What are your takeaways from General Rules Only Day?

Generic, on-topic discussion about Colonial Marines.
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ThePiachu
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What are your takeaways from General Rules Only Day?

Post by ThePiachu » 13 Jun 2018, 11:41

So, General Rules Only Day is underway, what are your takeaways from it?

For me - I played the first round. I think the fact that the synth was able to speak to the xenos made it drag on for extra 2 hours due to negotiations and peace treaties.

A Synth talking with the russians, or even Predators should be good enough, but I'm yet to see a Synth talking with xenos that doesn't make the round end with some quick betrayal, or some peace treaty negotiations that don't go awry.

Perhaps taking away that ability, or at least make it so xenos can't understand the Synth, would be an improvement on the game?
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Re: What are your takeaways from General Rules Only Day?

Post by SlavishCircle » 13 Jun 2018, 12:34

Haven't played yet today -- looking forward to how mutinies are handled, if any occur at all. The idea of a mutineers needing permission to mutiny was disjointed, although I can understand the need for such a process when CM was coming into being, as a means of drowning out a couple of trollish players way too opinionated of themselves trying to take over the game. With the population CM has now, and possibly a better means for MPs to engage in rounds in a meaningful way, that kind of restriction won't be as necessary as long as the RP guidelines are enforced -- hell, we might be able to depose Carson for really really bad strategies now, if there are enough marines to survive the conflict.

As far as the Synth dilemma, it would make sense to remove the ability for Synth to communicate with Xenos, based on what sources are used to derive Xenomorphs communication (inb4 lawsuit). It's pretty well established that they communicate psychically, which Synths may or may not be able to pick up on, depending on how it's taken that these communicates are given. One example would be that it's a measure of will directed towards a cause. A synth could potentially pick up on that, depending on how you break down a Synth being receptive to psychic forces, but may not be able to make the reverse of the communication, as they themselves possess little to no will of their own to exert.

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Re: What are your takeaways from General Rules Only Day?

Post by ThePiachu » 13 Jun 2018, 13:05

Oh, during the first round we had 3-4 mutinies, so don't worry about those. MPs were more than happy to start throwing gas grenades and what not. :D
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Re: What are your takeaways from General Rules Only Day?

Post by Heckenshutze » 13 Jun 2018, 13:42

I expect that, at the end of the Day, we achieve self-regulation and the staff will be there just to observe for really fuck ups that can't be fixed by the players alone.
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Re: What are your takeaways from General Rules Only Day?

Post by NethIafins » 13 Jun 2018, 15:43

riiiiiiight....

What I see is, and again, "biggest buff to marines is Marine Server Rules"
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Re: What are your takeaways from General Rules Only Day?

Post by Retrokinesis » 13 Jun 2018, 16:10

Six. The first round had six mutinies, two separate assassination attempts on the CO, and a simultaneous mass-execution of most of alpha by firing squad.

The primary thing it taught me is that MPs are really, really hard to beat. It's easy to mess with one as a lone MT or something but, when they're out in force with tear gas, there's really not much you can do.
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Re: What are your takeaways from General Rules Only Day?

Post by ThePiachu » 13 Jun 2018, 16:43

I mean, MPs are not hard to beat if you *really* are committed. Grab some gas masks and your M41As and start storming the place. The thing is, a lot of those mutinees didn't have the follow-through. 4-5 MPs can take out twice their number quickly if the Marines are not prepared. Gas grenade, tase, run in, pick off a few, cuff them, rinse, repeat.

But yeah, the more mutinees and executions you have, the harder you will get curb-stomped by the xenos.
Gaius Caelus

Often playing Researcher, Doctor, or many other ship-side roles
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Re: What are your takeaways from General Rules Only Day?

Post by Sneakyr » 13 Jun 2018, 16:45

After the god awful situation (from all accounts rather than personal experience) of the first few rounds everything seemed to iron out smoothly by the time I hopped on. I think general rules only could continue to function indefinitely if a few shitters are pruned.
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Re: What are your takeaways from General Rules Only Day?

Post by SlavishCircle » 13 Jun 2018, 17:02

Retrokinesis wrote:
13 Jun 2018, 16:10
Six. The first round had six mutinies, two separate assassination attempts on the CO, and a simultaneous mass-execution of most of alpha by firing squad.
As someone who loved playing Warden and HoS on the more generic station, this sounds like a lovely day. When does the Almayer get a mass driver to launch bodies out?

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Re: What are your takeaways from General Rules Only Day?

Post by FearTheBlackout » 13 Jun 2018, 17:33

Rounds can either end up being really shitty or pretty average -- so basically like every other day, but with the added bonus of experiencing some whacky shit like peace xenos or Marine-on-Marine executions.
Meztli 'Penumbra' Tlachi - reasonable, outgoing CMP WARRANT REVOKED; INVESTIGATION PENDING
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Dominick 'Umpire' Feldspar - creepy, slow-paced Officer
Dana 'Croc' Swartwout - dawdling, unsympathetic Squad Marine/Specialist
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Re: What are your takeaways from General Rules Only Day?

Post by Heckenshutze » 13 Jun 2018, 17:52

Well giving MPs something to do every round is a good thing.

Shipside roles need some action too
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Re: What are your takeaways from General Rules Only Day?

Post by SlavishCircle » 13 Jun 2018, 17:58

Heckenshutze wrote:
13 Jun 2018, 17:52
Well giving MPs something to do every round is a good thing.

Shipside roles need some action too
This is quite honestly what I was hoping would happen with this shakeup. I'd do MP if I didn't think I'd be bored to tears every round.

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Re: What are your takeaways from General Rules Only Day?

Post by xXen0zS1ay3rXx » 13 Jun 2018, 19:36

Was pretty refreshing to be able to play without having to worry about an admin breathing down your neck for every little thing slightly 'outside' da rulez

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Re: What are your takeaways from General Rules Only Day?

Post by Daturix » 13 Jun 2018, 19:49

We need this once a month. Dear god the renewed love for this server is 300%

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Re: What are your takeaways from General Rules Only Day?

Post by superjo98 » 13 Jun 2018, 21:40

I learned that MP tasers are really easy to dodge.
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Re: What are your takeaways from General Rules Only Day?

Post by Shyguychizzy » 13 Jun 2018, 22:37

ThePiachu wrote:
13 Jun 2018, 13:05
Oh, during the first round we had 3-4 mutinies, so don't worry about those. MPs were more than happy to start throwing gas grenades and what not. :D
Tis be yer Commander Balto''Crunk''Dreg, dispatcher of mutinies, one who outlives the mutinies. Roughly like 6 mutinies some mutinies didn't even commence like charlies were gonna mutiny originally but had em head out. Interesting turn of events, didn't expect 4 hour round more as a 2 hour round at most due to the location. Yah see if you have competent MP force marines mean nothin well will obey firstly later than mutiny. I mean after givin the attachement order marines hated me guts. The fact you were able to catch several mutineers and my favorite executed em all at once which was quite a sight made it a bit more interesting with this general rule thang. Sorta loosen the chains of the grip making it a bit freely just a tad for average players and oldies, and some new players once in a while general rules is nice however it is good having staff *admins/mods* abroad to observe it sorta lightens their load aswell. I would go Commander again and have yah as CMP any day.
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Re: What are your takeaways from General Rules Only Day?

Post by Bulaven » 13 Jun 2018, 23:04

Well. Let's see.

Early one round on Prison Station, the Xenos were trying to negotiate the release of a Survivor in exchange for two monkeys.

That round also had the addition of a Bravo Engineer being repeatedly peppersprayed and mugged of his construction materials throughout the round.

And the Liason was keeping a pair of fully armed and armored survivors on hand as his personal goon squad.

All in all, despite some whack-a-doo incidents, I would say it went alright. I don't mind the Liason being a bit more antaggy, and, provided that we can keep mildly retarded situations, like performing Miami Heat hostage negotiations and exchanges with xenos, to a minimum.

I am fine with communication with the bugs. Just.. Not that crap.

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Re: What are your takeaways from General Rules Only Day?

Post by Brotemis » 14 Jun 2018, 01:37

Bulaven wrote:
13 Jun 2018, 23:04
Well. Let's see.

Early one round on Prison Station, the Xenos were trying to negotiate the release of a Survivor in exchange for two monkeys.

That round also had the addition of a Bravo Engineer being repeatedly peppersprayed and mugged of his construction materials throughout the round.

And the Liason was keeping a pair of fully armed and armored survivors on hand as his personal goon squad.

All in all, despite some whack-a-doo incidents, I would say it went alright. I don't mind the Liason being a bit more antaggy, and, provided that we can keep mildly retarded situations, like performing Miami Heat hostage negotiations and exchanges with xenos, to a minimum.

I am fine with communication with the bugs. Just.. Not that crap.

Synopsis: Partial success. More testing required.
Also of note in the Prison Station round: The guy with the security hailer and pepper spray who was pepper spraying people promptly caught a knife in his head. I want to say he eventually bled out.
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