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Revolutionaries 2.0: The CentComm Uplink Console (New win-condition) #136
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_Operative: you will be going deep undercover at the new Nanotransen research lab we have uncovered in the sector. Your objective is to seize control of the space station from those unsuspecting fools so we may use it and its crew for our own ends. Compromise their chain of command and use their identification to destroy their security systems contained in their Uplink Terminal. You may use any method at your disposal to achieve this end. Be aware that Nanotrasen security teams are sufficiently armed to pose you difficulties if your objective is discovered too early._ | ||
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_Good luck, operative. Long live the revolution._ | ||
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# Revolutionaries 2.0: The CentComm Uplink Console | ||
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| Designers | Implemented | GitHub Links | | ||
| ------------------------------ | ----------- | ------------ | | ||
| Hannah 'FairlySadPanda' Dawson | :x: No | TBD | | ||
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# Overview | ||
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Revolutionaries is a classic Space Station 13 game mode, updated and revised for maximum chaotic fun. A cabal of Head Revolutionaries, specialist infiltrators from the Syndicate, have sneaked aboard the Space Station. Their job: deliver the space station into Syndie hands. | ||
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To do this, the Head Revolutionaries need to compromise the central security framework that controls and monitors the space station. This is done by obtaining, by any means, one or more Department Head IDs, breaking into the bridge, and hacking into the CentComm Uplink Terminal. After a timer, shortened each time a new Head ID is inserted into the machine, the Revolutionaries gain complete control over the station and win the round. | ||
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If the Head Revolutionaries are neutralized before this happens, CentComm will send a dismissable emergency shuttle to pick up the crew. | ||
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## Background | ||
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The current Revolutionaries game mode ("Revs") as implemented is a problematic game mode that has lead to: | ||
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- Repeated revisions to anti-metagaming rules, via both SOP and Space Law | ||
- A large number of complaints and discussions about improvements on Discord including, but not limited to: | ||
- Revs causing a murderhobo tide that Security has to fight with murderhobo violence | ||
- Boring stalemates and unclear round state, especially for the loyalist crew | ||
- The endless feels-bad forced round-removal of discovered Head Revs and Heads Of Staff, sometimes for over an hour | ||
- Paint-by-numbers round activities entirely focussed on flashes and MindShield implants. | ||
- Drain on Admins, both due to players demanding ERT revents in response to a discovered revolution and rules enforcement. | ||
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Revs is badly in need of a refactor to encourage a more dynamic round that encourages paranoia from Security and smart play from the Revolutionaries. This document forms one half of the "Revs 2.0" refactor, alongside a to-be-written replacement of the Flash/MindShield conversion game mechanics. For the original overview document, [see here](https://github.com/space-wizards/docs/pull/132). | ||
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# TL;DR | ||
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The current "kill all Heads" win condition for Revolutionaries is replaced. | ||
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The bridge Communications Computer is upgraded to a Centcomm Security Uplink terminal. | ||
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This terminal is pretty hard to destroy, internally-powered, bolted to the floor and very heavy. If the terminal somehow gets destroyed (a Singuloose, immovable rod, etc) then CentComm will detect this and dispatch the needed machine board to make another to the trade station. | ||
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This Computer works like a Communications Computer, but represents the station's connection to CentComm. This connection can be switched off by inserting one of a set of keycards: one of the original Department Head IDs (but not the Captain's spare). This starts a timer. Each additional Head ID reduces this timer. The timer can be disabled by accessing the terminal and cancelling it. | ||
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If this timer expires, and it's a Revs round, the Revs win. Even if it isn't, all cards on the station automatically become All Access. | ||
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# The Rules | ||
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One or more Head Revolutionaries are spawned from the usual pool of players who have opted-in. These Head Revolutionaries have one specific goal: deliver the station, mostly-whole, into Syndicate hands. | ||
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- To deliver the station into Syndie hands, the Bridge must be taken over with the **CentComm Uplink Terminal** given at least one Head ID. This triggers a countdown until the uplink is severed and the Revs win. Doing so results in a major syndicate victory and the round ending. Each Head ID input after the first reduces the countdown. | ||
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- A draw is achieved if the round ends with no Heads escaping to Centcomm | ||
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- A minor crew victory is achieved if the round ends with an evac and at least one Head escapes to Centcomm. | ||
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- A major crew victory if all Head Revs are neutralized, either by death, inprisonment or neutralization\*. If this occurs, all Rev members of staff de-convert and Centcomm (belatedly) detects the mind control rays being blasted at the station, sending an evacuation shuttle and allowing the round to end. (If the surviving chain of command wants a longer round, the shuttle can be recalled). | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Isn't this still the current issue of heads just leaving or roundstalling. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Maybe - I'm happy to workshop the end-of-round situation for crew victories vs revs. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think it's currently fine - Heads hiding leaves room for the revolutionaries to just rush the birdge, giving the Revolutionaries an advantage and Headrevs hiding still results in a crew victory - just a minor one. The main one I'm iffy about is the draw condition. Doesn't this encourage round removal of all heads you encounter anyways? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. On leaving/roundstalling: I'm going to run this past the desgin discussion area of the Discord for views here. On the draw condition: maybe; I want to give the Revs an opportunity to fight for a draw if Sec completely outplays them, though. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That's very fair, I think giving revolutionaries a secondary condition to work towards is a great idea if they fail to get to the bridge. I just don't think it should be killing all heads, as i believe it encourages round removal of heads instead of just killing them for their ID and leaving them there to (maybe) be recovered. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Agreed, I'll workshop this. |
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Depending on the Station map, Revolutionaries may not be able to be rolled that round. This reflects mapping progress (if the map has been updated with an Uplink Terminal) and also if the map has a good-enough defensible location for the Terminal to be placed in. However, this will need lots of play testing to determine. | ||
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If the Flash/Mindshield meta still exists, the rules for confirming a Revolution are extended to include an attempted unlinking of the space station. There are no other special rules that admins need to worry about in this mode: however, deliberately destroying the Uplink Terminal or deliberately unlinking it from the Station's grid and flinging it off into space so as to make it largely impossible for the Revolutionaries to win is plausible and may cause ahelps. | ||
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_\*A 2.0 implementation of the Rev conversion mechanics should/must have a way of neutralizing the Head Rev conversion ability, allowing them to remain in the round._ | ||
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# The Uplink Terminal | ||
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The **Centcomm Uplink Terminal** is a very tough computer console that lives somewhere on the ship. It's generally assumed it lives on the bridge, but it's actually mapper's choice where it goes. However, some general suggestions are: | ||
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1. The location should be in an important room, as it represents the core security nexus for the entire station. | ||
2. The location should be somewhat defensible, or easily convertable to being so with some supplies to create barricades and walls. | ||
3. The location shouldn't be directly accessible by Security, as this makes attacking it and defending it a bit too easy for that department. | ||
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Note that this sort of traditional attack/defend level design is not that normal in mapping, so it's OK if one station or another is more easy or more difficult to defend. As noted in [the rules section above](#the-rules), some stations might be found to to simply not have a good location to add an Uplink Terminal to. | ||
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## The Fluff/The Lore | ||
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The Uplink Terminal is the computer responsible for talking to CentComm. It's where CentComm messages come in to when sent, and where CentComm sends crew manifests, security information, and other important information to. The Terminal is responsible for setting up door access before the crew starts their shift. It also reports back metrics to CentComm like "what's the alert level", "where is the station at the moment" and "is the station in tiny bits". | ||
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The existence of these terminals and the ability to transfer control of stations between security systems is due to a right-to-repair clause in Space Law to prevent old space stations from going to waste. Nanotrasen's used this law to repurpose such popular space stations it's found (floating adrift in deep space) as Barratry. | ||
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During rounds, it's the fancy way of sending communications. It's like when a captain in a Star Trek episode needs to stand somewhere on the bridge to send a message to the crew to abandon ship or something. | ||
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## The Terminal Is Robust | ||
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The terminal is really hardy. It's an indepentent computer structure which is indepentently powered and has a high amount of structure damage resistance. It can't be broken into with tools or unanchored with tools. Essentially, it's as hardy as CentComm can reasonably make it. It can still be nuked, eaten by a singuloose, and so on. | ||
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## (It is not infinitely robust) | ||
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If the terminal is destroyed (except by nuke) then CentComm will send an automated annoyed message to the crew and send a replacement computer board to the automated trade station. This is absolutely a way that the Revolution could game the system, but considering that they'd need to do something very drastic to do so... | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Wouldn't this encourage revolutionaries to break the rules and singuloose in order to move the terminal to a more convenient location? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "We overthrew Nanotrasen and only had to tesloose to do it" is pretty funny. It should be a call to the HRs to make each round how they want to tackle overthrowing the station, and having an out if shenanigans or metagaming have made storming the bridge impossible need to be in the design. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'm pretty sure doing this is against the rules currently, I believe revolutionaries aren't meant to be causing station-wide damage (You even say it yourself in the overview - the goal of the revs is to deliver the station, mostly intact, to the syndicate). I'm not against preventive measures to avoid metagaming from the heads, but fighting it with metagaming from the revs feels like a pitfall just ready to cause a ton of issues. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This might not be completely fixable (limits in sandbox game == hard) but I get your point. Fundamentally any objective-based game mode has to handle "ok, so what happens if the objective has been rendered impossible". The trick is making a countermeasure without causing a negative play experience via someone gaming the system. I'm gonna try and organize a design discussion on this and see what comes out, as I'm capped out on ideas here. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This might not be the best way to handle it, but can't we just make it work in the same way as other currently indestructible objects? (AKA nuke disk and nuke) There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That was my thought too. Indestructible seems like a simple solution There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Could make it surrounded in a bubble that bounces the singulo/tesla like the containment field does. |
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## Gameplay Role | ||
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The Terminal if de-linked from CentComm or destroyed will cause all security systems on the station to offline, meaning all IDs become AA. | ||
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The Terminal can be used to send communications and set alert levels just like a Communications Computer. Its robust nature means it's also a reliable place to call the shuttle from. | ||
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The Terminal monitors the existence of the Head ID cards. Anyone can look at the terminal and know how many of the IDs are still "in play" - i.e. not destroyed or unreasonably far from the space station for recovery. | ||
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In Revolutionary rounds, the Terminal can be exploited by a Head Revolutionary to initiate an unlinking sequence. This unlinking sequence works as follows: | ||
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1. The Head Revolutionary gets at least one Head ID card. | ||
2. The Head Revolutionary breaks into the room with the terminal in it (probably the bridge). | ||
3. The Head Revolutionary\* inserts the ID card into the terminal. | ||
4. The Head Revolutionary waits through the timer. | ||
5. If the Head Revolutionary has any more Head ID cards, they can insert them to decrease the length of the timer. | ||
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This timer blares out a warning that the station is being unlinked when the timer starts, with the time remaining. If the time remaining is modified (by inserting more ID cards), this is also announced. | ||
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Any crew member can stop the countdown by interacting with the terminal and clicking a big obvious red flashing button on it. This stops the timer\*\*. | ||
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If the timer reaches zero, the Revolutionaries win and a round restart is called. The Head Revolutionaries exploit the console to disable all security ~~ready for the Syndicate to show up~~ to free the crew from their corporate overlords and install themselves as "Consuls" of the station\*\*\*. Remaining living department heads and security officers are renamed "Enemies of the Revolution" and are ultra-valid, although given that the game is in end-of-round the murder has probably already started. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This design doc highlights that one of the main issues of revolutionaries is murderboning, but doesn't this climax inevitably result in a large chunk of players getting round removed from said murderboning? Security will have to use lethals against a revolution this far in, and obviously revs will fight back, most likely resulting in a very large ammount of casualties. If heads win, everyone deconverts which allows the station to treat the wounded, but if a headrev escapes/hides, wouldn't the heads be kind of forced to leave the revs to rot? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Murderboning: Yes, but it's the finale of the round. If the revs lose the bridge then they've probably lost and are on the run. It's more fun to die at an interesting finale point and watch the mop-up from ghosting than dying at the half-way point. Leaving folks to rot: Under the MindShield meta: no, as deconversion of a corpse means reviving them and sticking a shield in their brain. Other mechanics will work differently but I'm hoping whatever is agreed on gives security an AOE way of dealing with the converted. |
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_\*Revolutionaries can insert cards. It's also possible that they could activate the timer, but this needs playtesting._ | ||
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_\*\*The timer might reset to its starting value or might hold its starting value, so if restarted it continues counting down. This needs playtesting._ | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is labeled as a TBD but since pressing the button is instantaneous, wouldn't reseting the cooldown lead to a ton of hail mary plays where a non-rev runs into the bridge, presses the cancel button and dies in order to get more time? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yep. It'll need playtesting. I'd probably prefer something like "the uplink's been switched off - it'll now tick back up to its maximum timer" so if it's a suicide tider stopping it then the HR can just restart it. |
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_*Consul is the Roman term for an elected political leader - other names could be overseer, overlord, operative...*_ | ||
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# Head ID Cards | ||
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Each time a department head spawns, they spawn with a special ID. This special ID has a big obvious chip on it that can be seen by examining the card. This chip is missing from "spare" IDs and not even the HoP can make new ones. | ||
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The Head ID Cards are tracked by the Centcomm Uplink Terminal, so the state of the round can be known (is an ID inside the terminal, on the station, destroyed or out of range?). | ||
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If every single Head ID Card has been removed via distance or destruction, the Uplink Terminal will notice and a _very annoyed_ CentComm will send a master override ID to the automated trade station. This Uplink Override ID counts as the Captain's ID. | ||
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The following department heads have a Head ID Card: | ||
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- The Captain | ||
- The Head of Personnel | ||
- The Head of Security | ||
- The Research Director | ||
- The Chief Medical Officer | ||
- The Quartermaster | ||
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- The Chief Engineer | ||
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# Important Patches To The Rev Gamemode That Should Go Alongside This Refactor | ||
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1. Head Revs are not shown as Head Revs to other Revs. This means a de-Revved crewmember has a slightly harder time IDing them. | ||
2. Head Revs have access to the Syndicate radio channel for the purpose of co-ordinating with other Head Revs. This prevents the 1.0 problem where Head Revs would mill about without good direction, leading to boring rounds with early Rev identification by Security. | ||
3. (If the Flash/Mindshield meta is still used) A limited number of Mindshields is available from CentComm at any one time. This means that a good loyal Cargo crew cannot end the round rapidly if the Revolution is discovered. After ordering a few, CentComm will need time to make more. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. What does the fact that headrevs use classic syndicate encryption keys mean for other antagonists that have access to a syndicate key? Right now, it's only thieves with a Syndicate PAI and I believe lone ops, but this may end up more noteworthy if a dynamic gamemode that allows traitors/nukies and revolutionaries is implemented. Is a single, tappable, communication channel for headrevs intended? Lone ops and Revolutionaries have pretty incompatible objectives. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Also, if the keys are simple syndicate encryption keys, would this open a new metagaming avenue of unscrewing headsets to confirm headrev status? This would likely also increase the number of times security taps syndicate channels from aquiring a key. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'm fine with checking headsets. If it's revs and you find someone with a syndie chip in their headset it's a good in-universe way of identifying a ringleader, and it requires arresting the perp. For Sec I want their objectives to be to arrest the ringleaders and have a way of dealing with the converted that means still doing their Sec job. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That makes sense, but I'm slightly worried about the can of worms that might come from headset checking becoming a validhunting tool. We already have endless discussions and rule clarifications about implant checking and emag checking borgs after all. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That's fair. I'm considering giving Head Revs direct access to syndie radio as an innate ability - the same innate hacking ability that gives them the ability to unlink the station - so it can't be diagnosed via headset. |
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# Gameplay Notes | ||
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This round type is supposed to encourage a simple and clear round flow for both sides (Sec and the Revs). This flow is as follows: | ||
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1. The Revolution grows and plots. During this time, the Revolution can easily be stamped out, so the Head Revolutionaries play cautiously. | ||
2. The Revolution is strong enough to seize a few Head ID cards. They don't need all of them, though. | ||
3. The Revolution breaks into the room with the Uplink Terminal in it, barricades themselves in, and attempts to unlink the station. | ||
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Sec's strategy at each point is different, from investigation to protection to outright warfare. | ||
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This document deliberately avoids specific numbers when talking about timers. The timers should be controllable by server operators without need for code edits (i.e. via cvars) so that playtesting can be done to make the round fair. | ||
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Building a big barricade and fending off Sec to claim the station is intended to be a big climax to the round which also feels narratively appropriate (think _Le Miserables_). This is in similar vein to the other big climaxes from non-Traitor rounds: | ||
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1. _Zombie_: A huge horde of zombies snowballs and eats everyone whilst Chemistry rushes to make and distribute the cure. | ||
2. _Nukies_: The nukies raid the station and potentially nuke it | ||
3. _Cult_: Nar'sie is summoned! | ||
4. _Wizard_: "Oh heck, it's a wizard" followed by total chaos. | ||
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Players should leave a Revolutionaries round with an interesting story. Whilst it's true that the basic structure of the finale of both Nukies and Revolutionaries is similar, the story of how the station got there is very different, and the "defend the timer" force in the later is a raggedly-armed band of mutineers rather than a spec-ops team. |
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What's to stop heads just destroying, walling in, or otherwise removing the terminal every round as there's no systems preventing this (plus we now have to consider specific gamerules for maps which to my knowledge no other gamerule has to do or will).
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Yup, this is the big question with a "capture the point" objective and it's been a struggle since captains were throwing the nuke disk out of airlocks on Goon.
If this is impossible to solve then it means modes like this simply cannot work, which would be a bit concerning as it limits SS round design space significantly.
To be honest though I'm stumped on how to solve this further. It's really hard to solve powergaming/metagaming.
On the game rule for maps side: this needs map support to work because it requires the Terminal be put on all maps, and it's possible that there's simply no appropriate place on a current map for a terminal without remapping work that a mapper might not be available to do.
I've heard it proposed that any Communications Computer maybe could be used to do this, but I'll want to workshop that idea properly before being keen on it, as it could make for really annoying rounds where the Revs have stolen or built a console somewhere really asinine (and I want to avoid the Revs building a command hub in maint somewhere as that's a Cult thing)
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I think to prevent walling, maybe you could partially invert the idea and introduce a "dead man's switch" with this console. If nobody interacts with the console using the Head IDs on a regular and partially-randomized timer basis, they could lose control of elements of the station via powernet lockdowns and restrictions on cargo, etc. That at least guarantees that the console must be accessible, at least intermittently if nothing else. It continues to incentivize the seizing of the ID cards, as the only way to stop this altogether is to use the IDs in the console and disengage from CentCom's authority (which is an automatic loss condition for the heads if they do this themselves, naturally, and would probably incur ERT/Deathsquad absent a revolution). It also adds an IC reason for people to believe in the revolution - if the heads keep failing to satisfy their job requirements and the station repeatedly enters lockdowns and restrictions from CentCom, the crew will get progressively more mutinous, with or without the gamemode in play.
Possibly even failing the lockdown timer several times in a row would automatically generate revolutionaries.
This also forces heads to remain on the station and in potential danger - leaving to live on the trade station is not an option for a cowardly Captain.
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Some ideas so far include centralizing some Command functions into the console or building in some of the comms functionality. I do want the Terminal to do something good and cool though, a "oh, cool" moment, not a "oh..." moment.
This is another thing I'm going to try and workshop with designers on the Discord.