User:Studenterhue/Sandbox

From Space Station 13 Wiki
< User:Studenterhue
Revision as of 05:27, 10 May 2017 by Studenterhue (talk | contribs) (a rev mode draft)
Jump to navigation Jump to search

Do you feel the spirit of Che Guevera run through your veins? Do you want hear the people sing a song of angry men? Maybe you could be a Revolutionary! Viva!

Three crew members have had it the command staff and are leading a station-wide rebellion hell-bent on eliminating the heads of staff through any means possible.

A game mode with a rather checkered past. Removed due to being worse balanced than the station budget. Revolution was in theory a really great gamemode that everyone on the station would get to enjoy, but it never quite would turn out as well as you would hope: the rounds would always turn out to be super chaotic, and more often than not, end up with a battlefield, with dead assistants and security officers everywhere. Since at the time 60+ player rounds were not uncommon, the revs would usually convert most of the crew and quickly kill all of the heads by swarming them. The only real defense would be to hide, which made the round drag on forever. As years passed, and server populations shrunk, and the rev nostalgia grew and grew, revolution was added back in rotation by popular demand in 2017.

VIVA LA REVOLUCION!

Tips for a Red October

  • As a head revolutionary, you have a number of high-value targets you'll definitely want on your side.
    • Mechanics can scan and reliably equip your revolutionaries with a number of deadly weapons, including Security Officer equipment. Combined with a sympathetic Quartermaster or Miner to provide regular shipments of metal, Mechanics churn out hordes of weapons to arm your revolutionary party and balance out the equipment advantage of the Heads of Staff.
    • Scientistss have access to Chemistry, Toxins, and Telescience. A good revolutionary scientist, like a Traitor scientist, can make hellmixes that'll make short work of any pig of a head of staff, manufacture bombs that'll utterly destroy Command strongholds, brew up drug cocktails that can laugh off Security's tasers, and forcefully beam those heads of staff far, far away from the station.
      • If no scientists are available, the Chef and Barman's chemistry equipment can work in a pinch.
    • Roboticists have access to Robotics Manufacturers, which can hacked to provide sweet, sweet flashes for stuns and recruiting more revolutionaries. They can also provide you with cyberhearts so you can eat Security's tasers, and robotics limbs so you can outrun those
    • Geneticists empower even the lowest of greyshirts into a superpowered X-Man. Thermal Resistance is always handy, Chameleon and Cloak of Darkness can aid in ambushes, SMES Human is handy when the heads have turned the AI rogue, and even High Pressure Intestines can turn out to be surprisingly useful.

==Tips for

  • Go into Security and break out those loyalty implants. Generally, the people you want implanted are the same ones the Revolutionaries would like on their side.
  • The GuardBuddies have purge mode for a reason. Smoker Buddies work wonders against groups of revs, and even regular flash-equipped buddies can provide ample distraction for a rev crackdown.
  • Similarly, Heads have AI Upload access for a reason.