Revolution: Difference between revisions

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All instances of "Loyalty implants" being mentioned have been replaced with "Mindshield implants" since that's what they are called now
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(All instances of "Loyalty implants" being mentioned have been replaced with "Mindshield implants" since that's what they are called now)
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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.
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 <s>kidnap</s> liberate from their bonds.
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 mindshield 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.


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.
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 mindshield 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.
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.
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Your lives are on the line here. You must act carefully, concisely, and effectively.
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.  
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 mindshield 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 mindshield implants and nothing but mindshield 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.  
Once the mindshield 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 [[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] % or 5% chance 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.
In the more likely case that things aren't going smoothly, either through Cargo having been Revolutionized early on, mindshield 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] % or 5% chance 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 [[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.
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.
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===Station Staff===
===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...
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 mindshield 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]]
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