The lack of Staff action when assigning mutineers completely ended the last mutiny round we had (ID 23660) and the overreliance on the system of “inviting to mutiny” makes no sense in the timespan you normally need to act upon since you have 3-4 minutes at max before hijack happens.
I couldn’t invite anybody because of a frozen blank screen, and even then it would take way too long before hijack happened. We had 3 mutineers when we had 20 people that wanted to mutiny (of which would’ve ended with hijack once we finished inviting everyone in).
Not only that, you’re guaranteed to get flashbang spammed by the MPs that are going to be carrying gazillions of them as soon as mutiny is declared. And if you want to make this NOT happen you’d have to stop them before this started, which will result in a note (like I got) because they’re “allowed to be neutral” and cannot be shot before they start spamming those nades.
I think this part should go into a bug report area.
This is stupid honestly MP’s. should never be considered neutral in a mutiny, but you should make a separate post in policy feedback about MP’s & mutinies if this doesn’t get any recognition (it will get recognized, this is probably gonna be argument thread #61)
I do think some mutinies should travel into hijack, but I am 50% sure that is the discretion of the admin who allowed the mutiny to choose if they want the mutiny to travel into hijack.
But, evac mutinies exist and you can literally kill the CO/XO without helping if they refuse to evac after you’ve warned them lmao
(I haven’t fact checked anything in this post, so don’t take my word for granted)
To be honest the current mutiny system is trash due to the outdated code rather than staff/rules.
A ‘mutiny pr’ with some fixes/quality of life changes is overdue. The current system is so bad that more than half the time a mutiny starts forming naturally it’s called out before it can even occur via LOOC means because people are struggling to form the damn thing using the jank system.
The current way mutinies work is either the mutineer leader has to invite everyone by clicking them (very easy process) or we have to manually into every single player’s panel, navigate to the tab and click the button that turns them into a mutineer.
It is a very arduous and demanding process, compared to having the mutineer leader invite the mutineers themself.
The most disappointing mutiny I’ve ever witnessed, the XO ran off and turned his sensors off and hid in the CE’s office. It was literally seconds before the marines broke in to get him, like the door exploded just as the hijack message played, and that’s it. No pay off. No real ending. The mutiny immediately ended and nothing came from it because the XO managed to play hide and seek for 5 minutes.
Current mutiny rules suck, and this is only exacerbated because the way they trigger and the way they’re held is really, really weak. Ahelp, get approval, gather people, storm CIC, hope xenos don’t push hijack fast. With no real mechanical way to enforce this sort of thing, it becomes a battle of time to do anything, and most of that time, there just isn’t enough.
For me this is the worst part. You’ve to stand and watch as the MPs are preparing to flashbang everyone and then proceed to kill every mutineer while they’re stunned in the ground. This is beyond stupid and horrible gameplay mechanic.
Mutinies used to be very wild back in the day. I remember SL Samantha Riggs mutinying with Alpha because a MP took a MOU kit from the Squad Req. I agree that mutinies in the current state need some rework or change.
I do see how this is annoying, but MPs sometimes completely agree with certain situations if its wild enough and simply don’t want to get involved.
Having it so that MPs have to side with command makes them do something they sometimes do not want to do and probably get BTFO for it. Or choose not to get involved anyway and face backlash both IC and OOC
give xenos like 5 minute delay before starting hijack when the ds lands back so that marines can decide whetever its cool to shoot authority figures or not
also yeah the code is outdated its 4 years old bro, i still remember when we added the shitty icons to recruit other marines
Just remove the stupid rule of hijack canceling the mutiny. Extra chaos and despair only helps the mutineers, there is no reason to make them suddenly loyal.
One thing is for sure. MP’s should have the “reverse mutiny mechanic” where they have to assign themself as agreeing with mutiny, otherwise they are considered against it, so they are free game when mutiny happens, unless they tag themselfs permanently.
Mutinies are rules wise and mechanically incompatible with the game and are simply a fluff concept that has no real game impact. There is no real delay between the Xenomorphs overrunning the FOB, and them initiating a hijack, this means there’s no time for a mutiny to play out.
Every single time I have given auth to a mutiny, or have witnessed one, the mutiny ends within 60 seconds of it being started due to hijack.
We have rules for mutiny, but they are rarely followed as everyone involved tries to speedrun the CIC to get their mutiny in before hijack starts. Its why you so often see people trying to just gun down the CO/XO/aCO as you may have literal seconds to do it before hijack forces you to stop.
Personally, I’d remove mutinies from the game so we stop wasting people’s time. I don’t see how you can make the concept of a mutiny work in the current game without delaying hijack.
Mutinies are that awkward concept that we all look at and acknowledge it can’t happen in the game, but we just won’t address it since it touches on other code systems we can’t change.
Unironically worst take in this whole discussion, because you forget one simple detail - mutinies can happen before evacuation, and most that do - succeed, because people have a good reason and shipside crew hate the aCO hard enough to join a mutiny.
Yes, it jeopardizes groundside most likely, but I seen a mutiny turn around an entire round in favor of marines after XO got deposed and made into a Rifleman(guess who it was). I do agree that mutinies need a huge rework, including in rules, because right now its extremely lame in the current state it is.
Removing Mutiny as a mechanic will make marines LRP NPCs that cant do anything to an incompetent\malicious CO\XO IC, only writing angry letters to High Command and waiting for a OOC punishment, which makes it… quite personal IMO.
However, mutinies before hijack must be honestly forbidden entirely, because unless there’s some stuff for xenos to do before hijack but after evac - making it work will just force xeno players to AFK while waiting for marines to resolve their issues, which is even worse than deleting post-evacuation mutiny.
This mutiny happened less than a month ago, and it was pretty clearly mooc’d that, pretty much verbatim, “hijack started, mutiny over”.
When a marine is literally four tiles from the Captain and wants to kill him, and everything else is above board, then I don’t think it should just be arbitrarily handwaved and stopped because of hijack.
The real problem is that it’s nigh impossible to handle and moderate this kind of thing, and unless a system is put in place for it, then it’s just a clusterfuck from start to finish. God help you if there’s a lot of MPs online or if one singular marine doesn’t listen to the rules.
something something when you code it, but mutiny probably should be handled similarly to rev’s from normal ss13. Ahelper is made ‘head mutineer’ and can manually recruit people, gives them a Join/Decline prompt and has ARES immediately announce that it’s happening.
Otherwise, mutiny will never work because of how many random rules that nobody knows or cares about are in place.