This is my opinion of the game mode.
The issue with revs is very simple. Rev game mode lacks balance between departments. This kind of apply to ALL game modes, but revs is just the most noticeable.
To see the problems, I will break down the game mode to the very basics.
What options Rev head has determines his actions and the same applies to Command to beat revolution.
Rev win condition is to convert enough people to steam roll the station. For that they need flashes to convert people. Which means most of the game mode currently revolves around flashes and its production/aquirement, so the ability to gain more flashes is the biggest factor determining how the game mode will play out.
As there are only 2 ways to acquire flashes, which is trough science or cargo the people who have the most fun usually are those who are part of those two departments, where command for those departments has the least fun because they are gibbed first with little warning, RD’s are basically doomed from the start.
This results in this current murderboning madness because most of the players who do not belong Sci or Cargo are bystanders. They have no real objectives.
You just turned a player into an Antag, but has nothing to work towards except preparing to kill Command, Sec or crew. What do you think players will do? It specially newish?
Lets say if the service department gets converted…
What can they offer to revolution? Practically nothing, botany can grow some spicy fruits…
Engineering. They cannot turn off power or deal with air or turn off comms because it works against Rev’s interests and just only alerts sec/command.
Again, no real value to Rev heads to take over engineering.
So if Rev head who take Engineering over first usually end up with Engies going around with crowbars and help rev head convert more people or crowbar gib heads.
Medical. Medics just stand there and no nothing, just waiting for next wounded crew to heal but then again, it doesnt matter if they are Rev or not, nothing much changes there.
You cannot blame the players for their behavior when their job role determines how they can interact with each game mode and most roles have no interaction with rev’s except just going around killing the people who disrupt revolution as they have nothing else to offer
And for command its even worse… To beat revolution they literally have only 1 path. Its to get control of cargo and buy shit tonns of implants.
Security has no tools to determine if any one is normal crew or revolutionary. So they just stand and wait until some one jumps on them first and man thats not fun game play experience either.
I would add 2 changes to revs.
First revs having special flasher that’s recharging by it self. Have it only having 2 max charges and it gains back a charge every 45 seconds.
It would remove the Rev head main focus to acquire more flashes and offer more variety styles of gameplay.
Basic flasher still do what they do.
Second is to add more ways to gain mind shields or tools interact with it.
Im just gonna add some random examples which you should not take too seriously.
First could be, where MedFab could print mind shields, maybe science has to research it first, that would make Command interact with more departments to fight the revolution.
Then an implant that could remove mindshields as well… That would allow revs to convert people who were mind shielded.
Then both Rev and Command sides would fight for one or more department control and do not have only one solution to the problem.
Both sides needs relatively equal interests to compete for control of departments and all departments should have something to offer to further the goal of revolution that’s not straight up just being and pair of extra hands with crowbars.