What do you think about mutinies? If it were up to you, would you change anything mechanically or rule-wise? And if so, what kind of changes would you like to see when it comes to mutinies?
What do I think? In biting honesty, it is rather hard to formulate an opinion, a consequence of the current handling of things - theyâre just about impossible to trigger (typically sandwiched between post-op and hijack)
Even when Iâve seen them approved and given the go ahead, hijack curtails it near instantly.
It feels very inorganic to reach the boiling point where marines are up in arms, mouths foaming at the doors of CIC, and then when hijack happens theyâre forced to do a complete 180 heelturn - âThe bugs are coming to us, so I guess we are just going to be ok with the Command (that we didnât trust to the point of being ready to shoot at them) organising the evacuationâ.
Typically this is after Command have let the marines down in a similar situation, mind (that being huntinâ bugs).
All of that is to say⌠do we actually require mutinies to be forced to stand down during hijack? I believe that I understand why, with it impeding organisation of hijack, but I say âlet there be chaosâ. Hijack should be messy, itâs good drama. Marines usually all die, the round is basically over, a lot of people call it a victory lap for xenos - itâs more or less just the epilogue of the round. If it gets marines wiped, so be it - let marines get punished for their Commandâs failings - is there anything more movielike?
They were going to get blown up by a pipe explosion anyway ![]()
Emergent player driven roleplay event that brings variety to the stale old XvH gameplay. However hard to balance as it has to be keept between kind of chaotic and fun, but also fair and not a state-sanctioned glorified grieffing tool. Currently completly gutted and pointless, with too much redtape required and without enough time to happen.
It is soulfull, it makes sense lorewise, it is cool, interesting, gives command players ability to feel consequences for their actions that arenât staff enforced.
CM as a whole is based on Vietnam war aesthetic, right? You know one (in)famous term from that era? Fragging. And not in a gaming sense.
As soon as hijack is announced, marine rules should be relaxed a lot, where it is only up to command if they inspired their men to still fight the battle against bugs, or duke it out on each other because they think command failed them. Escalation, round removal, mutiny requirements, all of that should be thrown out of the airlock.
Kind of out of the scope of the thread, but what if old and new was merged? By that I mean the notion that marines should be allowed to fuck up. Make them kind of OP against xenos if they are united and completly lock-on target, but easly crumbling apart. Mutiny, sabotage, fragging too overzealous SLs, that kind of thing.
okay
As Pugie said, itâs really pointless to make a mutiny right after evacuation - hijack will turn it down immediately, forcing to de-escalate, which makes it.. not great.
Mechanic-wise, Iâd probably want the mutiny to auto-end and make an announcement to stop fighting once the Command staff is entirely dead (SO, XO, CO) to prevent continous fragging of loyalists. Could narrow it down to XO and/or CO too, as theyâre the top guys, and the ones being mutinied.
Nothing else I got to say on that matter.
One thing that would be interesting, is to pause starting hijack if mutiny is in progress. But you could have QM com in and say something like âIt seems the talls are fighting amongst themselvesâ and you can look through the XO, CO or the mutiny leader until mutiny ends.
when hijack happens xenos are already going to win with a xeno minor if they all die, and a xneo major if they kill everyone - I think a mutiny would be awesome if it didnât stop at hijack, it makes you question who the shoot first, the alien or your former comrade.
and secondly, staff innervation shouldnât happen with them. It should be entirely mechanical in nature.
people complain about hijack because its the same round after round. Let it be a chaotic cluster fuck. I donât really care if itâs a âMutiny every time marines loseâ - they lost, who cares. At least make the losing interesting for both sides.
I think the last mutiny was pretty cool. I like the mechanic behind it in terms of loyalists and mutineers.
I did not like that people had to wait TEN MINUTES to get approval for mutiny. I wish it was easier, if not even automatic (e.g. if you have like 5 guys you can start a mutiny, if you didnât have a valid reason you all get BANNED after).
I fully agree post-hijack mutiny rules suck. I donât think it makes any sense to cancel a mutiny if hijack happens. I think people would be more inclined to mutiny when they know they are FUCKED and most of them wonât live to face the consequences, than when everything is under control. Also chaotic hijack is fun hijack and mutiny would definitely make it more chaotic.
Thatâs pretty much my opinion, I think rules should be loosen a bit. I get why staff prefer harsher mutiny rules though, to the point mutinies almost NEVER happen, because who would want to deal with 9999 staff/player reports afterwards.
Always ready to blast a few people in command, but there are times that id side with them over some marines calling for outlandish mutinies. Like everyones already said though, at the moment its not possible to do anything with how it currently works
In my personal view, mutinies have been heavily curtailed over the course of the last decade to the point where they no longer serve much roleplay value. They have been gimped to the point that the majority of mutinies are neither enjoyable nor even executable.
I understand that in the past, the lax unofficiality of mutinies made it almost impossible for admins and staff to properly parse logs for rulebreaks, but itâs swung from one extreme (5 minute roundstart mutinies because fuck you, Bill Carson) to another (mutinies now basically never happen due to the hoops you have to jump through for approval, and the fact that hijack forces it to de-escalate).
Thereâs clearly a sizable middle ground between the two, and itâs my opinion that the game would be improved by moving towards it.
For one, hijacks end the vast majority of mutinies. You have to wait a significant period of time for staff approval, and mutinies typically occur when most marines are shipside (you need 5 collaborators anyway), aka. the operation is FUBAR and xenos are preparing to hijack.
The fact that hijack suddenly ends all animosity against the aCO is just absurd, in my opinion. If I want the rat bastard who led my friends to their deaths to die (I obviously do not view them as a valid superior officer anymore), Iâm not going to suddenly hug them and follow their orders like a good boy because the xenos are coming.
Humans are not rational beings ruled by cold logic, they are emotional creatures and will often do things that may be counter-productive. Humans will exact vengeance and push for justice even in the face of a greater threat. In my view, the organic flow and nature of mutinies (which is one of the best aspects of them, since it evolves directly from CICâs actions) is completely shattered by the sudden âsorry guys, hijack started so you all love each other now, the chain of command is now back in placeâ. Itâs frankly non-conducive to roleplay, and harms the experience.
If nothing else, I believe that making mutinies legal irregardless of hijack is the one thing that I would push to change. Everything else is a secondary concern.
Thatâs my two cents, anyways.
okay
A) Everyoneâs said it already but hijack starts too soon for them to really play out, and half the time hijack starts mid-mutiny. I personally believe hijack should be a complete clusterfuck and every Marine for Marine-self so I donât think hijack should end mutinies.
B) Getting approval for a mutiny can take a super long time, last time I tried we genuinely sat in the Medbay lobby for 10 minutes waiting and it kinda takes the steam out the sails while it happens. Feel like it could be handled mechanically by someone âvolunteeringâ to be mutiny leader and writing why theyâre mutinying (like how XO writes to open Echo). Thatâs just an idea though, point about it taking too long still stands.
Mutiny does not work with hijack. Any issues simply boil down to how hijack makes it impractical to conduct a mutiny, as it is almost certain hijack will end the mutiny.
This also leads to why mutines often feel like frag fests, because the game is pressuring you to speedrun the mutiny, as even a thirty second delay can be the difference between success or hijack ruining it.
You canât role play a mutiny in <5 minutes.
I donât know what the solution is, but mutiny and hijack are mutually incompatible.
Coming from a regular player, if a mutiny happened right now, I wouldnât know what is and isnât allowed to happen, because in the past ~2.5 years of playing the game, I think it never properly happened for me in a distress call round (I remember it happening in a distress call round or two but nothing happened outside of preparation for it, because hijack started). And I probably read the mutiny policy like once 2 years ago or something. There was an effective mutiny that happened in a extended round (admin event) but it felt like people generally ignored the story for the event, didnât RP, and used it as an excuse to murderbone.
Iâm certainly not opposed to any of the suggestions in this thread so far about letting mutinies happen more. But also, I feel like it might start happening way too often, because itâs âthe new fun thingâ in the game, and some people will feel weird that itâs a mutiny over and over and over, and itâll end up that people will just find any reason at all to mutiny for. I guess in the rules it can be stressed that you need a valid reason, and make a non-selectable role âMutiny starterâ that you can get rolebanned from (the game will check if youâre rolebanned from it before letting you start a mutiny as any role). And/or when someone starts a mutiny, a vote triggers for anyone who could mutiny, and it displays the reason that the starter put in. A certain percentage of yes votes are required for it to start, but also, if you vote yes youâre a mutineer, if you vote no youâre a loyalist. Edit: and non-voters would be loyalist. Edit2: Also if people are constantly a problem as mutineer-participants, they could also be rolebanned which would force them to be a loyalist. Just my thoughts.
new idea
roundstart mutiny
Id like to suggest we be allowed to mutiny to leave fob during siege.
Would require some means of getting through locked dropship doors but
- Mutiny should not cease with the start of hijack.
- Mutiny should not require interaction with the administration.
As an option: a requirement where at least two SLs agree among themselves to start mutiny and launch it if they recruit the necessary number of marines to their side.
I would look at making it easier to start one in the first place. Requiring admin approval AND five marines to agree makes it very difficult. I would pick one IMO. Either you have a group thatâs all willing to risk the rule-break or any player should be able to a-help and start a mutiny with approval. Obviously if no oneâs onboard the admins could deny it, but people are usually too focused on playing the game to worry about signing their name to a mutiny midround.
I also agree that hijack shouldnât stop it ofc.
I agree that having mutiny end as soon as xenos launch the ship is stupid. I think the mutineers and loyalists fighting each other as well as the xenomorphs could lead to cool situations, like mutineers deliberately sabotaging loyalist fortification so xenos can breach it faster, then mutineers can escape/go somewhere/etc. Or the opposite is true, where mutineers and loyalists can agree to have an uneasy truce to fight off the xenos.
I also agree that mutinies shouldnât require admin/mod approval; but I think that there should be at least 10 people in the starting mutiny so that you canât just get a few disgruntled people causing a huge situation like a mutiny. If CIC fucks up bad enough and a large group of marines are protesting outside CIC, that should be more than enough to start the mutiny.
Mutiny would work if Hijack was an optional component of the game rather than a necessity, especially after a scathing loss where generally most xenomorph players arenât willing to pursue hijack anyway, leading to an actual sector evacuation. A mutiny in that scenario would be a very different but still meaningfully cathartic end to a round.