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Thread: Guide to Mutinying(i.e. Giving Command a Well-Deserved Boot Up the Ass)

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    Guide to Mutinying(i.e. Giving Command a Well-Deserved Boot Up the Ass)

    Mutinies, the wet dream of a couple sweaty marine mains and literally nobody else.

    Now, mutinies are among the least productive events in any given scenario and also happen to be a complete shitshow for everyone involved. If the USCM are getting fucked from all angles due to incompetent command, it's sub-optimal for even more marines to die. If the Corps is healthy and making progress, chances are command is capable enough that a mutiny can't be justified and in the event that one occurs, it will be put down swiftly.

    One might ask, "Why in the hell would I ever need or want to put my gun to the head of a fellow marine? I want the humans to win." Let me put it like this, if that person is you, you shouldn't be reading this guide.

    Abiding to the Server Rules


    Before I get into why and how a mutiny would ever occur, it's important that you know how to not get banned and how best to get an admin to approve of your disobedience.

    1. You may only mutiny against the standing commander, not against your SL or your Overwatch.
    2. You may not attack uninvolved, surrendered or medical personnel throughout the duration of your mutiny. The classification of "uninvolved" is pretty variable depending on the admin online, but a general rule of thumb is to make sure to hold fire unless you are facing a specific target(Command, MP and/or CL depending on circumstances) or someone you've overheard being given explicit orders to subdue you. When in doubt, RP it out.
    3. Mutinies must consist of 5 members or more and must have admin approval. The leader of a mutiny must "ahelp" with the names of players directly involved, members and targets of the mutiny, as well as a valid reason for a mutiny to occur. A mutiny can be bannable if it does not have the approval of an admin.
    4. Listen to the admin that approved your mutiny religiously.
    5. Permakilling wounded marines based on allegiance is RDM and will be treated as such by the admins. - Cry of Wolves
    6. Medbay is strictly a neutral area, and attacking medical personnel or those being treated is also considered RDM - Cry of Wolves


    The reasons I've given in the past follow a pretty simple format. State what you want changed/what Command did wrong and how you are going to fix it/your RP-friendly goal once you have subjugated Command. Your reason doesn't need to be hyper-realistic, just don't say you are planning on storming CIC just for the hell of it.

    Here's a couple of sample reasons that you might give to an admin:
    • Command lead us into a slaughter down here and are completely detached from ground operations, so we are going to replace them with people who know what the ground troops are going through.
    • The Corporation holds too much influence over Command and they're putting it's agenda before the lives of our men, so we are going to replace them with people loyal to the USCM only.
    • Command left some of our boys down on the ground to get killed, we're going to force him to send down the shuttle if they're still alive.
    • It's radio fucking silence up there in CIC, we're going to get some competent Command in charge.
    • Fools are getting arrested left and right, and Command's not letting them out, we're going to break our boys out and then storm CIC.
    • CIC is full of assholes who degrade the soldiers doing the "real" work, we're going to put these fucks in the brig.


    When and Why


    Alright, Command fucked up big-time. Maybe they arrested the wrong guy, or someone sent in the wrong OB coords, but you and your buddies are real pissed and you are ready to mess some shit up. Here's a tip, don't hold back.

    Chances are, if you don't mutiny, the mistake will blow over, Command will continue being pompous assholes and you will end up playing a normal, non-cancerous round. Take a chance. Seize the moment. You have maybe a two or three minute window before your fellow grunts will write it off as "nothing major". It's your job to make it something major.

    The heart and soul of a mutiny is RP. You do not mutiny because you think it will save the round, you do it because you want to have a unique experience, and probably end up a self-proclaimed martyr until the next round begins and everyone forgets. As I said before, a mutiny is never good for an operation, at best it will slow the whole ground war to a halt for fifteen minutes, at worst it will put half the server in medbay and spoonfeed the xenos a major, but you will get something that breaks up the monotony of mindless skirmishes on the ground.

    Now, even though you will pretty much destroy any chance of a decisive marine victory, you don't want to be known as that guy who single-handedly lost the round. You have to time your mutiny to take place at a "non-critical" moment for the operation(Although arguably every moment is critical as xenos grow in strength), meaning before marine forces locate the first hive or run into major contact. While this severely limits options for reasons to mutiny(as Command doesn't have as many opportunities to fuck up badly), it will keep you from becoming universally hated.

    A rough estimate would be that the ideal mutiny takes place before 12:50 on the operation time with a pretty sharp cut-off at 13:15. There are two main reasons for this. The first is the aforementioned desire not to become Public Enemy #1, but also so that you have enough time to gauge out how the round is turning out. Given, a mutiny is viable whether or not marines are winning or not, but depending on the nature of your fellow marines you might want to call it off if you think it has the potential to be blatantly game-throwing.

    How to Pull Off a Mutiny When Command Has Eyes and Ears Everywhere


    There is nothing sadder than an SO or XO overhearing a couple mutineers discussing their plans over their radio, make sure your communication is watertight, it's pretty simple if you understand that a radio channels aren't limited to just you and your co-conspirators.

    • Use local chat
    • Make sure nobody with the golden Command symbol next to their character sprite is onscreen.
    • Make sure nobody outside of your trusted group is onscreen.
    • Pray that nobody is watching your helmet-cam.
    • Be discreet in gathering manpower and stay close.


    Here is a short list of roles and departments capable of pulling off a mutiny, in order of likelihood that they obtain the equipment and manpower they need undetected:
    1. Research & Engineering - High Command doesn't typically interact with these departments and they are relatively walled off, so organizing a mutiny is possible, but somewhat futile. Don't have great combat skills, but easily can obtain tools needed.
    2. All Combat Ranks Below SGT - High/Medium, Relatively under the radar, Command might not be watching you and you can form a close bond with your comrades through mutual hatred for your overlords. Relatively difficult to gather all the things you need without people noticing though.
    3. Medbay - Medium, Relatively difficult, close to MP quarters and LZs, so people are probably going to hear plotting and Command might check on you. You will be saving lives though, so hopefully people don't tattle. Relatively difficult to get the things you need without people noticing you are gone.
    4. POs & TC - Medium/Low, Command will be watching you....but you can do a lot of damage if they try anything. It's a mixed bag. Relatively easy time to obtain equipment needed though.
    5. Specs & SLs - Low, Command will be watching you, and you are in arguably the most cramped position on this list simply due to the sheer number of factors you have to juggle to keep under the radar. Equipment is readily available to you though.
    6. Requisitions - Low/Very Low, Ups Specs and SLs on this list because this department interacts with every other squad and department on the ship. People will tattle if they don't get their shit. You essentially have a free pass to gather anything you need though, it's either already in Req Bay or you can ask another departments for it and claim it's just a weird request from X squad.



    Equipment


    There are not extremely strict mutineer equipment standards, but the entire mutinying group should try to procure the following:
    • Any non-lethal ranged weaponry, slug-loaded shotguns, flashes and pepperspray, which is the only case in which one would "shoot first, ask questions later".
    • Zipcuffs or handcuffs, to reign in any unruly opposition that have been brought down by one of the above.
    • Heavy armor rather than medium or light, simply because you are going to take a lot of hits if a fight breaks out.
    • The contents of a mechanical toolbox, one can be easily found in Engineering on the Almayer and almost every map on the ground. This includes a wrench, a screwdriver, a welding tool, some wirecutters, a crowbar and a multi-tool. You'll need this to be able to access parts of the ship/map that Command probably doesn't want you to be in.
    • Gas masks for every member, this will come in handy when MP is firing tear gas at you.
    • First Aid Kit and possibly a stolen stretcher. Although Medbay is technically supposed to treat indiscriminately, you'll want to have some insurance for if someone goes down and the doctors turn a blind eye, perhaps if they're aware that the reason their job has gotten so hectic is because of your radical actions.
    • Boot knives for every member in the event that you are captured. Your boots are one of the last things that will be stripped off of you, so this knife may very well be the last weapon you have to defend yourself before being executed or imprisoned.


    Early Stages of Rebellion


    This is the moment of truth and obviously the riskiest part of the mutiny. You will most likely be prompted by the admin who approved the mutiny to declare it over all channels, or perhaps they will be kind and do it in admin chat, nonetheless, your first goal is to make sure that the SL of each squad is reigned in, they are the most feasible source of authority for the majority of marines and if you even if you just make sure they aren't going to have their men shooting at you, you've won a huge victory. This is going to be one of the most RP heavy parts of the mutiny and even a single misfire or misworded negotiation has the capability to end your mutiny before it begins.

    Here are the most important parts of the early stages of rebellion:
    • Stay within eyesight of at least one other member of the mutiny. Some players are opportunistic and will attempt to play both sides of the fiddle in the hopes of gaining an elevated status once the dust falls. One of the easiest ways to do this is to kill isolated hostiles and proclaim allegiance to both sides.
    • Under no circumstances will you open fire without RPing out what you are doing. Order targets(Command, MP and/or CL) and openly hostile marines to surrender several times before engaging. You are surrounded by trigger-happy marines, so you will get fucked if you go out with guns blazing.
    • Make sure each and every member of the group clearly understands the reason behind the mutiny.
    • Take weapons and pouches from surrendered opposing forces.
    • Take up defensible positions before announcing yourselves and make sure all members have a clear line of sight to the negotiator should he or she be attacked.
    • When negotiating, announce your presence and allegiance clearly and proudly. Chances are other marines will at the very least respect your presence and not execute you immediately.
    • Reassure everyone in specialized positions(LCPL and up)that they will not lose their status in the upcoming power struggle unless they oppose you, and clearly state why you are mutinying, as some might even join you when they recall the incident that ignited the mutiny.
    • Although you are in a hostile situation and will most likely have guns pointed at you, do not wield your own weapons with both hands or holster them completely. The tension that will be relieved from the situation will more than make up for the lack of accuracy you have should a gunfight break out, but you will still have some clear leverage over the situation.
    • Remember, time is not on your side. Every second you waste is another second Command could be sending MP to apprehend you, or another second that a hostile marine might be making up his mind to pull the trigger on his rifle. Negotiate quickly and make sure to call out anyone by name who looks ready to escalate the situation. You want to be in CIC ASAP where the real negotiating comes in.
    • Finally, if the situation breaks down and a firefight commences, depending on whether or not you are already on the Almayer you may run to the closest ladder and flee upstairs onto the top deck or flee to the nearest LZ or DS, using whatever leverage you can to get the PO in charge to go.


    Fighting and Enforcing Demands Upon Command


    Once you get onto the Almayer, an entirely new set of burdens will befall your group. The forces of MP and perhaps more hostile marines will engage you aggressively. Command will be able to monitor your movements and pinpoint your location at any point through cameras. Crossfire incidents may occur, and since you are responsible for the fighting, each innocent death will turn more players against you. Even with all this shit going down, it's important to look on the bright side.

    • You've gotten what you wanted. This isn't just another Humans Vs. Xenos round. No matter what happens, no one can take that from you.
    • Marines on the ship may join you, due to a closer bond with your group than with Command or MP, who are generally considered to be pretty removed from marine life.
    • You might get to release anyone who was arrested and they have a relatively high chance of joining you.
    • MP isn't that hard to beat if you can kite them with scoped rifles and outrange them.
    • You don't have to RP while you are getting attacked by MP.


    Remember that your goal is to get Command subdued into position where they can make an announcement regarding the changes you are demanding, rather than straight up killing them. This is due to the fact that most marine players take Command's word as final, even if they don't like it. The lack of an official transition will most likely end up with the Corps in complete anarchy, and probably won't advance your agenda.

    A couple tips on dealing with Command:
    • A show of force can be effective. This does not mean you run into the CIC with guns blazing, that will just end up igniting a pointless firefight, but perhaps arrive with some trussed up MP personnel in tow, which will serve as a serious indicator of strength as well as some collateral if negotiations break down.
    • The CL is a primary target and a loose cannon due to the fact that they have a direct pipeline to the Corporation, as well as the potential to get PMCs and bribed personnel to support them. Don't make the mistake of trying to use them as leverage or collateral in your stand against the Command Staff, but do secure them in a monitored room, preferably one without a fax machine.
    • Make sure to stay in groups.
    • Once you get into CIC or a secure room with Command, weld the doors closed and leave at least one guard outside the room to make sure no external factors are thrown into the mix.
    • Inflate your numbers as realistically as possible. Chances are Command won't be preforming surveillance or Overwatch if they feel their life is endangered, so claim that if anything happens to you more mutineers will arrive, or that you have another group controlling the situation downstairs, or that the host of survivors and rejects that MP had imprisoned had joined your side. Numbers mean everything to Command personnel, so make sure they think they are outnumbered.
    • Do not underestimate Command's military prowess. Most of the players there are veterans of the ground-level combat of the game and will have no trouble dispatching you if you let them. Any sort of threat should be neutralized quickly and efficiently, and lethal force is warranted if conflict breaks out.
    • Get close to Command for negotiations. The greatest threat of the Command Staff isn't their capability to bring down heavy ordinance or special weaponry, it's the radio channels they have access too. Make sure you are close enough to them physically that you will hear if they try to plot a way to fight their way out through the command channel, or request support from MPs.
    • Remember that an ERT team has a relatively equal chance to push or oppose both the interests of your mutiny and those of the Command Staff, so remind Command of this if they try to use the ERT button as leverage.


    Final Reminders


    • Mutinies are one of the few events in which it makes sense RP-wise for admins to send down a deathsquad. Be aware that subjugating Command isn't the final step.
    • To make sure your mutiny is remembered in the history of the server, carry out dictatorial sweeps of the Corps once you have power. Give your loyal followers positions as MP or new Command staff, make sure to RP out any sort of executions or imprisonments, closely monitor what other marines are saying about you and the former Command. Make sure to clarify that your regime is there to stay.
    • As I've stated many times before, by mutinying you are sacrificing any inkling of a chance that the USCM win a decisive victory, perhaps that they win any victory at all. Be prepared for a brutal stand on the Almayer alongside marines who may or may not harbour ill-feeling towards you and know that the difference between being left for dead and dragged to safety lies in their arbitrary decision in whether or not they support you.
    • Play an extremely active, loud and somewhat obsessive Command if you end up fully seizing power. A mutiny is a big deal and requires you to sometimes push your ideas down the throats of others. Make sure to RP being in power, proud and strong, because you will not be respected or even feared.
    • If worst comes to worst and you find yourself facing xenos as well as loyalists, prioritize attacking the xenos and publicly declare a ceasefire, Command might be reasonable enough to stop seeing red for a bit and accept.


    Remember, the key to a mutiny is RP. Without RP a mutiny is glorified RDM and means nothing in the grand scheme of the round other than the lives it claims. If you can RP, it greatly enhances the experience and in some ways gives you a lot more freedom to do what you want without fear of repercussion, as well as cementing you as a force to be reckoned with on both a gameplay(combat) and RP level to the community.

    Anyways, have fun shoving it to Command.
    Last edited by Yeet_Fleet; 07-18-2019 at 07:13 PM.

  2. #2
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    This is super well thought out. Though you should note down that no marine is to be going around permakilling any wounded because they are a "loyalist/muntineers."

    And Medbay (hopefully) will not be picking sides of the battle and will be helping everyone they come across. Do not interfere with medbay no matter who they are healing.

  3. #3
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    If you win the mutiny, after the shots have been fired revive the loyalists and they ARE to go to the brig. If you believe the mutiny is over then PM the mods so we can make a OOC announcment to the marines so we don't have situations where someone shoots up CIC 5 minutes after the mutiny.

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    Senior Member LynuahSororitas's Avatar
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    This is what I ever wanted, a good aspect of the game just a few people enjoy, the mutinies. You have put a lot of work in that guide I suppose. Appreciate you work.
    Captain Elzbieta Brygida




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