04-26-2019, 02:49 PM
(This post was last modified: 04-26-2019, 03:19 PM by twoski. Edited 1 time in total.)
I think that fundamentally, Rev just doesn't work. It needs changing from the ground up.
I think it would be more interesting if instead of making it station heads versus the peasants it should be a split down the middle. First you gotta assign point values to each role in terms of what they have access to and what makes them an asset.
So for example
Captain - 10 points - has access to every door on the damn station.
HoS - 7 points - has access to a bunch of useful riot gear and such.
RD - 7 points - has access to everything in the science wing, which is nothing to sneeze at.
Barman - 1 point - no special access to anything particularly useful in a rev scenario.
etc.
Next you assign the heads of both teams. You have red and blue teams and each should have like 15 points worth of people on it. So you could end up with one team that has the captain and 5 lowly peasants (chaplain, etc) and one team that has HoS, RD and a peasant on it.
Both teams have to start converting people to their side using implanters. 2 players on both teams are given an implanter with infinite charges and a scanner they can use when next to a player to determine their team. I know old school rev used to be "flash someone and they become your teammate" but that was kind of lazy imo. You should have to restrain and implant someone in order to make them your teammate, which means that early on the station becomes a hotbed of abductions. Keep in mind many players won't be on a team yet, and players who are not assigned to a team should have an incentive to resist implanting. For example, a player that makes it to the shuttle not being on red or blue team is considered to have succeeded.
As the round goes on, the red and blue team will have grown (if they are abducting and implanting players). The goal of both teams is to have a greater number of players on the evac shuttle than the other team. Once a player is implanted, that isn't the end of it. If they get captured by the other team they can have their implant reversed so they swap teams. So there's a fair bit of intrigue and treachery in that regard.
I think it would be more interesting if instead of making it station heads versus the peasants it should be a split down the middle. First you gotta assign point values to each role in terms of what they have access to and what makes them an asset.
So for example
Captain - 10 points - has access to every door on the damn station.
HoS - 7 points - has access to a bunch of useful riot gear and such.
RD - 7 points - has access to everything in the science wing, which is nothing to sneeze at.
Barman - 1 point - no special access to anything particularly useful in a rev scenario.
etc.
Next you assign the heads of both teams. You have red and blue teams and each should have like 15 points worth of people on it. So you could end up with one team that has the captain and 5 lowly peasants (chaplain, etc) and one team that has HoS, RD and a peasant on it.
Both teams have to start converting people to their side using implanters. 2 players on both teams are given an implanter with infinite charges and a scanner they can use when next to a player to determine their team. I know old school rev used to be "flash someone and they become your teammate" but that was kind of lazy imo. You should have to restrain and implant someone in order to make them your teammate, which means that early on the station becomes a hotbed of abductions. Keep in mind many players won't be on a team yet, and players who are not assigned to a team should have an incentive to resist implanting. For example, a player that makes it to the shuttle not being on red or blue team is considered to have succeeded.
As the round goes on, the red and blue team will have grown (if they are abducting and implanting players). The goal of both teams is to have a greater number of players on the evac shuttle than the other team. Once a player is implanted, that isn't the end of it. If they get captured by the other team they can have their implant reversed so they swap teams. So there's a fair bit of intrigue and treachery in that regard.