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Remove the ability to deconvert revheads


Cassie

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Yep.


Reason is, revolutionary heads know everyone they have converted. At least, that's how it acted out in one round I was in a while ago. Now, I suppose this is a huge part of being a prize of catching one of the head (but imo, stunting the revolution by catching their converters is good enough).


I was surprised to find this is an actual thing. I think it severely disadvantages the revolution when you can deconvert a head. Here's an example:


(10 mins in the round, a rev head gets caught because he was trying to convert the resident secpet assistant to communism but the secpet ran out to tell the captain and hos what was going down, so he gets arrested and loyalty implanted)


Rev Head Micheal: "Oh yes, I remember now."

Rev Head Micheal: "Anthony is a fellow revolutionist leader, Julia is the other revolutionary leader."

Rev Head Micheal: "I converted Leia, James, Timothy, and Clarise. They're all hiding in the vacant office after I told them to keep their guard down."


From just catching one, you've outed out the entire revolution. I mean, regular revs when deconverted can only tell you who converted them (which already leads you to revheads), so this is quite a misbalance if you ask me.

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That makes sense, and is a change I'd like to see implemented.


However, how exactly would we succeed in playing this out, ICly? I figured most of the time rev-heads are just regular people tasked with starting the IC revolution, so they wouldn't have any believable reason to be immune to loyalty implants. Maybe just have the implants fail for unmentioned reasons?

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While I dislike how revheads in terms of a fairness extent are allowed to point out all the bad guys after they get deconverted via loyalty implantation (I personally think it should make you forget about you being a subversive element to begin with), I also disagree with loyalty implants not being able to deconvert revheads from their antag position. Loyalty implants are supposed to be the last resort security has to nonlethally stop a crazy antag from being so crazy and so antaggy.


I personally reserve loyalty implants for those who very clearly state, "fuk NT" or roleplay some sort of possessed, anti-corp personality.

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I think that revheads should have an anti-loyalty implants in their brains. So deeply embedded that removal would ensure death, they are planted in before roundstart to keep their minds free. They'd rather die than leave the revolution.


*shrugs* Best I could come up with during early morning with a hangover.

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I think that revheads should have an anti-loyalty implants in their brains. So deeply embedded that removal would ensure death, they are planted in before roundstart to keep their minds free. They'd rather die than leave the revolution.


*shrugs* Best I could come up with during early morning with a hangover.

The problem I can see with any "lore" solutions to this is that it moves rp-rev a lot more towards "revolutionaries are being hired by the syndicate to fuck over the station".


Yes, that and the crew being angry don't need to be mutually exclusive, but in my experience the best rp-rev rounds have always come from the crew roleplaying genuine discontentment, not convoluted syndicate plots.

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If you think about it, a loyalty is a beetle-sized chip that alters the brainchemistry severely to promote loyalty. This could obviously cause brain damage, which is why they arent used frequently and any non-criminal working for NT (Capt,HoS,IAA) have to sign the Loyalty-Implantation Agreement for that reason. They are dangerous. We can just say implantation causes short-term memory loss of up to 36 hours after injection.

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One of the things I've always wanted to fuck with is the message you get when deconverted from culting/revving.


Basically: add a massive, red, bald, attention-grabby as fuck text that says: "You remember near to nothing about the people you worked for. At most, you get a shady memory of a single person who was present during your conversion."


I've seen far too many cult rounds go to shit because of one cultist being like, "Eeeyup, him, him, him, him, her, him, her, her, it, that."

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