The Friendly Side of the UCMJ

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Terminutter
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The Friendly Side of the UCMJ

Post by Terminutter » 10 Jul 2017, 12:38

Summary: Give the UCMJ some other modifiers, for good behaviour and for voluntary surrender.
I would propose something such as the ability to voluntarily take up to 1/3 off the charges of a marine who handed themselves in, and the ability to release a marine who has served 2/3 of their time but behaved well (no banging e.t.c)

Benefits: This will allow for more marines to get back into the action, and while keeping the MPs somewhat obstructive to the marines purpose, it might encourage RP where people are willing to turn themselves in, or behave, due to the incentives, while I guarantee that most of the obstructive prisoners will remain, leading to a nicer mix and dynamic. Currently, when you are arrested, the MPs have a lot of tools for increasing sentences, but all I can really do as an MP to bring a charge down, is to charge it at the minimum level. With good behaviour and voluntary surrenders, you might be able to charge a very minor offence down, to try to create a more peaceful crew dynamic.

Details: As an MP, I try to be decent to my prisoners, and to apply reasonable sentences. I feel that there is a lot of leeway currently in the UCMJ to allow for more charges to be added to the marines, and for very harsh sentencing, but there is not much to allow for a marines sentence to be adjusted down. I believe that the law should be able to smash down those who are unrepentant, but should also be allowed to get people who want to back into the game.

Implementation: Rules, edit the wiki page, mind control the MPs who want to put max sentence on everything

In other stories, those poor prisoners have no facilities in their cells... especially isolation... cruelty?

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Tidomann
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Re: The Friendly Side of the UCMJ

Post by Tidomann » 10 Jul 2017, 13:08

I feel like the appeal process is supposed to work at reducing a sentence or nullifying it. The reality is that is usually takes 2/3 of your sentence to even have the commanding officer bat an eye at your situation.

One round I was playing Doctor, we had an SO acting commander. He allowed the CMO full control on the authorization of drugs. Through some roleplay and with a paper prescription the CMO allowed me 3u hyperzine pills under the directions that only I would be using it, and I would be the one hauling most of the wounded from hanger 1.

Queue an XO waking up from cryo and issuing my arrest for "running fast". I comply with the MPs when they come to arrest me, give them the pill bottle, clearly marked, as well as the paper prescription. Get arrested for 30 minutes. Ask for a paper and pen while I'm serving my time to make an appeal form. 5 minutes into the sentence I hand the MP who is observing prisoners the form detailing that it was authorized by the CMO and that under new instruction by the XO I would have happily disposed of them and discontinued use. It takes 5 minutes to reach the CMP who says they'll only pass it up the chain cause its my right.

10 minutes later the XO finally gets the form. Says nothing. I have to prompt over the radio to which he simply says "It doesn't matter what your paper says, denied."

Serve remaining 10 minutes.

There is never any incentive to cooperate with MPs because it only depends on the players you run into. I hope that with these changes there is a reason to actually cooperate or roleplay with the MPs.

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Challenger
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Re: The Friendly Side of the UCMJ

Post by Challenger » 10 Jul 2017, 13:20

I don't think staff currently are really gonna care if you let a prisoner off or parole them if it's adequately roleplayed (ie, not "I'm letting these four mutineer specialists go because we really need them for muh marine major") and not severely under the minimum time limits like three minutes for murder.

On other servers usually you get a specific time, not a range, for most crimes, with modifiers to apply to it as you wish. On this one we get a range of time, think of that as the specific time plus modifiers baked in already.

In the end I don't think you're gonna get shitler MPs to stop being shitler MPs by making it formal that you can release someone for good behaviour.
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apophis775
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Re: The Friendly Side of the UCMJ

Post by apophis775 » 10 Jul 2017, 14:31

The CMP should not have handed the appeal up the chain. Appeals go to him.
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Troika
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Re: The Friendly Side of the UCMJ

Post by Troika » 14 Jul 2017, 18:37

MPs should be flat out removed. They add nothing positive to the gameplay experience and are the home of way too many powertripping douchebags who just want to grief people and use the rules to hide behind. See also: the recent thing with people being brigged for IRL hours over having AP SMG ammo. What does this add to the game? How is this making the gameplay fun and enjoyable? Military vessels don't even generally have a complement of MPs IRL, they are generally stationed to keep order at bases, guard gates, and other such stationary facilities.

Did you see any MPs in the Aliens movies? No the fuck you did not, because if someone started being insubordinate and causing trouble that's what the senior NCOs and the officers are supposed to put a clamp on, just like IRL.

Do you know what's going to happen when random newbies or even people who arn't familiar with the server get permabrigged for holding the wrong thing, even if it's something a doc or an RO handed them? They are not going to sit in jail and try to RP with the MPs (who in all likelyhood will ignore them). They are going to log out and probably never come back.

The experiences with MPs are so shitty that they are practically synonymous with the server name.
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Renomaki
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Re: The Friendly Side of the UCMJ

Post by Renomaki » 15 Jul 2017, 00:56

Troika wrote:MPs should be flat out removed. They add nothing positive to the gameplay experience and are the home of way too many powertripping douchebags who just want to grief people and use the rules to hide behind. See also: the recent thing with people being brigged for IRL hours over having AP SMG ammo. What does this add to the game? How is this making the gameplay fun and enjoyable? Military vessels don't even generally have a complement of MPs IRL, they are generally stationed to keep order at bases, guard gates, and other such stationary facilities.

Did you see any MPs in the Aliens movies? No the fuck you did not, because if someone started being insubordinate and causing trouble that's what the senior NCOs and the officers are supposed to put a clamp on, just like IRL.

Do you know what's going to happen when random newbies or even people who arn't familiar with the server get permabrigged for holding the wrong thing, even if it's something a doc or an RO handed them? They are not going to sit in jail and try to RP with the MPs (who in all likelyhood will ignore them). They are going to log out and probably never come back.

The experiences with MPs are so shitty that they are practically synonymous with the server name.
You tend to forget that this isn't like those real life ships.

In real life, the marines on deck had been heavily drilled and trained, having a pretty good understanding of the rules and thus can be trusted to go sailing about the world without starting shit.

Here in CM, though, we have marines that'll start a riot over not getting weapon mods. Without SOMEONE willing to take a round or two to keep order on the ship and keep marines from turning it into a flaming hell-hole, it'll no doubt go to shit real fast.

Heck, a LOT of things would get pretty bad if MPs weren't around.

You overestimate the marines it seems.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

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