When discussing the worst gamemodes three are the most likely to come up:
cults (be it blood or clock);
Revs has a few issues that I believe are fundamental to the design of TG revolution.
- Encourages LRP and metagaming
It’s not uncommon to get flashed without even having been talked to.
You have no choice in the matter, and all your roleplay is limited to screaming VIVAA! on the radio. And toolboxing the HOS, of course.
As soon as a flash is heard security starts buying 10 shield crates.
You get no choice in the matter: if you get implanted you suddenly aren’t a rev anymore. Severely limiting roleplay, and encouraging validhunting.
- The objective SUCKS
Needing to kill ALL the heads sucks (goes both ways). Often rounds just turn into absolute slogs because they either went into hiding, or are stalling.
And in the meanwhile the roleplay opportunities are few and overall unsatisfying: why should i join the revolution, why should i be against it? our characters get no choice in the matter.
it’s not even about interacting with other players: it’s all about killing the heads, because greentext.
HOW I WOULD CHANGE THINGS
I would like to start coding a bay-rev inspired rework.
Bay’s revs offer much deeper opportunities for interacting between crewmembers and security.
They are less susceptible to metagaming.
They are open ended.
Here are the actual tweaks i suggest:
- no more flashes, instead we offer the opportunity to join.
by right clicking on someone (or idk, still need to figure this our. maybe i’ll make it act like telepathy where you get a button and a target) you can send an invite to join your faction.
Of course they’d need to be first convinced to join by the leader, or their spokesman.
I’ve heard concerns about people self antagonizing by going out of their way to join the revolution, but this is a matter of how much you trust the community. anyhow this can be mitigated by new rules/SOP
- mindshields no longer turn you “good”
I never liked the fact that you aren’t choosing how to roleplay your character, this seems dumb. but it works for LRP deathmatch, I guess.
- no more killing license for either sides.
Revs should be limited: this won’t be a ticket for murdering security and powergaming.
There should be proper escalation that CAN lead to a violent confrontation.
The loop I’m imagining is: active recruiting → manifestation, public speaking → direct confrontation with heads/sec → open ended (new chain of command? revs get suppressed? elections? idk anything really).
This goes both ways, though. Security shouldn’t just straight up kill non violent protesters.
Space law and SOP would need to get updated of course.
- no more objective
YEAHH!! we took the station!! VIVA!!! Now let’s all fly back to CC… very fun…
I believe an open ended approach would work better than the very arcade-y “the round is over”. To ensure the round doesn’t turn into something too boring we could send other antagonists later into the round, much like dynamic.
These are the tweaks I suggest.
I do not know how fast I’ll be able to do this, but honestly it doesn’t seem too complicated code-wise.
I do acknowledge the fact that this is still a very rough initial design, but I’m very interested in hearing your opinions and thoughts.
Thanks for all the feedback!
- keep revs as they are
- tweak revs