[Event Feedback] End of the USCM-UPP Coldwar

Please provide tangible, detailed feedback on your experience, if you’ve been any of the following:

  • Event Main Character
  • Event Side Character
  • Directly Interacted W/ Event
  • Indirectly Interacted W/ Event

FORMAT

Character:
Role:
Feedback:

1 Like

Kapitan Alevtina Klokova here. Side character.

I wanted to say that the idea is pretty cool but it could use some improvement.
Maybe give the parties some info at the start and a preset goals. Though the faxes were very well made and did spice up the event.
Also possibly adding a CLF agent/agents onboard to try to sabotage the talks would be cool or some false flag W-Y operation to add some spice and make the honor guards not as bored as they were.

2 Likes

Irina, Combat Synthetic
Probably should’ve just been a support synthetic for future events that are similar to this, unless there’s some larger plans for the combat part to be useful. Fair enough to keep me outside of the conference room but still kinda unfun, did have some nice chats outside that though. I honestly can’t say much more than that since 90% of my round was leaning on the same wall.

2 Likes

Character: Maggie “Claw” Buzzard

Role: USCM Representative

Feedback:

Personally, as one of the main characters of the event I had tons of fun! The Roleplay was good and the faxes that were sent with the information regarding hostage numbers and “classified intel” really helped have something in mind when discussing .

Personally, I’d love to have had the other personnel in my entourage do more things, like maybe some kind of assassination attempt by the CLF or TWE so the honour guards can work with the MPs. Or some info collection for the CIA liaison, as I was kinda sad seeing them just stick around.

Honestly , if the round had lasted longer I believe we could’ve had even more fun RP ideas , these kind of events should be held more frequently so that people get a better chance to RP around.

2 Likes

Josie Clark
USCM Honor Guard SL (event side character)

I had a fun time with the event! I think the negotiation format is really good for sparking fun and interesting roleplay :slight_smile:


Feedback:
  1. Honor guards did not have much to do, and had few way to engage/start roleplay that didn’t delay the start of negations.
Possible Improvement

People are not rolling HG to be the central focus, but I think spawning in some extra USCM High Command and UPP Command radio keys for honor guards would allow for more roleplay opportunities by giving a clear space for some quips/comments/orders. And the main event characters can easily order people to quiet down on comms if desired.

  1. The assistant negotiators (synths and CIA included) did not seem to have much to do. When they tried to create roleplay it often circled the conversation back to something that may have been moved on from. Or what they would say sometimes contradicted or didn’t seem to follow the plans/“vibes” of the lead negotiators.
Possible Improvement

I think adding specializations to the non-lead negotiators would give them a more defined job and create a clear time for when they can grab some limelight.

  • Let’s say the Lead Negotiator is in charge of overseeing everything and is expected to open and the close the peace talks.
  • Then the assistant negotiator is a specialist in POWs and when the Peace Talks gets to the question of POW they would works with their UPP counterpart to hash out the exchange details.
    • The lead negotiators are more in the background for this segments, but are free to step in if they want, plan out something to say for later, or engage with the supporting characters on radio
  • Maybe the next major topic is about geographic details, so the CIA and the UPP synth takeover to discuss the control of different planets, resources, and cities.
  • Afterwards maybe an intermission where “backroom deals” can happen in the officer’s mess between USCM and their UPP counterparts. Maybe the honor guards can find out just how different (or not) their counterparts are over soda in the enlisted mess. This would also give a time for event and shipside players to do some roleplay. Perhaps the UPP medic could ask for a tour of the medical facilities to see what they are like or something.
  • Finally everyone gets back together and the leads take center stage to work out the final arrangement, and close up any loose ends.
  1. Both sides were just making up numbers as they went and throwing out different roleplay hooks until one worked. This made the start of the talks confusing to follow and different people wanted to keep focusing on different things which made the talks feel circular.
Possible Improvement

I think adding an In-Character lore document could help get everyone on the same page.

  • It could cover the numbers of POWs each side (thinks they) have, which territories/facilities/cities are on the table to be traded, and any public confessions one side is demanding from the other.

This way everyone can have a clear understanding of what can be exchanged, discussed or negotiated so people can better plan for what they will say when certain point eventually gets brought up.

  1. It felt like there was a lack of general direction, there were some faxes, but nothing about their content was ever relayed to me. And besides “getting a better deal than the other side,” it felt very unclear to me on what each side wanted.
Possible Improvement

I think giving each side some primary, secondary, and (maybe) secret objectives that are known only to them (or maybe just to the leads/CIA for the secrets ones) could help create different “wants” that the other side can try to figure out and exploit.

And maybe giving some time for each delegation to have a quick mini brief/discussion with their team on what the plan is before they dock on the ship. This could help create a stronger sense of direction and help things flow better later on.

  1. You don’t often get to accessorize as a CIA agent, a general officers, or UPP. It would be nice to have a couple extra clothing options spawned in or access to some of the clothing vendors. Like the synth snowflake vendor for synths, the CO wardrobe vendor for CO WL event roles, some spare UPP service jackets and berets for UPP honor guard, etc.

  2. The pens and papers spread out on the conference room table were super useful, and it led to some very fun note passing RP!

  3. I liked that lots of different roles were used. It was not just 3 identical PFC honor guards and 3 UPP riflemen. I think people having differences in ranks and skills made things more fun and more clear by answering: who is in charge of me?, who can I delegate this menial job to?, and who should be healing that injured person?

1 Like

MST Devin Lord - Side Character

Direct interaction: I got an excuse to cook up several meals with, some kind of pretense, of trying to impress/relax the delegation from the UPP and be welcoming. The XO would ask for things, and I’d give him that and something extra, it was nice to have some focus and if another MST woke one of us could’ve focused serving Marines while the other focused the Event.

Otherwise, only feedback I have is I kind of agree with the sentiment it shouldn’t have been a HvX event.. or at least, an event over a normal round. Would’ve been nice if it was a meeting over LV-624 or some planet with more RP import, and have everyone who Xeno-spawn at start be UPP. On the Colony side, it could be set up that an LZ1 would be UA owned and the Marines would FOB it while LZ2 would be UPP FOB and they’d FOB it, then to keep the riflemen busy while the event goes on, have them patrol/explore the caves while the Reps talked on the Almayer.

I’m sure their command would impress upon both sides how tense it’ll be, and not to aggravate the other side, and for further spice, allow it to be a pred round. Predators wouldn’t have to engage anything, but the potential is there, and if they do it can serve to further escalate tensions between the two sides (un)knowingly. Maybe later allow a Xeno/Pathogen spawn, but that’s just my two cents.

1 Like