Revolution

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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 (using Flashes) and killing the station heads.

Contents [hide] 1 Viva La Revolution! 2 Tips and Tricks 2.1 Heads of Staff 2.2 Station Staff 2.3 Head Revolutionaries 2.4 Converted Revolutionaries 2.5 Bugs

Viva La Revolution!

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 the Captain, Head of Security, Head of Personnel, Chief Engineer, and Research Director. If the Revolutionaries manage to kill all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they win. If everyone else manages to kill the Head Revolutionaries, the station wins. Pretty simple. 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

Heads of Staff

Your lives are on the line, here. If at any time you get reports of people randomly flashing, it's a safe bet this is a rev round. This does not mean "Hide in a closet and hope like hell they don't find me", and it definitely doesn't mean "Let the AI sort it out" or "Just space everyone; we'll find them eventually". Finding revs isn't that hard, and should be fairly simple, assuming the Rev Heads don't have 20 or so followers by this point. Always remember that knocking a revolutionary out with an object upside the head has a 50% chance to convert them back to normal, showing you a message such as "Robert Robust looks as if they've remembered their true allegiance" or something to that effect. Naturally, this does not mean "Hey, let's just whack everyone upside the head in the event that they're a Rev". If you suspect them of being one, then this is usually a bad course of action; just brig them for a while and hope like hell you're wrong. If you actually see someone doing something scummy, you should probably assume they're either a Rev, a Rev Head, or an ass, so smack away! If you get them knocked out a few times and they don't turn, take them to Medical to get them healed and apologize, while noting them in your notes or the security records. If they fuck up again, space them or beat the shit out of them; they're probably a Rev Head! Remember that turtling (boxing up in an area and making yourself an almost impossible target) is in fairly poor form, though it can be acceptable in some instances.

Station Staff

As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round; if you see someone trying to robust a Head to death, try to stop them or call Security. Otherwise, just try to be as normal as possible. That is, unless you get flashed...

Head Revolutionaries

You have a hard job ahead of you. If you're an Engineer, this job is made so much easier, especially if the Chief Engineer is dumb enough to help you set up the engines. Just pop him upside the head with something, keep him knocked out while you set up the engine, and let the singularity do the rest. For everyone else, being a rev head can be rather frustrating. You are at least given some traitor item choices, which should help a great deal. Your first course of action should be to start flashing people. Do not randomly flash them; convince them through RP to join you and then flash them to make them official. 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. If you see some asshole walking around with sunglasses or a welding mask on, you won't be able to turn them; the same applies to members of Security. If you get spotted, run like hell! As a rev head, your primary turning targets are Robotics, Genetics, Scientists, and the Quartermasters; Robotics has delicious replacement flashes, Geneticist can give you super powers and pretty much lock down the cloner, Scientists make explosives, and Quartermasters serves as a great base of operations (not to mention that they can order you more flashes and other nifty toys if you 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, and only associate with non-revs if need be (or to flash them). Genetics is very helpful here, if you've already killed a station head. The geneticists can save the heads UI's and inject you with them, making you look exactly like that guy you just killed. Have fun with that! Do not enter a locker, it counts as abandoning the station.

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 kill those jerk-ass heads of staff without getting caught. Remember that, as a converted rev, if you can manage to kill even one head, you've done your job. Also remember that your game isn't necessarily over if you get caught; most security members (that don't suck at their job, mind you) will try to convert you or just simply brig you.

Bugs

  • Remember kiddies, gibbing a rev head while they are alive and shit like that breaks the round.
  • Cloning a converted rev turns their R icon from red to blue.
  • Monkeying and then converting a head of staff is possible?! But they still need to die to end the round.
  • Logging out, then back in (or crashing), after being converted or being a rev head, causes you unable to see your fellow revs.
  • If you are a head of staff, sometimes you can be your own target.