Name
Station Domination
Objective
For the stations crew or rebels to win over the people and assume control of the station by arresting their top three leaders (for each side), taking their PDA or in an extreme case, killing them.
How it works in the start
Each player is either divided into a rebel team (max 20), station team (max 20) or neutral (everyone else). They must all work their jobs but the command side knows who is rebel and who is station. For the three leaders, it will either be command members, if not, wardens, atmos, paramedics, salvage etc. (Whoever is below the command of a role). They will each attempt to arrest each other to control the station (In a way that doesnât break the rules, this is a peaceful game mode idea).
What does the station team do?
In this game mode, the station team has to control the station by arresting, stealing the PDA of, or killing the oppositions leaders. The station team has to get the trust of the neutral side and get people to become station so they can keep the rebels out. They must also maintain the station without many casualties (not many antags in this game mode idea).
What does the rebel team do?
In this game mode, the rebel team has to do the same as the station team but they can sabotage and steal from the station team since they are rebels. They must also maintain the condition of the station but can do so by killing the enemy leaders.
What does neutral do?
Neutral can join either of the sides and fight for each cause by choosing themselves. This would mean that each side can gain more followers for more control over the ship.
Why would this be a fun game mode?
It would be a break from the repetitive rounds that normally include the same gameplay for some people and make an interesting round every once in a while.
So, basically revs, but as a more organic revolution than âhereâs a brainwashing stick, go murderâ.
Interesting concept and could be quite good in higher-roleplay environments.
Minor suggestion: Rename âstationâ side to something like âloyalistsâ or otherwise something more distinct to cause less confusion and give them a clearer identity.
Though:
Would the rebel leaders be department heads?
Wouldnât the rebels be at a disadvantaged position, since the loyalist side has the support of Command and more importantly Security?
How would conversion work? Is there a formal âthis player is now loyalist/rebelâ gameplay thing or is it just convincing people to act on your side.
Also, this would likely need to count as an exception to some self-antag rules.
So yeah, revs but you have starting numbers. If nobody has any gear, then it just ends up being revs with a faster ramp up and no prep time. The stealth would be gone because every sec member would just get a message saying âhey, itâs rebels, go kill emâ while giving the rebel leaders no advantage past being called a leader.
Neutrals are practically skeleton to either side. No loyalty? Kill the person who could turn against us. Oh, nothing is blocking more from just killing everyone? Get in the salv ship and blast the station with a friendship.
There needs to be some kind of power difference between the sides. Rev has as many people as they want but they have to build and have no access to the sec weapons. Syndicate have few numbers but can get good stealth gear. Nukies have 5 people but also have a ton of tc and some great armor. Just having what turns into an FFA on the station in the end with one side having a pure advantage to another does not sound fun.
Maybe as some kinda admeme game mode like deathmatch? Everyone gets a team and gear and you just have to take out the other sides commanders.
Pluh
Iâm not trying to make it a violent game mode idea but rather a game mode where people interact with each other to take control of the station.
The Rebel leaders would also be department heads, but even if the head of a department is a rebel, doesnât mean the people that work for them are.
Regarding conversion, I think its that the players can either choose to be neutral or join a particular side by getting marked with a tag using one of the machines that can edit the tag that appears next to their head so it writes that theyâre a revolutionary, but that can be used as an advantage for the other team for espionage.
Self-antag rules will still be followed, you cannot actively kill the other side, just the leaders and âself defenceâ should be an exception to these rules. The way you stop others from detaining your leaders is by using tools or strategies like distractions, drugged items (harmless) and many other ways that could help you break your leader out of the oppositions grasp.
Certainly an interesting idea, but still not sure if it would quite pan out in practice, since it does largely seem to create gameplay incentives that could be detrimental to the intended roleplay and rely on rules and good sportsmanship to drive people towards a more roleplay focused style.
May not be the best fit for upstream and more fit on more roleplay focused servers.