Page 1 of 1

Mutiny

Posted: Mon Aug 20, 2018 5:42 am
by Luke Cox
Mutiny seems to be a core part of the traditional CM game, and it's something that's been positively received in our tests so far. Unlike regular SS13, which takes place during yet another day on the job on a corporate space station, CM is about a life and death struggle between a group of marines and an invading xeno horde, so it makes sense that everyone in general has a shorter fuse. Since there are no proper human antagonists, that muddies the waters a bit in terms of when human vs human conflict is permitted. How are we going to handle mutiny? Is it going to be something like CM?

Re: Mutiny

Posted: Mon Aug 20, 2018 7:19 am
by Arianya
The current rules for a Mutiny are:
A mutiny must be Adminhelped by a member of the mutiny, it must contain the reason for the mutiny, and the names of mutineers. This Adminhelped mutiny cannot be denied and is only for log-keeping.
The Acting Commander must be given a chance to stand down peacefully.
Perma-killing is forbidden (decapitating, hiding defibs, etc).
Attacking neutral, uninvolved, or surrendered personnel is forbidden.

Re: Mutiny

Posted: Mon Aug 20, 2018 7:35 am
by Luke Cox
Those rules are copy/pasted from CM. Are we just rolling with those, or are we going to write our own rules?

Re: Mutiny

Posted: Mon Aug 20, 2018 7:45 am
by Arianya
It's actually a trimmed down version of CM's rules, but I can't comment on if any further changes are planned since I'm not Rustled vOv

Re: Mutiny

Posted: Mon Aug 20, 2018 8:40 am
by Rustledjimm
Until admin logging is improved I am calling a temporary moratorium on any mutinies. I will append the rules over the course of this week.