Mutiny changes

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Rahlzel
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Mutiny changes

Post by Rahlzel » 06 Jul 2018, 16:52

We've had a long, internal staff discussion about making some improvements to IC chaos without taking away player freedom and have come up with some changes to the server rule regarding mutiny.

I won't post the exact rule here in case it changes due to any feedback or typos, so you can read it here in the "Mutiny" section near the bottom of the page: wiki/Rules

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Dauntasa
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Re: Mutiny changes

Post by Dauntasa » 06 Jul 2018, 17:54

"A mutiny must be Adminhelped by a chosen "leader" of the mutiny. The Adminhelp must contain A) the reason for the mutiny and B) the names of mutineers. This Adminhelped mutiny cannot be denied and is only for log-keeping."

A big mutiny can have literally dozens of people in it. The last mutiny I was part of was 3 squads and a scattering of command staff and support officers. Actually including everyone's names would have taken forever. Maybe waive this one for mutinies containing a lot of people, or have it just be that you need to include the names of at least 5 people in order to make sure you have enough.

"Only the Acting Commander can be mutinied against for their actions, decisions, or inaction. Mutinies done for the purpose of taking command in order to punish someone else are forbidden."

I think this one needs some clarification. The last mutiny I was a part of was incited basically because one particular LT ordered the arrest of an entire squad and was just generally so hated by the marines that they were determined to be rid of him. The CO, for his part, was supporting the LT and had refused to remove him. Would this mutiny now be forbidden, or is it justified due to the CO's inaction? I can very much understand disallowing mutinying just to punish other people, but I feel like if the person you're aiming to get rid of is in a high-ranking position of authority over you and the CO has received and refused a request to remove him from command, a mutiny for that purpose should be allowed.

"Perma-killing is forbidden (decapitating, hiding defibs, etc)."
"Everyone on both sides receives medical treatment after it’s over. Interfering in medical treatment of either side is forbidden unless a whitelisted Commander opts to battlefield execute the mutineers."

It's hard to define when a mutiny is over, exactly, since people who are revived tend to get up and start shooting again. For Command this is not as big a deal, as they either BE the mutineers or throw them in the brig, but the mutineers have no real way of removing a person from the fight without killing them permanently, and it can feel unfair when you're forced to let that doctor defib the commander so that he can shoot you with his Mateba. This is especially bad when, as in the last mutiny I participated in, the medical staff actively joins the fight on Command's side and starts shooting people and ignoring the wounded on your side. In order to make this a bit less confusing, I would add a rule that the Civilian Medical Staff are required to maintain neutrality in any mutiny, and that anyone else performing medical treatment remains fair game.

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Re: Mutiny changes

Post by Blade2000Br » 06 Jul 2018, 18:07

Dauntasa wrote:
06 Jul 2018, 17:54
"A mutiny must be Adminhelped by a chosen "leader" of the mutiny. The Adminhelp must contain A) the reason for the mutiny and B) the names of mutineers. This Adminhelped mutiny cannot be denied and is only for log-keeping."

A big mutiny can have literally dozens of people in it. The last mutiny I was part of was 3 squads and a scattering of command staff and support officers. Actually including everyone's names would have taken forever. Maybe waive this one for mutinies containing a lot of people, or have it just be that you need to include the names of at least 5 people in order to make sure you have enough.

"Only the Acting Commander can be mutinied against for their actions, decisions, or inaction. Mutinies done for the purpose of taking command in order to punish someone else are forbidden."

I think this one needs some clarification. The last mutiny I was a part of was incited basically because one particular LT ordered the arrest of an entire squad and was just generally so hated by the marines that they were determined to be rid of him. The CO, for his part, was supporting the LT and had refused to remove him. Would this mutiny now be forbidden, or is it justified due to the CO's inaction? I can very much understand disallowing mutinying just to punish other people, but I feel like if the person you're aiming to get rid of is in a high-ranking position of authority over you and the CO has received and refused a request to remove him from command, a mutiny for that purpose should be allowed.

"Perma-killing is forbidden (decapitating, hiding defibs, etc)."
"Everyone on both sides receives medical treatment after it’s over. Interfering in medical treatment of either side is forbidden unless a whitelisted Commander opts to battlefield execute the mutineers."

It's hard to define when a mutiny is over, exactly, since people who are revived tend to get up and start shooting again. For Command this is not as big a deal, as they either BE the mutineers or throw them in the brig, but the mutineers have no real way of removing a person from the fight without killing them permanently, and it can feel unfair when you're forced to let that doctor defib the commander so that he can shoot you with his Mateba. This is especially bad when, as in the last mutiny I participated in, the medical staff actively joins the fight on Command's side and starts shooting people and ignoring the wounded on your side. In order to make this a bit less confusing, I would add a rule that the Civilian Medical Staff are required to maintain neutrality in any mutiny, and that anyone else performing medical treatment remains fair game.
To answer your first point:
No, you just have to ahelp the name of the leader and the other 4-5 guys that are with the leader. Sometimes people are organized together before bringing other squads, so just ahelping the leader and the other guys that helped is good enough.

The second part, Being the CO involved, I never really was informed of it. I actually was not aware (IC) that the SO was causing issues. I just got stormed inside, ordered to stand down then tear gas and shots came in. But yeah, by those new mutiny rules, it would be valid through my inaction as per say.

Lastly, I think its common sense people shouldn't kill others being healed. And you can just cuff and lock the CO if you want.
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Re: Mutiny changes

Post by Sleepy Retard » 07 Jul 2018, 00:15

Given the no perma killing thing, what habbens if I shoot the CO in the head with my rooty tooty while aiming for chest and he gets decapped - or is this only for like after he's dead and you keep smacking him
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Re: Mutiny changes

Post by spookydonut » 07 Jul 2018, 00:40

Yeah its because of ungas trying to decap corpses or paincritted.

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Re: Mutiny changes

Post by lmwevil » 07 Jul 2018, 01:32

I welcome this new mutiny change! It was a mess before and I'm super curious to see how it plays out

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Re: Mutiny changes

Post by Karmac » 07 Jul 2018, 02:48

we've honestly needed this change for years and I'm glad to see rahl and the staff team have come to that realization
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Re: Mutiny changes

Post by spookydonut » 07 Jul 2018, 04:47

We tried free mutinies and as the chaos has shown we do need actual rules to stop the ungas

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Re: Mutiny changes

Post by NoahKirchner » 07 Jul 2018, 05:27

Generally dislike extra hoops and rules but this doesn't seem like a bad thing, mutinies tend to get out of hand.
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Re: Mutiny changes

Post by Vitoras » 07 Jul 2018, 18:02

Ye, this change was needed, I think.

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Re: Mutiny changes

Post by Enzoci » 18 Aug 2018, 11:10

Lets hope that mutinys wont be chaotic.

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Re: Mutiny changes

Post by WinterClould » 19 Aug 2018, 01:38

Enzoci wrote:
18 Aug 2018, 11:10
Lets hope that mutinys wont be chaotic.
Are you implying they shouldn't be? It's a damn mutiny not a tea party.
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Re: Mutiny changes

Post by iiZodin » 28 Aug 2018, 00:04

Honestly never even been witness to a Mutiny but these new rules seem pretty good, hope I get to see them in action someday.

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Re: Mutiny changes

Post by GoliathTheDespoiler » 23 Oct 2018, 23:44

RIP xeno mutiny.

You will be missed.
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