Revolutionary: различия между версиями

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>AllyBearsley
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>La Villa Strangiato
(Tidies the page up. Adds a few more gimmicks. Modernizes terms from "fellow" and "contender" to "loyalist" and "revolutionary". Adds tips for being a rev.)
 
(не показано 11 промежуточных версий 3 участников)
Строка 7: Строка 7:
|img_generic =ChangelingLarge2.gif
|img_generic =ChangelingLarge2.gif
|img = ChangelingLarge2.gif
|img = ChangelingLarge2.gif
|jobtitle = Revolutionair or Loyalist
|jobtitle = Revolutionary, Loyalist
|access = Depends on your starting role
|access = Depends on your starting role.
|difficulty = <font style="color:red;">'''HARD'''</font>
|difficulty = <font style="color:red;">'''VERY HARD'''</font>
|superior = Head Rev or Head Loyalist
|superior = Head Revolutionary or Head Loyalist
|duties = As the Loyalist you are to keep the station under NT control. As a Rev your job is to either convert everyone on the station and rise up against NT!
|duties = Stand against or with the Stellar Corporate Conglomerate. Violate the Luna Accords. Rebel over getting the holodecks dismantled.
|guides = This one currently
|guides = This is the guide
}}
}}


<onlyinclude>Revolution (aka "Rev") is a game mode centred around crew uprising. In it, certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members and overthrowing, replacing, or killing the station heads.</onlyinclude>
In Revolution, inflammatory ideas have started gathering steam among the crew, and it is the job of those loyal to the [[Stellar Corporate Conglomerate]] to stomp on this movement by any means necessary. As either a Revolutionary or a Loyalist, you must rally those sympathetic to your cause and either organize a crew takeover of the ship, or maintain the status quo (or whichever new status quo you've decided on). [[#Ideas_For_Plots|Note that it must be proper and believable]].


Revolution Leaders (of which there will be one to three) start with a flash and the [[Syndicate Items|same uplink]] traitors get to provide them with items. Revolution Leaders can convert people by right-clicking on an adjacent individual and using the appropriate verb, which will provide a popup prompt. When someone converts, he will have a red R over hishead to identify him as a revolutionary to his comrades in arms.
==Starting Out==
You spawn in your starting area, with obvious text indicating you are an antagonist. Movement leaders (of which there will be one to three) begin with an [[uplink]] with a limited amount of TC, and one free announcement to act as if they are Central Command. Use this wisely. Your announcement must be concise, within the realm of possibility and reason, and be of sound structure and language (considering you're posing as Central Command).  


<!-- For a list of the items found on the uplink, click [[Syndicate Items|here]]. -->
As an antagonist, you have access to <code>AOOC</code>, and can use this to communicate OOCly with your fellow players. It is here where you will decide on your gimmick for the round; what is happening, why the crew will rebel, and the vague outline of the actions taken by either side. Once you have settled on this, it is time to make your free announcement, and proceed with recruiting the crew.
== Overview ==
During a Revolution round, it's the job of the Head Revolutionaries to run around recruiting their fellow team members to the cause and finding inventive ways to kill or depose the Captain, Head of Security, Head of Personnel, Chief Engineer, and Research Director. If the Revolutionaries manage to kill all of the ORIGINAL heads, they win. If everyone else manages to kill the Head Revolutionaries, the station wins. Pretty simple, although this shouldn't be considered the only method of winning.
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.


==Tips and Tricks==
To convert someone, a Head Revolutionary/Loyalist must right-click on an adjacent individual and select "Ask to Join". This will provide a pop-up prompt where they can choose to accept or decline, but if they decline they can be approached later. When someone chooses to convert, they will have a red/blue f/C icon over their head to identify them as an ally to your cause. '''Most people are not going to join you without a roleplayed build-up to requesting you join their cause.''' Revolution is a very roleplay-heavy game mode.
===Heads of Staff===


You may receive some directives from Central. How you handle this can vary for your character- During Revolution, Heads of Staff can be considered to be an antag to the degree of engaging in mildly antagonistic behavior, but keep in mind you are still a character- You are more than capable of mitigating this by being fair and reasonable!
==A Brief Guide to Gimmicks==
The typical outcome of revolution is a bloody uprising, though there are still ways to end up with a non-violent yet engaging plot for the round. Regardless of how it ends up, choosing an inciting incident for the uprising to ''actually happen'' is a very daunting task. True to life, most people aren't willing to get violent with their coworkers in the middle of deep space because Central Command has ordered all the vending machines removed.


Remember that turtling (boxing up in an area and making yourself an almost impossible target) is in incredibly poor form, though it can be acceptable in some instances.
Therefore, to start a proper revolution, consider the following:
# '''Keep people front-and-center in the round as much as possible.''' Gimmicks that involve arresting all crew of X group are extremely common and difficult to actually enforce. If you make the gimmick to "arrest all Solarians", it is highly likely that the [[Chief Medical Officer]] might balk because one of their first responders is a Solarian, and the [[Head of Security]] may have to arrest their entire department. Also, assuming at least a few people capitulate to arrest, most of their round is going to be staring at the wall in their cell, which isn't fun for anyone.
# '''Less is more.''' Cooking up an elaborate story for why the Sol Alliance has decided to invade Tau Ceti again is all well and good, except that nobody's going to read that announcement paragraph you spent ten minutes on. Keep it simple, snappy, and stupid; why does this affect the Horizon, what's the thing about it that's causing people to rebel, and why should the Loyalists try and preserve the status quo?
# '''Be reasonable.''' [[Dominia]] has invaded [[Elyra]]! Arrest all Dominians! [[The Trasens|Miranda Trasen]] has declared war on [[Notable Humans|Titanius Aeson]]! Kill all [[Hephaestus Industries|Hephaestus]] employees! Horizon, shoot this ship full of orphaned puppies with the Leviathan or your family members die! When you're making a gimmick, it's tempting to make it so over-the-top as to immediately incite bloodlust. But excessive, comically cruel or wacky gimmicks generally cause people to disengage with the round beyond the bare minimum, or simply go to the residential lifts.  


===Station Staff===
Even with this in mind, you have a hard job ahead of you. Don't be afraid to ask your fellow players what they think in AOOC, and make sure to settle on a concrete goal and desired outcome. Good luck.
As a member of the general staff, Revolutionary rounds should be treated like any other round; if you see someone trying to robust a Head to death, try to stop them or call Security. Remember that mutiny is legally punishable by the corporation.


===Head Revolutionaries===
==Ideas For Plots==
You have a hard job ahead of you. Convince your fellow crew to join your cause to overthrow the tyrannical rule of the heads, while keeping covert until your ranks are swelled enough for an overt assault. Subtlety is key early on, for getting captured by Security before getting a loyal and broad following set up is detrimental to the cause. It might also be useful and constructive to RP to come up with some caveat and backstory to the revolution.
Below are some ideas you can run with to base your gimmick off of. Keep in mind these are fairly barebones, and the details of how this will come off to the crew is up to you. While the implication is that these announcements have come directly from Central Command, you're also perfectly capable of lying about the details. If your gimmick intrigues people, they can generally run with it even if you don't have any evidence.
Also, if you're short on weapons or can't access them, why not [[Improvised Weapons|make your own?]]
===General===
* [[Zeng-Hu Pharmaceuticals]] has passed a law in [[Biesel]] space allowing human experimentation on prisoners. Coincidentally, they have also snuck in a few new laws that detain people for very minor stuff.
* Pick a character who is generally likeable and has friends, and target them; deign them to be killed, executed, sent to labor camps in [[Burzsia]], and so forth. Expand the scope to other characters as the round goes on. Remember, you can purchase more announcements from your uplink as a head loyalist or revolutionary.
* Half of the crew, for arbitrary reasons that could be based on their faction or nationality, must give up something important. It could be forced organ donations, their salary, or their privileges to eat at the kitchen for free. Remember that it should probably be either life-threatening or mutilating.


====Motivations====
===Revolutionaries===
Remember that initial fluff can be up to you, although you can be in possession of contraband(Your [[PDA]] uplink) or outright employed by the syndicate or an enemy corporation to start causing trouble - If you have reason to be a traitor, you can definitely have reason to be a revolutionary! However, the people onstation may have significantly less reason to side with you- They're not exactly employed on a deep space research facility for no reason! Nonetheless, you can find a variety of ways to appeal to crewmembers, and you should be willing to use your imagination. ''None of this is foolproof, and remember- People can most assuredly betray you!''
* You are an anti-corporate revolutionary who desires Biesel, in particular, to be returned to the control of the people. You could seek to end NanoTrasen's monopoly, be a Samaritan, a Himean, or simply an independent actor against corporate interests who has found their way on to the Horizon.
Try bribery - Go get some funds from the ATM, and set about trying to pay off those with questionable loyalty. Offer them contracts outside of NT if something goes wrong. Others can be persuaded by convincing them that they can get a promotion themselves out of this, as long as they remember who they owe the favor to... Give people reasons to think they can change NanoTrasen by doing this! Offer to them what their work is contributing to- And that it's nothing good, rake muck! Give personal blackmail, true or false out, on the heads of staff. Maybe they already have a chip on their shoulder regarding some of the command. Were they treated poorly, or perhaps it's something more petty? Consider it also an excellent RP impetus to get to know your coworkers!
* You are an alien, or an alien sympathizer, who is appalled by the treatment of non-humans in the Stellar Corporate Conglomerate. [Insert injustices here] have forced you to take action!
* You believe the general operations of the Horizon are abysmally inhumane, and seek to put an end to how it's run as a whole.
* You believe the Stellar Corporate Conglomerate is hiding things from you and the galaxy at large, and have discovered one of their biggest secrets (and what it is, exactly, is up to you)! You must share this secret with the Orion Spur, and take control of the Conglomerate's flagship so they know you mean ''business''.


It's heavily recommended you try to personalize your approaches- Proselytizing often fails. Try not to get caught lying to two different revs as to your intentions! They might turn on you...
===Loyalists===
* Whether from paranoia or actual evidence, you believe a certain subset of people have intentions to cut ties with the corporations that have economically assisted Tau Ceti through thick and thin.
* You might expect unruly elements to be behind the revolution, and have doubts as to their sincerity.
* You're a corporate stooge. You want to curry favor with your employers, and get a raise after this is all said and done.
* You might plan to counter this movement and use the power you've gained by doing so to try to stage your own uprising.
* You believe the revolution has been founded for misguided reasons, and seek to put an end to it on that basis, through varying means.
* You're just plain biased against the ones leading this revolution, and seek to put an end to it.


====Strategy====
====What's my motive?====
Your first course of action should be to start convert. '''Do not randomly flash them; use the convert verb. Flashing remains in case of a bug - If you do not follow this policy, you will be antag-banned or worse.''' Be a bit covert about it, but you still want results. As a rev head, your primary turning targets are [[Roboticist|Robotics]], [[Genetics]], [[Scientist|Scientists]], and the [[Quartermaster|Quartermasters]]; [[Roboticist|Robotics]] has can make you wonderful mechanical contraptions to 'announce' your point, [[Genetics|Geneticist]] can lock down the cloner, [[Scientist|Scientists]] can make explosives and guns, and [[Quartermaster|Quartermasters]] serves as a great base of operations (not to mention that they can order you nifty toys if you [[Syndicate_Items#Cryptographic_Sequencer|Emag]] their supply computer). Your number one concern, at least until things get moving, is to STAY LOW. Keep your identity a secret if possible - Mutiny and sedition are serious charges, much less conspiracy to murder...
Your particular agenda in this can be up to you. There are many ways you can go about spreading your cause and the reason behind it.


Genetics is very helpful here, if you've already incapacitated a station head; The geneticists can save the heads UI's and inject you with them, making you look exactly like that guy. Have fun with that!
* Bribing people with questionable loyalties is an excellent way to have some hired goons, whether they be Loyalists or Revolutionaries.
* You can try to persuade others to be loyal by convincing them they can get a promotion out of suppressing dissent.
* Explain to the crew that their work on board the Horizon is contributing to nothing, or something they might morally disagree with. Keep in mind not all characters have morals.
* Blackmail heads of staff and spread their exploitable information. Remember, you have access to all the dirty little secrets of your crewmembers with your uplink!


===Converted Revolutionaries===
None of this is foolproof, obviously. Convincing can often fail, and personalizing your approach tends to work the best. Also, try not to tell opposing lies to two people in close proximity; it's easy for them to turn on you.
'''If you did not join the revolution willingly and were just flashed for no reason, or if you were disillusioned from the revolution (aka don't want to be rev anymore ICly), ADMINHELP IT.''' If you did agree to it, then your new job is to find a way to get back at those jerk-ass heads of staff without getting caught. Also remember that your game isn't necessarily over if you get caught; Roleplay doesn't end, and if you're treated unfairly you can find more sympathy, sometimes from within security itelf!
You cannot see who the other revolutionaries are. Only the head revolutionaries can.


===Game Over===
==Not Being an Antag in a Rev Round (At First)==
* If all of the Command Staff die or convert, the Revolution wins. This includes the Head of Personnel, Head of Security, Research Director, Chief Engineer, Chief Medical Officer, and Captain.  
As a [[Guide to Command|head of staff]], you'll receive some announcements from Central Command through the Loyalists and/or Revolutionaries. How you handle this can vary for your character; however, being needlessly suspicious of the announcement and refusing to follow it for nonsensical reasons is against the rules. If the announcement's reasonable, you're expected to follow it. If you have questions about the gimmick or how your character would act, ahelp it.
* If all of the Revolution Leaders die, the Heads win.
 
* Leaving the station z-level counts as "Abandoned the station/Abandoned the Cause", in which they are treated as dead.
You may find yourself assigned as one of the Loyalists. If so, it is now your time to make sure the crew follows the announcements; whether to the letter, or more leniently. Your character's personality will depend on how precisely the announcement is executed, but don't be afraid to push the envelope on their character a bit and have them be a bit more extreme than usual.
 
If you're just a regular crewmember, Revolution rounds should be treated very similarly to every other round. If you see a crewmember attacking another, do as your character usually would; stop them, report it to Security, and so forth. While there's a certain amount of leeway provided, suddenly validhunting or immediately switching to murder as soon as things go sour can get you a stern talk with moderation.


{{Antagonists}}
{{Antagonists}}
{{Jobs}}
{{Jobs}}
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Antagonists]]
[[Category: Jobs]] [[Category:Antagonists]]
[[Category:Pages]] [[Category:Guides]]

Текущая версия от 06:39, 31 июля 2023

ENEMY
Должность
не определена


Revolutionary, Loyalist

Руководители: Head Revolutionary or Head Loyalist
Сложность: VERY HARD
Обязанности: Stand against or with the Stellar Corporate Conglomerate. Violate the Luna Accords. Rebel over getting the holodecks dismantled.
Руководства: This is the guide
Доступ: Depends on your starting role.
Альтернативные названия: Отсутствуют

Файл:F19.png


In Revolution, inflammatory ideas have started gathering steam among the crew, and it is the job of those loyal to the Stellar Corporate Conglomerate to stomp on this movement by any means necessary. As either a Revolutionary or a Loyalist, you must rally those sympathetic to your cause and either organize a crew takeover of the ship, or maintain the status quo (or whichever new status quo you've decided on). Note that it must be proper and believable.

Starting Out

You spawn in your starting area, with obvious text indicating you are an antagonist. Movement leaders (of which there will be one to three) begin with an uplink with a limited amount of TC, and one free announcement to act as if they are Central Command. Use this wisely. Your announcement must be concise, within the realm of possibility and reason, and be of sound structure and language (considering you're posing as Central Command).

As an antagonist, you have access to AOOC, and can use this to communicate OOCly with your fellow players. It is here where you will decide on your gimmick for the round; what is happening, why the crew will rebel, and the vague outline of the actions taken by either side. Once you have settled on this, it is time to make your free announcement, and proceed with recruiting the crew.

To convert someone, a Head Revolutionary/Loyalist must right-click on an adjacent individual and select "Ask to Join". This will provide a pop-up prompt where they can choose to accept or decline, but if they decline they can be approached later. When someone chooses to convert, they will have a red/blue f/C icon over their head to identify them as an ally to your cause. Most people are not going to join you without a roleplayed build-up to requesting you join their cause. Revolution is a very roleplay-heavy game mode.

A Brief Guide to Gimmicks

The typical outcome of revolution is a bloody uprising, though there are still ways to end up with a non-violent yet engaging plot for the round. Regardless of how it ends up, choosing an inciting incident for the uprising to actually happen is a very daunting task. True to life, most people aren't willing to get violent with their coworkers in the middle of deep space because Central Command has ordered all the vending machines removed.

Therefore, to start a proper revolution, consider the following:

  1. Keep people front-and-center in the round as much as possible. Gimmicks that involve arresting all crew of X group are extremely common and difficult to actually enforce. If you make the gimmick to "arrest all Solarians", it is highly likely that the Chief Medical Officer might balk because one of their first responders is a Solarian, and the Head of Security may have to arrest their entire department. Also, assuming at least a few people capitulate to arrest, most of their round is going to be staring at the wall in their cell, which isn't fun for anyone.
  2. Less is more. Cooking up an elaborate story for why the Sol Alliance has decided to invade Tau Ceti again is all well and good, except that nobody's going to read that announcement paragraph you spent ten minutes on. Keep it simple, snappy, and stupid; why does this affect the Horizon, what's the thing about it that's causing people to rebel, and why should the Loyalists try and preserve the status quo?
  3. Be reasonable. Dominia has invaded Elyra! Arrest all Dominians! Miranda Trasen has declared war on Titanius Aeson! Kill all Hephaestus employees! Horizon, shoot this ship full of orphaned puppies with the Leviathan or your family members die! When you're making a gimmick, it's tempting to make it so over-the-top as to immediately incite bloodlust. But excessive, comically cruel or wacky gimmicks generally cause people to disengage with the round beyond the bare minimum, or simply go to the residential lifts.

Even with this in mind, you have a hard job ahead of you. Don't be afraid to ask your fellow players what they think in AOOC, and make sure to settle on a concrete goal and desired outcome. Good luck.

Ideas For Plots

Below are some ideas you can run with to base your gimmick off of. Keep in mind these are fairly barebones, and the details of how this will come off to the crew is up to you. While the implication is that these announcements have come directly from Central Command, you're also perfectly capable of lying about the details. If your gimmick intrigues people, they can generally run with it even if you don't have any evidence.

General

  • Zeng-Hu Pharmaceuticals has passed a law in Biesel space allowing human experimentation on prisoners. Coincidentally, they have also snuck in a few new laws that detain people for very minor stuff.
  • Pick a character who is generally likeable and has friends, and target them; deign them to be killed, executed, sent to labor camps in Burzsia, and so forth. Expand the scope to other characters as the round goes on. Remember, you can purchase more announcements from your uplink as a head loyalist or revolutionary.
  • Half of the crew, for arbitrary reasons that could be based on their faction or nationality, must give up something important. It could be forced organ donations, their salary, or their privileges to eat at the kitchen for free. Remember that it should probably be either life-threatening or mutilating.

Revolutionaries

  • You are an anti-corporate revolutionary who desires Biesel, in particular, to be returned to the control of the people. You could seek to end NanoTrasen's monopoly, be a Samaritan, a Himean, or simply an independent actor against corporate interests who has found their way on to the Horizon.
  • You are an alien, or an alien sympathizer, who is appalled by the treatment of non-humans in the Stellar Corporate Conglomerate. [Insert injustices here] have forced you to take action!
  • You believe the general operations of the Horizon are abysmally inhumane, and seek to put an end to how it's run as a whole.
  • You believe the Stellar Corporate Conglomerate is hiding things from you and the galaxy at large, and have discovered one of their biggest secrets (and what it is, exactly, is up to you)! You must share this secret with the Orion Spur, and take control of the Conglomerate's flagship so they know you mean business.

Loyalists

  • Whether from paranoia or actual evidence, you believe a certain subset of people have intentions to cut ties with the corporations that have economically assisted Tau Ceti through thick and thin.
  • You might expect unruly elements to be behind the revolution, and have doubts as to their sincerity.
  • You're a corporate stooge. You want to curry favor with your employers, and get a raise after this is all said and done.
  • You might plan to counter this movement and use the power you've gained by doing so to try to stage your own uprising.
  • You believe the revolution has been founded for misguided reasons, and seek to put an end to it on that basis, through varying means.
  • You're just plain biased against the ones leading this revolution, and seek to put an end to it.

What's my motive?

Your particular agenda in this can be up to you. There are many ways you can go about spreading your cause and the reason behind it.

  • Bribing people with questionable loyalties is an excellent way to have some hired goons, whether they be Loyalists or Revolutionaries.
  • You can try to persuade others to be loyal by convincing them they can get a promotion out of suppressing dissent.
  • Explain to the crew that their work on board the Horizon is contributing to nothing, or something they might morally disagree with. Keep in mind not all characters have morals.
  • Blackmail heads of staff and spread their exploitable information. Remember, you have access to all the dirty little secrets of your crewmembers with your uplink!

None of this is foolproof, obviously. Convincing can often fail, and personalizing your approach tends to work the best. Also, try not to tell opposing lies to two people in close proximity; it's easy for them to turn on you.

Not Being an Antag in a Rev Round (At First)

As a head of staff, you'll receive some announcements from Central Command through the Loyalists and/or Revolutionaries. How you handle this can vary for your character; however, being needlessly suspicious of the announcement and refusing to follow it for nonsensical reasons is against the rules. If the announcement's reasonable, you're expected to follow it. If you have questions about the gimmick or how your character would act, ahelp it.

You may find yourself assigned as one of the Loyalists. If so, it is now your time to make sure the crew follows the announcements; whether to the letter, or more leniently. Your character's personality will depend on how precisely the announcement is executed, but don't be afraid to push the envelope on their character a bit and have them be a bit more extreme than usual.

If you're just a regular crewmember, Revolution rounds should be treated very similarly to every other round. If you see a crewmember attacking another, do as your character usually would; stop them, report it to Security, and so forth. While there's a certain amount of leeway provided, suddenly validhunting or immediately switching to murder as soon as things go sour can get you a stern talk with moderation.

Antagonist roles
Antagonists Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles