Susan Posted December 17, 2014 Posted December 17, 2014 Revolution. I hate it. I hate this gamemode quite a lot for the simple reason that everyone expects and endorses sec and command to be LITERALLY HITLER which adds literally no depth to the round on top of the already poorly-thought out and short Command reports which results in a round that is full of itself and nowhere near engaging at all. Suspension of disbelief is abused to coerce security to do absolutely stupid things, like public beatings and executions, as well as other assorted felonies that would result in lawsuits, arrests, and probably sanctions against NanoTrasen from the Sol Alliance. I hate that this behavior is encouraged, and that it is viewed as needed because revolution is about as deep as a kiddie pool when you get down to it. Mutiny, in my opinion, is far more in depth. Rather than pitting security and command against the station in some kind of comical, ridiculous battle of 'who can break my immersions the most' where the HoP is scalped when the bar is closed and sec blown up because PAYCUTS?!, mutiny is a subtler introduction and handles nuances of disagreements not only between command and the station but within the chain of command itself. Rather than the same round after round 'bar closed, kill each other' command reports spoon fed to us, mutiny features a directive system that is intelligent and responds to factors in the round, such as the amount of aliens on station, or female or male workers. From a list of highly controversial and grumble-inducing directives, one is chosen. In this gamemode, Central relays this directive through a secure authenticated message system to the captain or equivalent head of staff - however! The security code on the message is incomplete, leaving doubts as to whether this is a legitimate or faux message. Central announcements regarding comms tampering and situations developing requiring deployment of ERT results in no ERT teams for the whole round as well as grumbling over the 'fax' and whether it is legitimate. For example, here is one directive. datum/directive/bluespace_contagion/get_description() return {" <p> A manufactured and near-undetectable virus is spreading on NanoTrasen stations. The pathogen travels by bluespace after maturing for one day and meets the Sol Health Organisation standards for a class X biological threat, warranting use of lethal force to contain an outbreak. No treatment has yet been discovered. Personnel onboard [station_name()] have been infected. Further information is classified. </p> "} datum/directive/bluespace_contagion/initialize() var/list/candidates = get_infection_candidates() var/list/infected_names = list() for(var/i=0, i < INFECTION_COUNT, i++) if(!candidates.len) break var/mob/candidate = pick(candidates) candidates.Remove(candidate) infected.Add(candidate) infected_names.Add("[candidate.mind.assigned_role] [candidate.mind.name]") special_orders = list( "Quarantine these personnel: [list2text(infected_names, ", ")].", "Allow one hour for a cure to be manufactured.", "If no cure arrives after that time, execute and burn the infected.") Here, we see that mutiny's directives can be much more in depth; what sort of people will agree with an unconfirmed virus with no symptoms and execute people over it? The captain, usually. Mutiny is set up as such. There are two keycard authenticators supplied to the 'head loyalist', the captain, and the 'head mutineer', a random head of staff depending on their loyalty options chosen at round start, I believe. The loyalists, who comprise of the captain and anyone who agrees, are tasked with completing the Central directive and then using their card as well as the head mutineer's card to swipe simultaneously in the vault to confirm directive completion. If this is done, it is a major loyalist victory. However, if the directives are completed and the mutiny happens to late, even if the emergency authentication device isn't activated, it is a minor loyalist victory. The gamemode encourages low body counts. The more people that die in-round under certain criteria, the more neutral the victory becomes. Depending on the body count, if the round is determined to be a bloodbath, there is no victory and the entire station suffers investigation by the company and authorities. Lastly, if the directives aren't completed and the EAD not activated, it is a major mutineer victory. Should the directives not be completed but the captain feign ignorance and activate the EAD anyway, it is a minor mutineer victory. The ending summary text changes depending on the outcome, so truly the victor decides who is right. Ultimately, mutiny is a more well-thought out gamemode that discourages random acts of violence and its directives are station-encompassing and get everyone in on it. The head staff are as split as the civilian staff, which leads to rifts in security, and for a more liquid, realistic, and fluid version of revolution than station vs LITERALLY HITLERS, ASSEMBLE. Lore staff can also come up with more morally questionable directives, which leads to more variety, more opinions, and more revving. In my opinion, it is a total upgrade and reworking of revolution that brings it in line with the core aspects of a roleplay community. Besides, loyalists get the AntagHUD icon of Ian in a captain's hat. Who doesn't want that?
Doomberg Posted December 17, 2014 Posted December 17, 2014 I have to agree, for the most part. This would give me some incentive to take a head role instead of instantly noping away and observing/taking up a cyborg slot.
Rechkalov Posted December 17, 2014 Posted December 17, 2014 This is exactly what I longed for - a scenario which creates conflict between people on the grounds of their opinions and convictions, rather than by their departments (that is, Security X rest of the world). Please, do make this a thing.
Carver Posted December 17, 2014 Posted December 17, 2014 An inherent issue with the mode, is it will never start unless you have both a Captain and another Head readied up, with the other head readied for Mutineer as well. Meaning you will likely never see this mode more than once a day on high-pop, perhaps even only once or twice a week. Keep in mind you need to factor in both voting for the mode, and atleast two whitelisted heads readying up for the correct positions at round-start. Once you get past the giant wall of starting the mode, it tends to work relatively well assuming you don't get one side stacked over the other. (Which is often the case when you get the various "Fuck Aliens/Women/Men in particular" directives.)
Rechkalov Posted December 17, 2014 Posted December 17, 2014 I don't think there necessarily needs to be a head of the mutineers. In fact, I would advise against it - it feels like a step back. Without one, people feeling strongly against whatever idea is being executed aboard (and if the seeds for the conflict will be of similar nature as the one presented here, there'll be lots of them) will have to take initiative themselves, which should prove way more interesting and entertaining. Edit: Not that, in such a situation, even if a bunch of 'mutineers' gathers, there will still be the need for somebody to take the lead - hence, it is likely that another conflict entirely will spark up, that for the dominant position within the group; possibly ending up even more divided, because while sharing a cause, they may not agree on the methods. I honestly think that this scenario has greater chances of success (rp-wise) than one with a leading figure already present.
Guest Posted December 17, 2014 Posted December 17, 2014 This all seems superior to revolution, except for one bit. Rather than the same round after round 'bar closed, kill each other' command reports spoon fed to us, mutiny features a directive system that is intelligent and responds to factors in the round, such as the amount of aliens on station, or female or male workers. From a list of highly controversial and grumble-inducing directives, one is chosen. This pretty much sounds like "Vittorio gets lynched : The round".The station simply doesnt have enough asshole characters to oppose non-asshole characters.There won't be conflict on an issue if the whole station has more or less the same opinion.
Vittorio Giurifiglio Posted December 17, 2014 Posted December 17, 2014 This all seems superior to revolution, except for one bit. Rather than the same round after round 'bar closed, kill each other' command reports spoon fed to us, mutiny features a directive system that is intelligent and responds to factors in the round, such as the amount of aliens on station, or female or male workers. From a list of highly controversial and grumble-inducing directives, one is chosen. This pretty much sounds like "Vittorio gets lynched : The round".The station simply doesnt have enough asshole characters to oppose non-asshole characters.There won't be conflict on an issue if the whole station has more or less the same opinion. XD every round is Vittorio-gets-lynched the round.
Rechkalov Posted December 17, 2014 Posted December 17, 2014 There won't be conflict on an issue if the whole station has more or less the same opinion. We just have to pick the right topics, then. For one, people have radically different opinions on whether synthetics can develop consciousness. A situation in which, let's say, synthetics would be scrapped or sacrificed for the good of the rest, on the presumption that 'they are but tools', would definitely spark huge conflict among the crew. It had in the past.
Valkrae Posted December 17, 2014 Posted December 17, 2014 I want this. This is a thing I need in my life. RP Rev has devolved into 'KILL DUH HAADZ' and sometimes, I feel as if it would be fun to be a Mutineering Research Director, subjecting the revolting Sec officers into my domain, and giving them all sorts of cool things to force the Captain to stand down.
Guest Posted December 17, 2014 Posted December 17, 2014 I recall a rev round where a mutiny objective was given to the players after nothing was done following the Three Command Reports of Muh Immershunz are Gone and Nothing Makes Sense At all. I was captain. That bluespace pathogen command report was given, and I had to follow it. I ordered sec to detain the infected (in biosuits, no less) and send them directly to Virology for quarantine. I told Virology they had one hour before drastic measures would be taken. I got Science to make flamethrowers. One hour passed. Apparently, the quarantined patients were let out by Medical. I ordered Security to pursue the fugitives and also lock up anyone who assisted the "infected" in the brig for being an accessory to terrorism, as they intentionally released a potentially contagion into the public. Rev ended in an absolute massacre. Innocents, revs, and the HoS were all killed without mercy. It was literally the most fun I ever had in a rev round, except that it wasn't even rev.
Farcry11 Posted December 18, 2014 Posted December 18, 2014 I support this wholeheartedly. Rev is a mockery of a game mode, but this could be really good.
Tenenza Posted December 18, 2014 Posted December 18, 2014 I remember seeing the round were something like this was tried out. It was probably one of the more interesting Rev rounds. I would support a move towards having a more dynamic type of Rev without it being stupid.
Guest Marlon Phoenix Posted December 18, 2014 Posted December 18, 2014 I love this so much. Organic mutiny; we should hold some experimental round events with this idea and mechanics. There's literally endless amounts of possibilities - we've already had rounds where we've had near mutinees.
Lady_of_Ravens Posted December 29, 2014 Posted December 29, 2014 Current Rev sucks even more than nuke (both end up with huge holes in the station, but at least the reasoning is better for nuke ops), and this idea sounds pretty cool. Could end up as more of a murderbone... but probably not, and if it does, at least it'll make a bit more sense. Hopefully. I especially like the idea of involving the synthetics as something more than an adjuct to security. An order coming in to purge the AI would create a verry serious law conflict (self preservation vs following orders) which could be handled in a variety of interesting ways. Add in protecting the crew and station, though, and the AI can't participate in a violent revolt (without law tampering by a sympathetic scientist or the likes). That's some sick AI RP opportunity there. Another thing that might make for a mutiny is science engaging in especially dangerous research. Perhaps having a dangerous alien onboard (contained in such a way that it's unlikely to become an alien round, but with some risk of that) or engaging in some dangerous plasma research that coud blow up the station. Having a mutiny on another station or ship could also be an excuse for NT to start mandating loyalty implants in all heads of staff and security personell, for example, which would be very controversial and not at all welcome by most crew.
Susan Posted January 9, 2015 Author Posted January 9, 2015 https://github.com/Aurorastation/Aurora/pull/343 #hype
Nik Posted January 9, 2015 Posted January 9, 2015 Both this and rev have a basic flaw about the victory condition. If the crew wins, then they'd just find a ERT wiping them out. They have no actual out, or means of escape. Perhaps if the Revs could call a shuttle that would take them elsewhere, then I'd understand more. Or mutineer in this case. But there's no way Nanotrasen "loses". Worst case, they are out a few dozen crew members. Best case, Security guts them turns them into decorative body bags, creating bodyceptions. But yeah, this just seems like it would be Rev but with slightly different Parameters. Eh.
Carver Posted January 9, 2015 Posted January 9, 2015 Both this and rev have a basic flaw about the victory condition. If the crew wins, then they'd just find a ERT wiping them out. They have no actual out, or means of escape. Perhaps if the Revs could call a shuttle that would take them elsewhere, then I'd understand more. Or mutineer in this case. But there's no way Nanotrasen "loses". Worst case, they are out a few dozen crew members. Best case, Security guts them turns them into decorative body bags, creating bodyceptions. But yeah, this just seems like it would be Rev but with slightly different Parameters. Eh. Fun fact; With Mutiny, the side that wins the objectives is deemed 'In The Right', as per end-round text. If mutineers win, then the directives were false, if loyalists win, then the directives were true.
SierraKomodo Posted January 9, 2015 Posted January 9, 2015 Both this and rev have a basic flaw about the victory condition. If the crew wins, then they'd just find a ERT wiping them out. They have no actual out, or means of escape. Perhaps if the Revs could call a shuttle that would take them elsewhere, then I'd understand more. Or mutineer in this case. But there's no way Nanotrasen "loses". Worst case, they are out a few dozen crew members. Best case, Security guts them turns them into decorative body bags, creating bodyceptions. But yeah, this just seems like it would be Rev but with slightly different Parameters. Eh. Fun fact; With Mutiny, the side that wins the objectives is deemed 'In The Right', as per end-round text. If mutineers win, then the directives were false, if loyalists win, then the directives were true. I think it should be randomized whether or not the directives were true, not counting on who wins. Adds a little more variety to things, imo.
Skull132 Posted January 23, 2015 Posted January 23, 2015 As of yesterday, 22JAN2015, the initial commits for Mutiny are in. However, there is a bug that stops us from running the gamemode. I'm presently looking at the issue, and should be able to update on what's doing what tomorrow, or the day after.
Guest Posted January 24, 2015 Posted January 24, 2015 Seems to work after a little hotfix, unless we run into more issues this is in
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