Difference between revisions of "Revolution"

From Paradise Station Wiki
Jump to navigation Jump to search
m (→‎Head Revolutionaries File:Hudrevhead.png: Changed link under "Robotics" from "Robotics" to "Robotics Lab")
 
(27 intermediate revisions by 6 users not shown)
Line 1: Line 1:
[[File:rev.png]] Revolution (aka "Rev") is a game mode featured in [[Game Modes#Secret|Secret]] that runs on Paradise. 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 of Staff]].
{{Out of Rotation}}
{{JobPageHeader
|colour = 222222
|hcolour = red
|stafftype = ANTAGONIST
|img = rev.png
|jobtitle = Revolutionary
|access = Varies
|difficulty = Medium
|superior = Head Revolutionary
|duties = Convert most crewmembers using your special flash and kill all of the [[Chain of Command|Heads Of Staff]]
|guides = N/A
}}<div style="float: right;">{{JobAntag}}</div>
<onlyinclude>A Revolutionary is a person who is either a Head Revolutionary or a person who was converted by a Head Revolutionary. They have one simple goal: Take over the station by '''any means necessary'''. They will recruit ordinary crewmembers into Revolutionaries and once ready, they will kill the Heads of Staff, and they will kill and destroy whoever and whatever gets in their way. </onlyinclude>
 
If the heads of staff die, the revolutionaries win. If the head revolutionaries die, the crew wins.


== Viva La Revolution! ==
== 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, Chief Medical Officer, and Research Director. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they win. If everyone else manages to kill or exile the Head Revolutionaries, the station wins. Pretty simple.
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, Chief Medical Officer, Research Director and the Quartermaster. The emergency shuttle can be called but will never arrive during this game mode. The round will not end until either side has won. '''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.


The emergency shuttle can be called but will never arrive during this game mode. The round will not end until either side has won.  
=== Head Revolutionaries ===
You have a hard job ahead of you that can be rather frustrating.


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.
Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. If you see someone walking around with sunglasses or a welding mask on, you won't be able to flash them; the same applies to members of Security, those with mindshield implants, and the Heads of Staff themselves. You are equipped with a chameleon security HUD that can disguise itself as a number of different types of glasses; wear it to see who is and is not implanted. If you get spotted, run like hell!


==Tips and Tricks==
As a rev head, your primary turning targets are [[Roboticist]]s, [[Scientist]]s, and the [[Cargo Technician]]s; [[Robotics Lab|Robotics]] has replacement flashes, [[Research Division]] makes explosives, and [[Cargo Bay]] serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access).
===[[Heads of Staff]]===
Your lives are on the line, here. 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.


Implanting revolutionaries will cause them to deconvert immediately. ((unless they are leaders of the revolution)) This causes 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 implant every single person we see in the event that they're a Rev". If you suspect them of being one, however, you are free to watch them and if they start displaying signs of being pro-revolution, go ahead and implant them. If you implant them, and nothing happens, you were wrong and just implanted somebody who had nothing to do with the revolutionaries. However, if you get a message like "Urist McNotARevISwear resists the implant!", then they are a rev head, and can be executed or sent off-station freely.
Your number one concern, at least until things get moving, is to '''STAY LOW'''. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).
The cargo bay is probably the most significant area both parties will fight to control, as they can provide you with extra loyalty implants (or provide revs with weapons).


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.
=== Converted Revolutionaries ===
So you spawned, and some jerk next to you just randomly flashed you. Your new job is to find a way to kill heads of staff without getting caught and making sure the head revolutionaries don't die. 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 will try to convert you or just simply brig you.


===Station Staff===
==Surviving the revolution==
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. Security and the Heads of Staff, however, will be under a lot of stress. If you are not loyalty implanted, it would be in your best interest to keep your distance and not startle them, else they may consider you to be a revolutionary and attack. Otherwise, just try to be as normal as possible. That is, unless you get flashed...
===Heads of Staff===
Your lives are on the line, here. 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.


===Head Revolutionaries [[File:Hudrevhead.png]]===
You will need to provide leadership to departments in order to combat this threat. Revolutions are like a plague and they spread fast, get on top of issues and give people orders. '''DO NOT''' go out unaccompanied. Stick by armed and mindshielded personal and put your safety above everything else.
You have a hard job ahead of you that can be rather frustrating.


Your first course of action should be to start flashing people. 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, those with loyalty implants, and the Heads of Staff themselves. If you get spotted, run like hell!
===Security===
Work with command to combat the revolution. You will need to stick together and arrest anyone who seems to be up to devious tasks. You will be the main force keeping the station from being overtaken. Focus on deconversion and mindshielded personnel. Make sure that the revolutionaries do not occupy key area such as the Brig, [[Cargo]], or [[Medbay]]


As a rev head, your primary turning targets are [[Roboticist]]s, [[Geneticist]]s, [[Scientist]]s, and the [[Cargo Technician]]s; [[Robotics Lab|Robotics]] has delicious replacement flashes, [[Genetics]] can give you super powers and pretty much lock down the cloner, [[Research Division]] makes explosives, and [[Cargo Bay]] serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access). Genetics is especially useful if you've already killed a station head. They 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!
===Deconversion===
Implanting revolutionaries will cause them to deconvert immediately. If attempting to do this causes a message such as "Robert Robust looks as if they've remembered their true allegiance" you have deconverted them. Naturally, this does not mean implant every person on station. If you suspect someone of being a rev watch them and if they start displaying signs of being pro-revolution, go ahead and implant them.  


Your number one concern, at least until things get moving, is to '''STAY LOW'''. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).
Additionally, any source of brute damage to the head has a chance to deconvert a revolutionary, scaling with damage of the weapon and their health.


===Converted Revolutionaries [[File:Hudrev.png]]===
If you implant them, and nothing happens, you were wrong and just implanted somebody who had nothing to do with the revolutionaries. However, if you get a message like "Robert Robust resists the implant", then they are a rev head, and should be executed or sent off-station.
So you spawned, and some jerk next to you just randomly flashed you. What's that al-VIVA LA REVOLUTION! Your new job is to find a way to kill those jerk-ass heads of staff without getting caught, and making sure the head revolutionaries don't die. 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.
{{JobsTable}}


[[Category:Guides]]
[[Category:Guides]]
[[Category:Game Modes]]
[[Category:Game Modes]]

Latest revision as of 18:31, 12 June 2024

This article features content that is out of rotation.

This article or section contains content that is still featured on Paradise Station but does not naturally occur in-game without the influence of a Game Admin

ANTAGONIST

Rev.png
Revolutionary

Superiors: Head Revolutionary
Difficulty: Medium
Guides: N/A
Access: Varies
Duties: Convert most crewmembers using your special flash and kill all of the Heads Of Staff

A Revolutionary is a person who is either a Head Revolutionary or a person who was converted by a Head Revolutionary. They have one simple goal: Take over the station by any means necessary. They will recruit ordinary crewmembers into Revolutionaries and once ready, they will kill the Heads of Staff, and they will kill and destroy whoever and whatever gets in their way.

If the heads of staff die, the revolutionaries win. If the head revolutionaries die, the crew wins.

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, Chief Medical Officer, Research Director and the Quartermaster. The emergency shuttle can be called but will never arrive during this game mode. The round will not end until either side has won. 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.

Head Revolutionaries

You have a hard job ahead of you that can be rather frustrating.

Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. If you see someone walking around with sunglasses or a welding mask on, you won't be able to flash them; the same applies to members of Security, those with mindshield implants, and the Heads of Staff themselves. You are equipped with a chameleon security HUD that can disguise itself as a number of different types of glasses; wear it to see who is and is not implanted. If you get spotted, run like hell!

As a rev head, your primary turning targets are Roboticists, Scientists, and the Cargo Technicians; Robotics has replacement flashes, Research Division makes explosives, and Cargo Bay serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access).

Your number one concern, at least until things get moving, is to STAY LOW. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).

Converted Revolutionaries

So you spawned, and some jerk next to you just randomly flashed you. Your new job is to find a way to kill heads of staff without getting caught and making sure the head revolutionaries don't die. 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 will try to convert you or just simply brig you.

Surviving the revolution

Heads of Staff

Your lives are on the line, here. 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.

You will need to provide leadership to departments in order to combat this threat. Revolutions are like a plague and they spread fast, get on top of issues and give people orders. DO NOT go out unaccompanied. Stick by armed and mindshielded personal and put your safety above everything else.

Security

Work with command to combat the revolution. You will need to stick together and arrest anyone who seems to be up to devious tasks. You will be the main force keeping the station from being overtaken. Focus on deconversion and mindshielded personnel. Make sure that the revolutionaries do not occupy key area such as the Brig, Cargo, or Medbay

Deconversion

Implanting revolutionaries will cause them to deconvert immediately. If attempting to do this causes a message such as "Robert Robust looks as if they've remembered their true allegiance" you have deconverted them. Naturally, this does not mean implant every person on station. If you suspect someone of being a rev watch them and if they start displaying signs of being pro-revolution, go ahead and implant them.

Additionally, any source of brute damage to the head has a chance to deconvert a revolutionary, scaling with damage of the weapon and their health.

If you implant them, and nothing happens, you were wrong and just implanted somebody who had nothing to do with the revolutionaries. However, if you get a message like "Robert Robust resists the implant", then they are a rev head, and should be executed or sent off-station.

CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield Officer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft MinerExplorer
JanitorChefBartenderBotanistClownMimeChaplainLibrarian
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianLavaland EliteMindflayerMorphNuclear AgentPulse DemonRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderTraitorVampireWizardXenomorphZombie
Central Command OfficerDeath CommandoEmergency Response TeamHighlanderTradersSpecial Event RolesSuper HeroesSyndicate Infiltration TeamCluwne