Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Makes revolution objectives softer #11107

Merged
merged 5 commits into from
Jul 14, 2024

Conversation

PowerfulBacon
Copy link
Member

About The Pull Request

  • Revs no longer block the shuttle
  • Revs no longer have a deconversion message
  • Lawyers and HOPs can now deconvert people by using a space law book on them. If the lawyer is a revolutionary, then this will act as a method of conversion instead.
  • Revs no longer have objectives to kill all the heads of staff, instead its a soft objective to establish a new command structure which works the same way but doesn't really matter if someone fucks off to space since it won't affect if you win or lose
  • Revs no longer ends when all the heads of either side are killed
  • Completely removes the midround rev ruleset cause its just stupid

Why It's Good For The Game

Why do we need to delay rounds and do all this crap just because a head went into space. Theres no climactic ending when the CE is in space and stalling the round. Just end the round, the events of the round were enough. The antagonist exists to invoke chaos, I don't really actually care if they win or not. Players can decide if they feel like they won or lost themselves which I am sure they will do.

Testing Photographs and Procedure

image

image

image

Changelog

🆑
balance: Revs no longer block the shuttle
balance: Revs no longer have a deconversion message
balance: Lawyers and HOPs can now deconvert people by using a space law book on them. If the lawyer is a revolutionary, then they will use this to convert people instead.
balance: Revs no longer have objectives to kill all the heads of staff, instead its a soft objective to establish a new command structure which works the same way but doesn't really matter if someone fucks off to space since it won't affect if you win or lose
balance: Revs no longer ends when all the heads of either side are killed
balance: Completely removes the midround rev ruleset cause its just stupid
/:cl:

@PowerfulBacon PowerfulBacon marked this pull request as ready for review June 21, 2024 23:30
@Fronsis
Copy link

Fronsis commented Jun 22, 2024

My questions:

  • What about mindshields? Since it's not commented are they still the go-to to protect people against the rev conversion?

  • Why remove the deconversion message? It's standard for revs and both cultists gamemode.

  • How is Security expected to deal with the Head Revs which i assume are going to be inmune to deconversion.

  • How does the Revolution ''win'' what is a ''new command structure'', looking at the code the End of Round win condition messages are still equally vague as old revs and the proposed rework, seems like they'll win if they just.. stay alive? or a minor victory if the shuttle gets called (which is silly because it can get called by multiple things, they could've evacuated due to a space dragon but the revs ''got a minor victory'' out of that.

  • What kind of conversion method these revs use, the old flash?

Revs no longer block the shuttle
Perfect.

Lawyers and HOPs can now deconvert people by using a space law book on them. If the lawyer is a revolutionary, then this will act as a method of conversion instead.
I mean.. sure i guess, they're the Chaplain of the rev gamemode.

Revs no longer have objectives to kill all the heads of staff, instead its a soft objective to establish a new command structure which works the same way but doesn't really matter if someone fucks off to space since it won't affect if you win or lose

Well, it certainly implies that at least the heads of staff needs to die but if they escape it's whatever so i guess that's nice, i've posted my question about this above.

Revs no longer ends when all the heads of either side are killed

Seems relevant to my fourth question, when is the gamemode exactly ''Over''? Like.. if they manage to kill all three head revs it makes sense to get the Centcom message of ''the mutiny has been quelled!'' The players need IC information to know when the threats pass or is over so they can return to their work, lower alert level, etcetera otherwise it's just paranoia and mass-mindshield everyone, i highly suggest that if all three Head Revs die Centcom sends the message that the mutiny is over so the Crew, Command and Sec can move on, i'm obviously not expecting the Golden Era revs that literally ended the round of course.

Completely removes the midround rev ruleset cause its just stupid

Please no one wants to suffer more midround revs, i beg you to implement it editing the file outside of this PR like we spoke on Discord instead of waiting for this to be reviewed, approved and merged/rejected.

@PowerfulBacon
Copy link
Member Author

There is no end condition, there is no win/loss and the objective has no greentext/redtext. Revs don't need it since its more like wizard in that you just need to set people off.
I already did disable midround revs in the config.

@Fronsis
Copy link

Fronsis commented Jun 22, 2024

There is no end condition, there is no win/loss and the objective has no greentext/redtext. Revs don't need it since its more like wizard in that you just need to set people off. I already did disable midround revs in the config.

This reminds me of the ''''Optional objectives'''' that you were against back when you removed them, if the players don't have a simple ''Hey we won/lost'' then that's a flaw IMO, there needs to be clarity otherwise... What's the point? If there's no clear end goal achieved by the end other than a flimsy roundstart text of ''Make the station great again!'' it's just gonna be aimless, relying on mass-flash spam to tide and fight, you're letting a headless chicken loose on the station through the entire round, specially if you removed the notification that claims that the ''mutiny has been quelled'', could you elaborate on why that was removed and if possible adress my other questions?

Edit: Is missing the test-merge label, i saw it testmerged on the server, thought you needed approval.

@PowerfulBacon PowerfulBacon added the Test Merged This PR is currently in rotation label Jun 22, 2024
@ColonelOrion
Copy link
Contributor

So just to be clear; can I still throw improvised explosives at security in this game mode?

I like the riot vibe.

@Rukofamicom
Copy link
Contributor

Damn labels

Copy link
Contributor

@Rukofamicom Rukofamicom left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This is still testmerged technically because the only thing stopping me from fully merging it is the fact it needs wiki changes and I am too lazy to make them myself.

@PowerfulBacon
Copy link
Member Author

Wiki changes done, this is more a temporary measure but we'll see how it goes

@PowerfulBacon PowerfulBacon added this pull request to the merge queue Jul 14, 2024
Merged via the queue into BeeStation:master with commit d1aacf6 Jul 14, 2024
8 checks passed
@PowerfulBacon PowerfulBacon deleted the degamifies-revs branch July 14, 2024 10:00
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

5 participants