06-29-2022, 05:54 AM
Revs its an interesting game mode, but has its severe drawbacks. Revflashes being blocked by an easily acquireable headgear, the lack of knowledge of sides in brawls involving revs / nonrevs as a loyal crewmember without sechuds, and the awful lategame stalemates when one person cant swallow their pride and accept defeat.
I propose these solutions to the gamemode.
Counter Revolutionary implants act like the new Tranq darts, wherein they can be removed if pulled out whilst standing still, over a duration of say, 8 seconds. Once the implant has turned the crewmember loyal, the implant then becomes embedded and can only be removed surgically. This would make implanting the first step of combat with a revolutionary crewmate, rather than a fire and forget (as their only option is to go to an operating table for its removal, which are severely restricted on most maps, both by access and presence of security once the round type is revealed. This would mean that implanter holders have to actually commit to the people they want to derevolutionize rather than just driveby people in hallways.
Players with an embedded revolutionary implant (which is only acquireable if they were previously revolutionized, as non rev crew implants would not embed) can see other players in the same state of implant as them, allowing them to better discern their teammates from their enemies, preventing the awful sechud requirement to be any form of useful as a loyal crewmate.
Revheads recieve an extra TC every 10 minutes after the start of the round, additionally, ID Trackers are changed to DNA trackers, for actual tracking of players hiding in space / lockers / disposal chutes. Given the lack of any pure broken bs on the revhead uplink, this shouldnt break the game and allow for dna tracking should the game drag out. Similarly, once the revolution alarm arrives from centcomm(usually around the 30 minutes mark), each head gains a pda program allowing them to trace remaining rev heads by dna, hopefully mitigating the awful stalemates, whilst still giving the side with a higher population of crew on side a decent advantage.
Players converted by combt actions (beatn to low crit) glow with a mist indicating the side to which they have been turned, which persists for a few seconds. Currently the mass brawls that can happen in hallways generally end with players continuing to beat on crew who they have already brought on side (particularly loyal crewmembers). This mist should hopefully provide an imporved visual indicator over the current one and make said "accidents" less frequent.
Also, make revflashes penetrate welding hats and sunglasses, but normal flashes not.
I propose these solutions to the gamemode.
Counter Revolutionary implants act like the new Tranq darts, wherein they can be removed if pulled out whilst standing still, over a duration of say, 8 seconds. Once the implant has turned the crewmember loyal, the implant then becomes embedded and can only be removed surgically. This would make implanting the first step of combat with a revolutionary crewmate, rather than a fire and forget (as their only option is to go to an operating table for its removal, which are severely restricted on most maps, both by access and presence of security once the round type is revealed. This would mean that implanter holders have to actually commit to the people they want to derevolutionize rather than just driveby people in hallways.
Players with an embedded revolutionary implant (which is only acquireable if they were previously revolutionized, as non rev crew implants would not embed) can see other players in the same state of implant as them, allowing them to better discern their teammates from their enemies, preventing the awful sechud requirement to be any form of useful as a loyal crewmate.
Revheads recieve an extra TC every 10 minutes after the start of the round, additionally, ID Trackers are changed to DNA trackers, for actual tracking of players hiding in space / lockers / disposal chutes. Given the lack of any pure broken bs on the revhead uplink, this shouldnt break the game and allow for dna tracking should the game drag out. Similarly, once the revolution alarm arrives from centcomm(usually around the 30 minutes mark), each head gains a pda program allowing them to trace remaining rev heads by dna, hopefully mitigating the awful stalemates, whilst still giving the side with a higher population of crew on side a decent advantage.
Players converted by combt actions (beatn to low crit) glow with a mist indicating the side to which they have been turned, which persists for a few seconds. Currently the mass brawls that can happen in hallways generally end with players continuing to beat on crew who they have already brought on side (particularly loyal crewmembers). This mist should hopefully provide an imporved visual indicator over the current one and make said "accidents" less frequent.
Also, make revflashes penetrate welding hats and sunglasses, but normal flashes not.