can lead to Revolution rounds ending pre-maturely, but this can also allow one side to [[Beyond the impossible|non-lethally remove a target]].


==Tips and Tricks==
The [[Emergency_Shuttle|Emergency Shuttle]] can be called but will never arrive during this game mode. The round will not end until either side has won by eliminating the leadership of the other side.  
===[[Heads of Staff]]===
Your lives are on the line, here. This does not mean "Hide in a closet and hope like hell they don't find me", and it definitely doesn't mean "Let the AI sort it out" or "Just space everyone; we'll find them eventually". Finding revs isn't that hard, and should be fairly simple, assuming the Rev Heads don't have 20 or so followers by this point.


At the first credible evidence of revolutionary activity (i.e. not the clown screaming griff), go somewhere relatively safe, likely the [[Brig]]. If you have access, immediately crack open the cases of loyalty implants. There is one case in the [[Armory]] and another in the [[Head of Security]]'s locker. Each contains four implants. These will run out fast, so your first priority should be implanting the [[Cargo]] staff and especially the [[Quartermaster]], if there's one. Once they're implanted, their job is to order you loyalty implants and nothing but loyalty implants. If an implanted QM complains, demote them, as they are a liability.  
===Head Revolutionaries [[File:Hudrevhead.png]]===
Leading a Revolution is often a difficult, frustrating, and ultimately thankless task. Nonetheless, it is up to you to fight for what you know to be right, and to overthrow the corporate overlords of Space Station 13.


By the time you're at the point of implanting crewmates, there will probably be enough revs that within your first couple implants you'll deconvert someone, showing you a message such as "Robert Robust looks as if they've remembered their true allegiance!" Immediately ask them who converted them; that's one of your revheads. Repeat in systematic fashion, and [[Beyond the impossible|all will go smoothly!]]
Head Revolutionaries begin alone in their cause, excepting the company of their fellow Head Revolutionaries. The first step to be taken is covertly acquiring more manpower for the Revolution via the [[flasher]], which will brainwash targets that it blinds into fervent Revolutionaries. Be aware that this device is not foolproof - welding masks and sunglasses will completely mitigate the flash, and thus the brainswashing that follows. Additionally, members of Security, those with loyalty implants, and the Heads of Staff themselves cannot be converted at all. As such, discretion and care must be taken when Head Revolutionaries and selecting targets to <s>kidnap</s> liberate from their bonds.


In the more likely case that things aren't going smoothly, knocking a revolutionary out with an [[Toolbox|object upside the head]] has a [Damage of the Item + (Max health - Current health of person being hit) / 2] chance to deconvert them. The trusty toolbox is 10 brute damage (remember, brute). So, toolbox to the head to a healthy Rev would be [10 + (100 - 100) / 2] % of deconvertion.
As a Revolutionary Head, you will want to know the value of pursuing various potential converts. In general, your primary turning targets are [[Roboticist]]s, [[Scientist]]s, the [[Cargo Technician]]s, and [[Geneticist]]s. [[Robotics]] can supply replacement flashes, in the case that yours burns out. [[Scientist]]s, and the [[Research Division]] on the whole, can fabricate explosives, and [[Cargo Bay]] serves as a great base of operations, and can order supplies, such as more flashes, or weapons. And finally, [[Genetics]] can supply you and your revolutionary mob beneficial genetic mutations, as well as provide free access to, or lock down, the station's [[cloning|cloning lab]]. Genetics also has an additional use if you've already killed a station head - they can save the heads' appearance enzymes and then inject you with them, making you look exactly like the deceased individual (minus any loyalty implants). With the person's ID and their clothes, you can seamlessly step into their shoes, and do as you may.


Naturally, this does not mean "Hey, let's just whack everyone upside the head in the event that they're a rev." If you suspect them of being one, then this is usually a bad course of action; just brig them for a while and hope like hell you're wrong. If you actually see someone doing something scummy, you should probably assume they're either a Rev, a Rev Head, or an ass, so smack away! If you get them knocked out a few times (most likely crit them) and they don't turn, get them healed <s> and fail at it</s> and apologize, while noting them in your notes or the security records.  
Once the Revolution has begun to gain steam, the Revolutionary Head's job shifts slightly to keeping a low profile. The swarm of converted revolutionaries should be strong enough to hold its own without the Head at the forefront. Keep your identity a secret if possible, and only associate with non-revs if need be, or if you intend to liberate them.


There is another option and it's the electric chair. It has a whooping 50% of deconverting a rev! ''Along with an unhealthy doze of electricity''
===Converted Revolutionaries [[File:Hudrev.png]]===
 
Converted Revolutionaries are the station staff members that <s>have fallen victim to</s> been liberated by a Head Revolutionary's flasher. As a new recruit in the Revolution, your new job is to find a way to kill or exile the Heads of Staff without getting caught, and help protect the Head Revolutionaries, all the while staying alive, yourself. Follow the orders of the Head Revolutionaries and join your brothers and sisters in tearing down the oppressive chain of command wrapped around the necks of the working class. Viva la revolution!
If [[Chief Medical Officer|<s>you're a coward</s> you'd rather live]], there's nothing wrong with declaring that you wish to surrender. Declare your intention and request safe passage to the mining or gulag shuttle for a swift departure. Sometimes its better to live another day than to go out in a blaze of glory.
 
Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.


===Station Staff===
==Revolution and Others==
As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round; if you see someone trying to robust a Head to death, try to stop them or call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not loyalty implanted, it would be in your best interest to keep your distance and not startle them, else they may consider you to be a revolutionary and attack. Otherwise, just try to be as normal as possible. That is, unless you get flashed...
===Heads of Staff===
Your lives are on the line here. You must act carefully, concisely, and effectively.


===Head Revolutionaries [[File:Hudrevhead.png]]===
At the first credible evidence of revolutionary activity, go somewhere relatively safe, likely the [[Brig]]. If you have access, immediately crack open the cases of loyalty implants. There is one case in the [[Armory]] and another in the [[Head of Security]]'s locker. Each contains four implants. These will run out very fast, so your first priority should be implanting the [[Cargo]] staff and especially the [[Quartermaster]], if there is one. Once the supply line is implanted, their job is to order more loyalty implants and nothing but loyalty implants. If an implanted QM complains, demote them, as they are a liability.  
You have a hard job ahead of you that can be rather frustrating.


Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. If you see some asshole walking around with sunglasses or a welding mask on, you won't be able to turn them without removing them. Members of Security, those with loyalty implants, and the Heads of Staff themselves cannot be converted at all. If you get spotted, run like hell and consider going incognito.  
Once the loyalty implant stockpile is large enough, transition to implanting crew members. There will likely be a large handful of Revolutionaries at this point, so within your first few implants you may deconvert someone, showing you a message such as "Robert Robust looks as if they've remembered their true allegiance!" Immediately ask them who converted them - this will be one of the Head Revolutionaries you are looking to find - and dispatch loyal forces to find and apprehend the named individual.  


As a revhead, your primary turning targets are [[Roboticist]]s, [[Geneticist]]s, [[Scientist]]s, and the [[Cargo Technician]]s; [[Robotics]] has delicious replacement flashes, [[Genetics]] can give you super powers and pretty much lock down the cloner, [[Research Division]] makes explosives, and [[Cargo Bay]] serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access). Genetics is especially useful if you've already killed a station head. They can save the heads' UI+UEs and inject you with them, making you look exactly like that guy you just killed (minus any loyalty implants). Have fun with that!
In the more likely case that things aren't going smoothly, either through Cargo having been Revolutionized early on, loyalty implants having run out, general chaos and rioting erupting, or other such scenarios, it is important to keep in mind that knocking a revolutionary out with an [[Toolbox|object applied to the head]] has a [Damage of the Item + (Max health - Current health of person being hit) / 2] chance to deconvert them. The trusty toolbox deals 10 "brute" damage (damage type must be '''brute'''), so, a toolbox to the head to a healthy Revolutionary would bear a [10 + (100 - 100) / 2] % of deconverting them. Do bear in mind that this is not an open invitation to go about swinging a bludgeoning object at your fellow crewmates without any trace of reasonable doubt about their loyalties. Harm should not be a firm resort.
Giving a syringe of blood to a revolutionary [[Botanist]] can be a smart back up plan, as nobody expects Replica Pod cloning.


Your number one concern, at least until things get moving, is to '''STAY LOW'''. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).
Finally, if [[Chief Medical Officer|you are a Head of Staff that would rather live]], there is nothing wrong with declaring that you wish to surrender and requesting safe passage to the mining or gulag shuttle for a swift departure from Space Station 13, though it will remain to be seen if the fervent Revolutionaries will accept your surrender.


Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.
And as a footnote, please remember that hiding and making yourself an almost impossible target as either a Head Revolutionary or Head of Staff is poor form, and will potentially have consequences.


===Converted Revolutionaries [[File:Hudrev.png]]===
===Station Staff===
So you spawned, and some jerk next to you just randomly flashed you. What's that al-VIVA LA REVOLUTION! Your new job is to find a way to kill those jerk-ass heads of staff without getting caught, and making sure the head revolutionaries don't die. Remember that, as a converted rev, if you can manage to kill even one head, you've done your job. Also remember that your game isn't necessarily over if you get caught; most security members (that don't suck at their job, mind you) will try to convert you or just simply brig you.
As a member of the general staff, Revolutionary rounds should be treated like any other [[Traitor]] round. if you see someone acting wrongly, or attacking a Head of Staff, try to stop them and call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not loyalty implanted, it would be in your best interest to keep your distance and not startle them, or else they may consider you to be a Revolutionary and attack. Otherwise, just try to go about your typical duties as best you can. That is, unless you get flashed...


[[Category:Guides]]
[[Category:Guides]]
[[Category:Game Modes]]
[[Category:Game Modes]]

Revision as of 04:56, 27 July 2019

BRAINWASHED STAFF
Assistant.png
Revolutionaries
Access: Wherever you had access to before
Additional Access: Same as above
Difficulty: Easy to Hard
Supervisors: The Syndicate
Duties: Stay alive, recruit more individuals to your cause, and kill the Heads of Staff!
Guides: This is the guide
Quote: VIVA LA REVOLUTION


Rev.png Revolution is a team-based antagonist game mode, similar in vein to Gangs or Nuke Ops. In it, certain members of the crew are chosen to play as Head Revolutionaries, and they begin with the goal of recruiting other crew members to their just cause, and ultimately killing the station's Command staff to free the people from their oppressive rule.

Revolution and you

A Primer on Revolt

During a Revolution round, it is the job of the Head Revolutionaries to recruit anyone outside of Security to their cause by walking up and using a Flasher on them. From there, their goal becomes finding inventive ways to remove the Captain, Head of Security, Head of Personnel, Chief Engineer, Chief Medical Officer, and Research Director, from play. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they are considered victorious. If the non-revolutionary crew manages to kill or exile all of the Head Revolutionaries, the Revolution is defeated.

An important mechanic of note for this gamemode is that Heads of Staff as well as Head Revolutionaries are considered to be exiled if they leave the z-level of the station or enter a locker. This means that if either team of Heads hides in lockers, takes the Mining transport shuttle to Lavaland (willingly or unwillingly), or is thrown far enough out into space, they will be listed as having abandoned the station. This can lead to Revolution rounds ending pre-maturely, but this can also allow one side to non-lethally remove a target.

The Emergency Shuttle can be called but will never arrive during this game mode. The round will not end until either side has won by eliminating the leadership of the other side.

Head Revolutionaries Hudrevhead.png

Leading a Revolution is often a difficult, frustrating, and ultimately thankless task. Nonetheless, it is up to you to fight for what you know to be right, and to overthrow the corporate overlords of Space Station 13.

Head Revolutionaries begin alone in their cause, excepting the company of their fellow Head Revolutionaries. The first step to be taken is covertly acquiring more manpower for the Revolution via the flasher, which will brainwash targets that it blinds into fervent Revolutionaries. Be aware that this device is not foolproof - welding masks and sunglasses will completely mitigate the flash, and thus the brainswashing that follows. Additionally, members of Security, those with loyalty implants, and the Heads of Staff themselves cannot be converted at all. As such, discretion and care must be taken when Head Revolutionaries and selecting targets to kidnap liberate from their bonds.

As a Revolutionary Head, you will want to know the value of pursuing various potential converts. In general, your primary turning targets are Roboticists, Scientists, the Cargo Technicians, and Geneticists. Robotics can supply replacement flashes, in the case that yours burns out. Scientists, and the Research Division on the whole, can fabricate explosives, and Cargo Bay serves as a great base of operations, and can order supplies, such as more flashes, or weapons. And finally, Genetics can supply you and your revolutionary mob beneficial genetic mutations, as well as provide free access to, or lock down, the station's cloning lab. Genetics also has an additional use if you've already killed a station head - they can save the heads' appearance enzymes and then inject you with them, making you look exactly like the deceased individual (minus any loyalty implants). With the person's ID and their clothes, you can seamlessly step into their shoes, and do as you may.

Once the Revolution has begun to gain steam, the Revolutionary Head's job shifts slightly to keeping a low profile. The swarm of converted revolutionaries should be strong enough to hold its own without the Head at the forefront. Keep your identity a secret if possible, and only associate with non-revs if need be, or if you intend to liberate them.

Converted Revolutionaries Hudrev.png

Converted Revolutionaries are the station staff members that have fallen victim to been liberated by a Head Revolutionary's flasher. As a new recruit in the Revolution, your new job is to find a way to kill or exile the Heads of Staff without getting caught, and help protect the Head Revolutionaries, all the while staying alive, yourself. Follow the orders of the Head Revolutionaries and join your brothers and sisters in tearing down the oppressive chain of command wrapped around the necks of the working class. Viva la revolution!

Revolution and Others

Heads of Staff

Your lives are on the line here. You must act carefully, concisely, and effectively.

At the first credible evidence of revolutionary activity, go somewhere relatively safe, likely the Brig. If you have access, immediately crack open the cases of loyalty implants. There is one case in the Armory and another in the Head of Security's locker. Each contains four implants. These will run out very fast, so your first priority should be implanting the Cargo staff and especially the Quartermaster, if there is one. Once the supply line is implanted, their job is to order more loyalty implants and nothing but loyalty implants. If an implanted QM complains, demote them, as they are a liability.

Once the loyalty implant stockpile is large enough, transition to implanting crew members. There will likely be a large handful of Revolutionaries at this point, so within your first few implants you may deconvert someone, showing you a message such as "Robert Robust looks as if they've remembered their true allegiance!" Immediately ask them who converted them - this will be one of the Head Revolutionaries you are looking to find - and dispatch loyal forces to find and apprehend the named individual.

In the more likely case that things aren't going smoothly, either through Cargo having been Revolutionized early on, loyalty implants having run out, general chaos and rioting erupting, or other such scenarios, it is important to keep in mind that knocking a revolutionary out with an object applied to the head has a [Damage of the Item + (Max health - Current health of person being hit) / 2] chance to deconvert them. The trusty toolbox deals 10 "brute" damage (damage type must be brute), so, a toolbox to the head to a healthy Revolutionary would bear a [10 + (100 - 100) / 2] % of deconverting them. Do bear in mind that this is not an open invitation to go about swinging a bludgeoning object at your fellow crewmates without any trace of reasonable doubt about their loyalties. Harm should not be a firm resort.

Finally, if you are a Head of Staff that would rather live, there is nothing wrong with declaring that you wish to surrender and requesting safe passage to the mining or gulag shuttle for a swift departure from Space Station 13, though it will remain to be seen if the fervent Revolutionaries will accept your surrender.

And as a footnote, please remember that hiding and making yourself an almost impossible target as either a Head Revolutionary or Head of Staff is poor form, and will potentially have consequences.

Station Staff

As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round. if you see someone acting wrongly, or attacking a Head of Staff, try to stop them and call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not loyalty implanted, it would be in your best interest to keep your distance and not startle them, or else they may consider you to be a Revolutionary and attack. Otherwise, just try to go about your typical duties as best you can. That is, unless you get flashed...