Post-Rev Victory Security and You
- Vekter
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Post-Rev Victory Security and You
Oh boy, it's another fucking post-rev thread!
This one is a bit more simple, though - in a situation where Revolutionaries have won, do we consider Security to be a full antag? If not, where should their limits lie?
An example situation: Two security officers are trying to escape the now-hostile station. They hatch a plan - find and kill two miners, steal their gear, and bail for lavaland. The main question was whether or not the officers were valid to kill the miners if they weren't aware whether or not they were revolutionaries.
This one is a bit more simple, though - in a situation where Revolutionaries have won, do we consider Security to be a full antag? If not, where should their limits lie?
An example situation: Two security officers are trying to escape the now-hostile station. They hatch a plan - find and kill two miners, steal their gear, and bail for lavaland. The main question was whether or not the officers were valid to kill the miners if they weren't aware whether or not they were revolutionaries.
- blackdav123
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Re: Post-Rev Victory Security and You
sec should just have relaxed escalation imo. jumping straight to killing the miners is definitely a no-go but threatening the miners and killing them if they dont help you stowaway could be on the table
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- Atlanta-Ned
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Re: Post-Rev Victory Security and You
Given how weird the post-revs game is, anyone with a mindshield should be an antag if the revs win, with an objective to survive until the end. Corollary to that, anyone with a mindshield is valid to the remaining crew. This incentivizes some unique friction that we don't normally get in the game, which could lead to some fun RP experiences.
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- Vekter
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Re: Post-Rev Victory Security and You
I think this is a valid way to look at it and would encourage more people getting rid of their implant if they revolution has won.Atlanta-Ned wrote: ↑Mon Jul 10, 2023 3:14 pm Given how weird the post-revs game is, anyone with a mindshield should be an antag if the revs win, with an objective to survive until the end. Corollary to that, anyone with a mindshield is valid to the remaining crew. This incentivizes some unique friction that we don't normally get in the game, which could lead to some fun RP experiences.
- Timberpoes
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Re: Post-Rev Victory Security and You
Sec shouldn't be full antags post-revs-win.
The problem with post revs is it has too many factions. Too much bullshit nonsense to those factions. Like bonus objectives that focus around continuing the revs-sec-crew-heads conflict long after the ruleset has runs its course.
My gut tells me what most players want when revs ends, is for revs to actually end so they can either get on with the shift if the station isn't bombed to hell and back, or get straight into a new shift if the hallways would be running red for blood but for the fact most of them are exposed to the cold vacuum of space.
The problem with post revs is it has too many factions. Too much bullshit nonsense to those factions. Like bonus objectives that focus around continuing the revs-sec-crew-heads conflict long after the ruleset has runs its course.
My gut tells me what most players want when revs ends, is for revs to actually end so they can either get on with the shift if the station isn't bombed to hell and back, or get straight into a new shift if the hallways would be running red for blood but for the fact most of them are exposed to the cold vacuum of space.
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- Joined: Fri Dec 04, 2020 10:40 am
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Re: Post-Rev Victory Security and You
the idea of all the revs standing around on the bridge, bloodied and beaten, slowly lowering their spears in the aftermath of their hard-won victory, only to then go "sooo... back to work?" is bizarre and disjointed from any coherent narrative. in the event of a victory i would like to see something like a forced shuttle call immediately which can't be recalled, and it can have some rp fluff surrounding it that it's taking the crew to their new space commune where everyone sits in a drum circle.
this would give post revs sec some sort of coherent and actionable objective that makes them a tangible antag: either run away to lavaland, maroon, or hijack the commune shuttle.
this would give post revs sec some sort of coherent and actionable objective that makes them a tangible antag: either run away to lavaland, maroon, or hijack the commune shuttle.
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- Vekter
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Re: Post-Rev Victory Security and You
I'm also fine with this, but if that's the case we 1) need that set as a precedent and 2) need to change the antag description to tell players they aren't full antags.Timberpoes wrote: ↑Mon Jul 10, 2023 3:25 pm Sec shouldn't be full antags post-revs-win.
The problem with post revs is it has too many factions. Too much bullshit nonsense to those factions. Like bonus objectives that focus around continuing the revs-sec-crew-heads conflict long after the ruleset has runs its course.
My gut tells me what most players want when revs ends, is for revs to actually end so they can either get on with the shift if the station isn't bombed to hell and back, or get straight into a new shift if the hallways would be running red for blood but for the fact most of them are exposed to the cold vacuum of space.
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Re: Post-Rev Victory Security and You
Oh hey it's the consequences of my actions! In my defense those miners were (probably!) commies and if they weren't they didn't die in defense of our glorious corporation, which makes them spiritual commies!
- Lacran
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Re: Post-Rev Victory Security and You
I really dislike the current system where revs is the ultimate anti-climax. Revs get more people, more dangerous, the station is a free for all and then oh... Okay back to work.
If the round is going to continue after a rev win it should continue in a manner that features conflict, not a resolution.
Stuff like an ERT team being sent would be cool or some other challenge for the revs to prepare for.
Or just end the round? I think it's so weird to continue the round after every head of staff is dead and likely most of sec.
If the round is going to continue after a rev win it should continue in a manner that features conflict, not a resolution.
Stuff like an ERT team being sent would be cool or some other challenge for the revs to prepare for.
Or just end the round? I think it's so weird to continue the round after every head of staff is dead and likely most of sec.
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Re: Post-Rev Victory Security and You
In the spirit of every real life revolution ever the revs should be randomly assigned into two splinter factions that have to fight for the real (TM) version of their ideology. Once one faction purges the other it repeats until none are left, ending the round.Lacran wrote: ↑Tue Jul 11, 2023 12:07 pm I really dislike the current system where revs is the ultimate anti-climax. Revs get more people, more dangerous, the station is a free for all and then oh... Okay back to work.
If the round is going to continue after a rev win it should continue in a manner that features conflict, not a resolution.
Stuff like an ERT team being sent would be cool or some other challenge for the revs to prepare for.
Or just end the round? I think it's so weird to continue the round after every head of staff is dead and likely most of sec.
- Vekter
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Re: Post-Rev Victory Security and You
There's a PR up right now to introduce instant round-end on rev victory, so this isn't going to be relevant for much longer.
I'm going to go ahead and lock this. If that PR somehow doesn't get merged (it's Mothblocks-backed so I'd be shocked) I'll re-open it.
https://github.com/tgstation/tgstation/pull/76728
I'm going to go ahead and lock this. If that PR somehow doesn't get merged (it's Mothblocks-backed so I'd be shocked) I'll re-open it.
https://github.com/tgstation/tgstation/pull/76728
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