There is already a thread about this but this is more general in nature, as frankly the whole thing is just terrible and actively forces NRP fragger gameplay. In the event the hostile survivor rework (Hostile Survivor Rework by Steelpoint · Pull Request #6308 · cmss13-devs/cmss13 · GitHub) gets successfully revived, these rules will hinder good faith players from creating interesting rounds for everyone involved. For posterity’s sake, the current hostile faction rules are as follows:
You are not held by Lethal Force rules so long as all of the following conditions are met:
- You have not surrendered.
- You have not willingly accepted medical aid from the USCM.
- You have not changed into a uniform which obscures your allegiance.
- You have remained “consistently hostile” to USCM forces.
I’m going to go point by point and explain why I think every part of this rule is terrible and actively hinders interesting player-driven gameplay, mainly from the point of view of a group of CLF survivors a-la LV nightmare insert.
- You have not surrendered.
Beyond just the basic common sense issues of unscrupulous irregular militia fighters being physically unable to engage in perfidy, this creates a plethora of NRP issues in the event a CLF member is captured. If a CLF surrenders, that person is forever barred from actually acting like a member of a hostile faction. This can and has created scenarios where a CLF surrenders, is captured, and then eventually breaks free either through negligence or the intervention of other CLF, but is bound by nonsensical OOC restraints. With this current ruleset, it is explicitly against the rules for the surrendered CLF to ever engage in hostile activity ever again, which makes zero sense from an IC perspective. This fact is often abused by command and MP players, who know that once a CLF surrenders, he is bound by OOC rules preventing him from actually doing any real harm. Some CLF members breaking another CLF member out of prison or POW revolts should be actively encouraged, not discouraged or even against the rules.
- You have not willingly accepted medical aid from the USCM.
This needs little comment but frankly, tricking or otherwise deceiving the USCM into directly aiding you as CLF is borderline impossible, but if someone does manage to pull this off it shouldn’t be against the rules.
- You have not changed into a uniform which obscures your allegiance.
For gameplay reasons I can understand wanting factions to be visually distinct, but the current implementation of this rule is deeply flawed and encourages degenerative behavior. For example, I have personally witnessed numerous occasions where a CLF survivor has been killed and stripped naked, and then revived and set loose on the ship/colony. The CLF is now stuck in a catch 22, where if he is hostile it’s against the rules because he isn’t in his uniform, but if he isn’t hostile he isn’t being consistently hostile which causes him to forfeit his hostile status. This is beyond NRP, and is such a ridiculous expectation for players to follow intuitively. A USCM scout managing to steal the uniform of a CLF PERMANENTLY DISARMS HIM. The revolutionary spirit is not stored within the synth-cotton fibers of the soldier’s uniform.
- You have remained “consistently hostile” to USCM forces.
There is already a thread up complaining about this part of the policy in particular but I’ll mention a few things anyway. Selectively choosing targets or performing acts of sabotage against the USCM other than shooting at them with your guns should be encouraged as another way for good faith players to take initiative in impacting the story of the round in interesting ways. For example, imagine a scenario where a CLF and a marine end up trapped in a pocket behind xeno lines. They temporarily cast aside their differences to survive, but once the immediate danger is over, they both part ways. Later, the CLF ambushes an IO and kills him. Then, that same marine that the CLF fought with earlier shows up, and attempts to negotiate to recover the IO. This is engaging, interesting, player driven roleplay that is currently explicitly against the rules. Insurgency and counterinsurgency is supposed to be morally grey. “But how am I supposed to know if he’s OOC hostile or not after I shift click examine him and see he has a clf uniform on???” If our playbase can’t cope with having to engage with the game beyond the TDM elements and clicking on the bad guys we should just drop the charade and go full TGMC.
A non-exhaustive list of things that are currently against the rules or very easily could be depending on the admin:
- Not immediately killing a marine medic that has revived you as CLF
- If you have lost your gun, not immediately sprinting at any marine in sight with a toolbox, as opposed to retreating to fight under better terms
- Taking marines hostage instead of killing them (not consistently hostile)
- losing your uniform and shooting at people with a shotgun while naked.
- engaging in any indirect sabotage. Run into the FOB and throw a molotov at the mortar pit? You didn’t shoot the bravo rifleman you walked past to get there so that’s against the rules, sorry!
- Anything that you would actually expect an irregular militia to do. (hide amongst civilians, not use a uniform, fake surrender, etc)
- Lethally resisting arrest/detainment after capture, either from surrender or after the point you have your uniform removed.
- ERT CLF spec stealing scout/sniper/pyro kits and using them (out of uniform)
Things that are allowed:
- Hiding in a tarp for 20 minutes and getting wasted by the first marine that finds you
- mindlessly and wordlessly fragging marines until killed
- Bar RP with mps in a perma cell
If we are to follow the mantra of improve and not remove, the best course of action to improving hostile survivors is to encourage greater cooperation amongst CLF survivors by removing solo CLF survivor, completing the rework(hostile surv inserts on every/most maps) and completely getting rid of this policy. It encourages NRP rule-abusing by marines to safely disarm hostiles and discourages good faith players from creating engaging scenarios. There is no practical reason why the CLF cannot function as an active third party antagonist.
I’ve stated why I think the current policy is bad. I’d love to hear any counterarguments or alternative proposals to removing it. Also, let it be known I am the #1 solo CLF tarp hider hater, and literally never roll for solo CLF surv despite having platinum survivor hours.