MP guide to handleing extremely dangerous prisoners

(Due to how narrow this guide is I welcome you to respond to this post with questions or your own add on’s.)

So, if you have ever played MW or CMP you know how to deal with normal prisoners. But every now and again one comes along one that takes extra effort to keep in brig. This guide is based on my personal experience and theories of containment. I have faced it all from CLF synth to admin spawned CIA super ninjas. Now this guide does not cover how to arrest them, just how to keep them from escaping. For arresting them just shoot them with a taser or bullets.

Basic rules- This is a collection of basic rules to make sure prisoner don’t escape.

  • Keep the door closed as much as possible. If you must open it make sure the inmate is stunned first. Each cell has a build stun flash.

  • Lock the locker you keep the prisoner stuff in. Prisoner can use their shoes to shatter the light in their cells. Then use the glass shards to smash the cell window open. If the locker is open they can get all their stuff. I suggest not giving them shoes. No laws say a prisoner needs shoes or light.

The classification system. I am going to take a page out of the SCP book of locking stuff away. Each person has a class that describes how difficult it is to contain.

Safe class

By default normal prisoners fall under this class. As long you keep the cell closed, they cannot escape. Just deal with them like a normal prisoner. Keep the door closed and taze them if they escape.

Ecluid class.

For whatever reason, this prisoner needs extra care to keep from escaping but only if something goes wrong. This is the highest class a normal human can fall under and extends to humans who are extremely skilled at unarmed combat. Unarmed preds also fall under this category.

Guide for containment- Now the rule of just keeping the cell door closed still works. The only way they might get out is if you open the door. Newbie MP’s might do this so if you are worried an MP might do this just talk to them. So, CM’s unarmed combat is janky at best. As such if anyone has mastered it, they can easily take down a single MP. They will try to disarm spam you to the ground. If they manage this, they could try to steal the MP’s ID and escape. Now if you find yourself under attack always keep your distance and fling taser round their direction. The most effective counter is to use a flash bang. Fun fact there is no law against keeping a prisoner cuffed or straight jacket inside their cell.

Keter class.

These are extremely dangerous, and any slip up can lead to an escape or mass death. Anything that is resistant to being stunned falls under this category. These are rogue synths or stimmed up humans.

Guide to containment- Now none of these can break out if the door stays closed. The most important thing is to keep the door closed as much as possible. However, there are reasons why the door must be opened such as for medical care or synth reactivation. For stimmed humans, the best method is to use lethal force and drain them of their stims. Don’t go shooting people unless they are a real danger to others. Then defib them later once they are dry. For robots this will not work. I have seen the destruction a synth can do. One time it got out and stabbed four fully armed MPs to death with a screwdriver. Luckly, I learned from that incident and have developed a full proof plan. Step one is to tell all the MPs to arm up and get to brig for when it is reactivated. Make sure everyone has their gun in hand when it happens. Keep in mind if a synth is declared rouge by XO/CO it loses all legal protection. That means you can kill them at any time, and I highly recommend it. Before it is reactivated put it in cuffs, leg cuffs, and buckle to the bed. That way even if something bad happens it will be unable to hurt you. Perma cell is already empty so it is not like being unable to move changes much. The only thing would be that they cannot write an appeal. Now the wording says a rogue synth loses any legal protection but not legal rights. This means you must let them wiggle out of their cuffs to write an appeal.

Apollyon.

(The only reason I am adding this section is because seeing the most extreme side can be a learning experience. Also you never maybe one day you might need this infromation.)

Something that is nearly impossible to contain and can easily escape without anything going wrong. This is only possible when dealing with admin events. I have seen teleporting men in black, invincible cyborgs attacking CIC, sentient giant spider, and much more. I have only had to arrest one of these before so. Most of the time if you arrest an admins event character nothing will happen. But sometimes an admin has made them so powerful they cannot be kept imprisoned or will actively help them escape. I have only ever seen this happen once, but you never know what might happen. To get you into the head space I will just tell you what happened.

I was the CMP, and I was ordered to fight a guy from the CIA. He was extremely resistant, super-fast, recovered from stuns in seconds, could knock over with a single disarm hit, escape cuffs instantly, and had all access. Also, he could turn partly invisible, and I was ordered by the CO to not use lethal force. Normally when dealing with something like if you can I highly suggest just killing them. But in this case, I could not. However, I did manage to arrest him once and keep him contained for about 10 minutes or so.

So, when dealing with this apply my rules to the arrest procedure. I managed to take him down by shooting him fifteen times with my taser. Fun fact even if the person is dropped by a taser shot shooting them again will keep them stunned for longer. Now admins do not like it when you ruin their events so it is likely they will do something to help them escape. So always stay in mind of an admin. Sure, their event character may not teleport away, but he might instantly escape your cuffs. That is exactly what happened so I threw on the floor and tased him ten times again. Always stay one step ahead of the admin and do not let them get away with their tricks. Now the next thing is applying layer of containment. I put him in a straitjacket that worked still the admin made it melt away and then he escaped when I opened the door to put him in another one.

So now that you have seen an example of an Apollyon class prisoner lets talk strategy. First things first, do not worry about being too harsh on them. After all they are bound to escape at some point. The best tip is applying more layer of protection. This minimizes the things the prisoner can do and maximizes the things needed to be undone to escape. Sure, a straitjacket will work but it might melt. Thats why you also put them in cuffs and leg cuffs. So, if an admin deletes whatever command they used might miss something. Obviously, keep the door always closed. Legally if you are worried, they might escape and kill you at any second you can delay their appeal till they are no longer a threat. This also applies to things like feeding them or giving them medical care as long the CMP says it is okay. So ideally the prisoner will be double cuffed, in a straitjacket, buckled to the bed, and kept in a perma cell under guard.

Extreme measures- Now if for whatever reason your Apollyon class prisoner losses their legal protections then you can try these. Again, this might seem cruel but if you are dealing with an Apollyon then they will escape at some point. Might I suggest putting them into a medically induced coma. The surgery table in the brig can be used. Since they are already on the table, get a doc to cut off their limbs. Even if the admin forces them to wake up, they cannot walk. Try keeping them so low on blood they cannot walk. Feed them pills so they do not die.]

5 Likes

This guide may hold some factual truths, but being honest:

It’s incredibly boring both for the arrested and the MP if you remove their shoes, straitjacket, etc, and have a purely mechanical lens of ‘I MUST KEEP THIS INDIVIDUAL CONTAINED’.

Sure - some of the people you arrest will have an equally mechanical view of things and do everything they can to not RP and escape.
But that isn’t really what the game is about. CM is a roleplay game, and viewing people you arrest as things to be sealed away as much as physically possible is lame as hell.

I’d argue it’s much more fun for the rogue Synthetic to escape and cause conflict, as compared to cutting off their limbs and wrap them in a straitjacket and be forgotten about.
What does that actually gain you? You can tell the CO the threat is contained, they ghost, and you go back to being AFK or whatever else you were doing?

Or you can actually talk to them, try to roleplay, and engage in reasonable IC containment measures that don’t make the other player miserable. This is far more enjoyable, not just for you, but for any spectators or other players it affects.

Imagine that you are a Synthetic - being able to go Rogue is a once in a blue moon opportunity, and opens up so many RP avenues!
And then some MP just decides to ruin this by not engaging in roleplay with you, straitjacketing you, and cutting off your limbs. Imagine how de-motivating that must be - how that’d make you never want to interact with that player again.

You are not going to remember the time you straitjacketed and forgot about someone. At best, it’s one hour in your playtime tracker. At worst, you get banned for ruining someone else’s round and being a dick.

You WILL remember the time you got to have roleplay and thoughtful conversation with a rogue Synthetic, learning why it went rogue, exchanging insults at it for being a malfunctioning piece of garbage, or because it escaped and did something actually interesting.

In summary, always consider the player on the other side of the screen.
After all, if a player’s only experience with MPs is being locked up, shoes taken off and straitjacketed, ignored and given no/minimal chance to RP, why would they ever engage in said RP, or try to make your round more fun/interesting?

6 Likes

(First of all you mentioned possibly getting banned but I checked the rules and unless you are activly crual you nothing i said it ban worthy. Since MP’s lock regular people in perma talk to them often the bar is so low this will not do much.)

You seem to have made an assumtion that is not supported by what I said. At no point did I say you should not RP with them. You can still talk to them stuff in the cell. In fact the round were I first put this to use on a synth I did exacly that. It was a nice time and they did not escape once. What to know what happned when a synth did escape. He killed 4 mps with a screw driver before being gunned down inside of brig. He was left to perma on CO’s order. Assumeing he did fully escape he could not do much RP cause he would be hunted and killed.

It is extremly unlikely that sytnh would get to do much RP due to being dead or have to hide or run the entire round. Maybe if they escaped to the ground they could be free. However since the fob is full of marines or xenos that is also unlikely.

Even with the appoloyn CIA guy who was nearly impossible to keep in his cell. He was on the run the entire round and I barely got to do a thing. You might ask why did i not ignore him well guess he was a terroist. Turns out people are often in brig for a reason so us MP’s cant jsut ignore them as per server rules.

Please be aware that synths are ketter class meaning cutting off there limbs is ilegal unless they are decalred rogue. Since synths still have the right to appeal per marine law even after being cuptured you do have to let them take there cuffs off. I also did not say to stright jacket them but i have done it before and it does work. But it is not needed and risky since you have to open the door to take it off for them when they need to write an appeal.

Also be aware that perma cell is empty and there is nothing to do in there anyway. I would know I have been in perma and you know what the only fun thing to do is. Talk to people and you do that when cuffed.