Revolutionary: различия между версиями

Материал из FIJTeam Project Wiki
Перейти к навигации Перейти к поиску
>Climax708
м (Add comment regarding centcom announcement)
>Chada1
(Significant changes, entirely reworded alot of the sections, removed afew, and revamped the quality.)
Строка 7: Строка 7:
|img_generic =ChangelingLarge2.gif
|img_generic =ChangelingLarge2.gif
|img = ChangelingLarge2.gif
|img = ChangelingLarge2.gif
|jobtitle = Revolutionair or Loyalist
|jobtitle = Revolutionary or 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;">'''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 = As the Loyalist you should try to keep the station under NT control, usually through subversive corrupt means in opposite of the Revolutionaries. As a Revolutionary your job is to spread your cause across the Station, and try to get the Crew to stand against NT, in a less subtle manner.
|guides = This one currently
|guides = This one currently.
}}
}}


<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>
<onlyinclude>Revolution (aka "Rev") is a game mode centred around crew uprising. In it, certain members of the crew (Head Revolutionaries/Loyalist) start out with the goal of recruiting other crew members and beginning a Crew takeover of the Station. The opposite of a Revolutionary is a Loyalist which represents the other side of the spectrum with much the same goal. You're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.</onlyinclude>
 
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.


<!-- For a list of the items found on the uplink, click [[Syndicate Items|here]]. -->
<!-- For a list of the items found on the uplink, click [[Syndicate Items|here]]. -->
== Overview ==
== 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.
Revolution/Loyalist Leaders (of which there will be one to three) start with a single announcement each. Revolution/Loyalist Leaders can convert people by right-clicking on an adjacent individual and using the appropriate verb, which will provide a popup prompt. They can also access the verb in their special abilities area. When someone chooses to convert, they will have a red/blue R/L over their head to identify them as an ally to your cause. You will have to be persuasive to win people over, good luck. Remember that you won't have free access to weaponry without people on the inside. However, there are ways to [[Improvised Weapons|make your own.]] Reminder; you're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.
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==
==Tips and Tricks==
===Heads of Staff===
===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!
You may receive some announcements from Central Command through the Head Rev/Loy. How you handle this can vary for your character and possibly their Loyalty implant-- However, being needlessly suspicious of the announcement and refusing to follow it for nonsensical reasons is against the rules. You are expected to follow the announcement if it's within reason. Use the F1 hotkey to contact ingame moderation during the round if you're unsure.
 
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.


===Station Staff===
===Station Staff===
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.
As a member of the general staff, Revolutionary rounds should be treated like any other round; if you see a Crewmember attacking another, you should do as your character would, likely to try stop them or call Security. Remember that mutiny and terrorism is punishable in the same way as any other round.
 
===Head Revolutionaries===
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.
Also, if you're short on weapons or can't access them, why not [[Improvised Weapons|make your own?]]
You're given one free announcement to make as if you're central command. Use it wisely. Note that it must be proper and believable!


====Motivations====
===Head Rev/Loy===
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 have a hard job ahead of you. Convincing the Crew to join your cause is not an easy task, it takes a lot of force, a lot of manipulation, or a lot of persuasion. Each Head Rev/Loy can have their own agenda, but you should work together in your operations as best as you can, there is little hope for success if you don't. You should coordinate your announcement and efforts to sow dissent in your own way, that is what makes a good revolution round. Remember, both Revolutionary and Loyalist are Antagonists, they just act in parallel to the other.
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!


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...
Reminder; you're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.


====Strategy====
====Converted Crew====
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...
For whatever reason, you have turned to the darkside. ''Or the much more profitable side.'' You should keep in mind the Agenda you joined for, and your character could rile up their friends and make sure to remind your leaders' of their promises. You will have to work together as a team to see this through. Good luck.


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!
====Motivations====
 
Remember that 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. It's a spot where creativity shines. 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! Explain to them what their work is contributing to-- And convince them 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 command. Were they treated poorly, or perhaps it's something more petty? Consider it also an excellent RP oportunity to get you out of your workplace.  
===Converted Revolutionaries===
'''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===
''None of this is foolproof, and remember-- People can most assuredly betray you!'' It's heavily recommended you try to personalize your approaches-- Convincing often fails. Try not to get caught lying to two different people as to your intentions! They might turn on you, to the Revs or the Loys.
* 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.  
* 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.


{{Antagonists}}
{{Antagonists}}

Версия от 21:18, 13 февраля 2018

ENEMY
Должность
не определена


Revolutionary or Loyalist.

Руководители: Head Revolutionary or Head Loyalist.
Сложность: HARD
Обязанности: As the Loyalist you should try to keep the station under NT control, usually through subversive corrupt means in opposite of the Revolutionaries. As a Revolutionary your job is to spread your cause across the Station, and try to get the Crew to stand against NT, in a less subtle manner.
Руководства: This one currently.
Доступ: Depends on your starting role.
Альтернативные названия: Отсутствуют

Файл:F19.png


Revolution (aka "Rev") is a game mode centred around crew uprising. In it, certain members of the crew (Head Revolutionaries/Loyalist) start out with the goal of recruiting other crew members and beginning a Crew takeover of the Station. The opposite of a Revolutionary is a Loyalist which represents the other side of the spectrum with much the same goal. You're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.

Overview

Revolution/Loyalist Leaders (of which there will be one to three) start with a single announcement each. Revolution/Loyalist Leaders can convert people by right-clicking on an adjacent individual and using the appropriate verb, which will provide a popup prompt. They can also access the verb in their special abilities area. When someone chooses to convert, they will have a red/blue R/L over their head to identify them as an ally to your cause. You will have to be persuasive to win people over, good luck. Remember that you won't have free access to weaponry without people on the inside. However, there are ways to make your own. Reminder; you're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.

Tips and Tricks

Heads of Staff

You may receive some announcements from Central Command through the Head Rev/Loy. How you handle this can vary for your character and possibly their Loyalty implant-- However, being needlessly suspicious of the announcement and refusing to follow it for nonsensical reasons is against the rules. You are expected to follow the announcement if it's within reason. Use the F1 hotkey to contact ingame moderation during the round if you're unsure.

Station Staff

As a member of the general staff, Revolutionary rounds should be treated like any other round; if you see a Crewmember attacking another, you should do as your character would, likely to try stop them or call Security. Remember that mutiny and terrorism is punishable in the same way as any other round.

Head Rev/Loy

You have a hard job ahead of you. Convincing the Crew to join your cause is not an easy task, it takes a lot of force, a lot of manipulation, or a lot of persuasion. Each Head Rev/Loy can have their own agenda, but you should work together in your operations as best as you can, there is little hope for success if you don't. You should coordinate your announcement and efforts to sow dissent in your own way, that is what makes a good revolution round. Remember, both Revolutionary and Loyalist are Antagonists, they just act in parallel to the other.

Reminder; you're given one free announcement to make as if you're Central Command. Use it wisely. Note that it must be proper and believable, if it isn't, the Administration won't enforce it.

Converted Crew

For whatever reason, you have turned to the darkside. Or the much more profitable side. You should keep in mind the Agenda you joined for, and your character could rile up their friends and make sure to remind your leaders' of their promises. You will have to work together as a team to see this through. Good luck.

Motivations

Remember that 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. It's a spot where creativity shines. 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! Explain to them what their work is contributing to-- And convince them 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 command. Were they treated poorly, or perhaps it's something more petty? Consider it also an excellent RP oportunity to get you out of your workplace.

None of this is foolproof, and remember-- People can most assuredly betray you! It's heavily recommended you try to personalize your approaches-- Convincing often fails. Try not to get caught lying to two different people as to your intentions! They might turn on you, to the Revs or the Loys.

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