Revolutionary

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Версия от 22:16, 13 февраля 2018; >Chada1 (Added the Proper Announcements section by request and added sublinks to redirect to make sure it's noticed.)
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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.

Overview

Revolution/Loyalist Leaders (of which there will be one to three) start with a single announcement. 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.

Tips and Tricks

Heads of Staff

You may receive some announcements from Central Command through the Head Revolutionary/Loyalist. 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 Revolutionaries/Loyalists

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 Revolutionary/Loyalist 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.

Proper Announcements

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. Making a Central Command Announcement that declares you Captain or commands Security to throw out the armory is bad form and will have your announcement ignored. As a Revolutionary/Loyalist you are an Antagonist who is meant to drive the story. Escalation of conflict still applies to you.

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.

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 Revolutionaries or the Loyalists.

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