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The Freed Vortigaunt Process - ARCHIVED

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TheDeNuke

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The Vortal Path to Freedom


Original Author: Equinox



The Application
The first part of becoming a freed vortigaunt is your application. This application allows us to review vortigaunt players to see if they are actually ready to become a vortigaunt, and allows us to manage how many players are actually free.

The free vort app has been rewritten and moved. You may find it here:

Please post your app in the sub-forum this app is located in.

Rules for Freeing your Vortigaunt
You are not given your freed vortigaunt upon the acceptance of your app. The acceptance of your app is only permission to try and free your vortigaunt. To actually free your vortigaunt, you must ensure that the following rules have been met:
1. You must have an accepted freed vortigaunt application.
2. There must be at least one Admin on who is free to oversee the actual process of freeing your vortigaunt.
3. There must be at least 2+ Civil Protection online, enough available OTA players according to OTA Leads (which cannot include the CP as there must always be at least two CP on the streets during this process), along with Dispatch. The Admin will let you know if Dispatch and OTA are available.


A Brief Overview of being Liberated
Assuming the mentioned rules have been met, the process is as such:
1. The vortigaunt must have at least ONE other person (HUMAN) attempt the Collar Removal Process (detailed below). This person needs at least 25 crafting skill. Should they not have 25 crafting skill, they will automatically trigger an alarm to Dispatch upon tampering with it.
2. Alternatively you can have THREE Freed Vortigaunts to bypass the Collar Removal Process. However this will always set off the Dispatch Alarm.
3. If the collar removal process rolls fail or via Vortigaunts Only then a alert will be sent to dispatch.
4. Once the collar is removed, Dispatch is notified if the rolls fail. If a alert is triggered the now freed vortigaunt must immediately roll to see if the surge of vortal energies are too much to handle. If they fail then they will be stunned for one minute. A Freed Vortigaunt can take the stun rather then the Biotic if it so chooses.
5. Civil Protection are notified to the location of the Biotic if the dispatch alert is set off. A team of Transhuman Units can be sent down to deal with the attempted escape but do not know the exact location of the Vortigaunt unless the Vortigaunt had been released from specific districts.

6. If the Vortigaunt is freed, they must immediately proceed to one of the viable escape routes on the map or wait 30 minutes. Escape routes and the exact amount of resources or time required to use such escape routes are listed on a post below the OP. You must have IC knowledge of these escape routes. If you do not have IC knowledge of any escape routes then you will have to fall back to waiting 30 minutes. The collar will always set off a alert to Dispatch after five minutes due to a time out so waiting thirty minutes may be difficult.
7. The Vortigaunt is not permitted to hide in Secret Rooms during the sweep. Attempting to hide in Secret Rooms during the sweep will result in immediate failure.
8. If the vortigaunt successfully evades Overwatch, the user is requested to get off their character for at least half a hour. Upon returning, they can contact an admin, and get their fake collars and shackles if approprate. Deactivated collars can also work as fake collars.
9. If the Vortigaunt is captured, the vort leads will determine if you must reapply for freedom or can try again. Keep in mind that punishment for attempting freedom is heavy.

The Collar Removal Process
There are three roles that can take part in the collar removal process to provide aid, but only one of them is required. The roles are as follows:
- The Main Collar Operator is REQUIRED in order to free the vortigaunt. They must be human, and are tasked with actually disarming the collar and getting it off the biotic. The main skill they should have focused is the Crafting skill, as it will determine a couple of factors in the actual removal process.
- The Assistant Operator is optional. Also a human, they aid the Main Collar Operator in disarming the collar and removing it. Their main skill is also Crafting. They can help remove the collar faster.
- The Vortal Aid is optional. A freed vortigaunt, they aid the vortigaunt themselves, masking their innate abilities and keeping the situation covert. Their main skill is Vortessence.

Collar Removal
The biotic collar is essentially a process of sitting there, and constantly tampering with a system that is trying to work against the main collar operator. It will always take 5 OOC minutes to remove the collar and dispatch will either be alerted after five minutes if the rolls are successful or immediately if they are not. Your escape plan can only start once the collar has been removed.


Main Collar Operator: The main collar operator must constantly be handling the collar. Failure to work on the collar for more than 20 seconds (as perceived in RP) results in dispatch being alerted immediately (unless AO exists) as this is a highly incentive process. The following bonuses and penalties also apply (and stack on top of each other):
- Failed to work on collar for more then 20 seconds = Potential Auto-Failure (can be avoided with AO).
- Less than 25 in crafting for main collar operator = Auto-Fail (Dispatch alerted and Vortigaunt shocked to 1 health)
- 25 - 45 in crafting for main collar operator = No bonus
- 45+ in crafting for main collar operator = Allowed to delay dispatch for five minutes with three successful (non-stat) rolls.

Assistant Operator: The assistant operator helps the main operator. If they leave the main collar operators side for more than 10 seconds (as perceived in RP), their bonus is removed. The following bonuses apply (and stack on top of each other):
- Being present = Prevents one auto-fail for the MCO.
- 35+ in Crafting = Prevents auto-fail for MCO.
- 45+ in Crafting = Allowed to delay dispatch for five minutes with three successful (non-stat) rolls.

Vortal Aid: The vortal aid helps the enslaved biotic. If they leave the enslaved biotic's side for more than 10 seconds (as perceived in RP), their bonus is removed. The following bonuses apply (and stack on top of each other):
- Being present = No Bonus
- 15+ in Vortessence = +5 to Enslaved Vortigaunt shock roll upon release.
- 30+ in Vortessence = +5 to Enslaved Vortigaunt shock roll upon release.
- 45+ in Vortesence = +10 to Enslaved Vortigaunt shock roll upon release.

Enslaved Biotic: The enslaved biotic also has multiple factors of their own that come into play. They are as follows (and stack on top of each other accordingly):
- Moves more than 2 feet from their start location = Potential Auto-Failure (can be avoided with AO).
- Moves far away from the start location = Auto-Fail (Dispatch alerted and Vortigaunt shocked to 1 health)
- 15+ in Vortessence = +10 to shock roll upon release.
- 30+ in Vortessence = +10 to shock roll upon release.
- 45+ in Vortessence = +10 to shock roll upon release.
- Vortigaunt is wounded = -25 to shock roll upon release.

External Factors: Finally, there are some external factors that are taken into account which are essentially outside forces changing the situation. They are as follows:
- Within loyalist district/near the Nexus = Location given by GM to Dispatch is more specific upon alert.
- Within outer district/slums = Location given by GM to Dispatch is "Outer District" or "Slums"
- Within sewers = Collar Alert occurs without a location as Sewers are out of range.
- Any form of info is leaked about the procedure mid process (request device usage, visuals from Overwatch, etc) = Dispatch alerted immediately. Will dispatch Overwatch Units or Scanners to attempt to get Visual Contact.
- If Dispatch sees the vortigaunt while collar is on (CP visual, camera, scanner) = Vortigaunt will be stunned for one minute.
- If the main collar operator is caught in TBC combat before removal of the collar = The process is a bust. The Vortigaunt will be stunned for one minute, as the operator cannot maintain the process while under fire and abandons the collar. The process cannot restart until they are either in a safe location (retreated), or have wiped out the enemy. The collar removal timer is reset to what it was before, but Dispatch now knows their exact location.
- Vortigaunt fails the shock roll upon release (bonuses and penalties applied) = Vortigaunt will be stunned for one minute. Operator cannot prevent Dispatch Alert.
- VORTAL AID uses Antlion Extract (cannot be shard between vorts) = Collar comes off immediately with no shock.
Dispatch gives alert regarding extreme surge of Vortal Energy. No location information.
- ENSLAVED BIOTIC uses Antlion Extract (cannot be shared between vorts) = No shock upon release. Dispatch gives alert regarding extreme surge of Vortal Energy. No location information.
- Antlion Extract is used by either VORTAL AID or ENSLAVED VORTIGAUNT at 50 Vortessence along with a additional assistant with 50 Vortessence = No shock upon release. Dispatch cannot give alert as the energy is contained by the extremely skilled Vortigaunt


High Number of Vortigaunts: If there are three freed Vortigaunts of at least 30 Vortessence attending then the Collar can be removed without the need for any additional process as they can distribute the shock between themselves. However, this will instantly alert dispatch so you will still need a escape plan.

Vortigaunt Teleportation: If four freed vortigaunts sharing antlion extract can perform a ritual for 4 minutes uninterrupted, they can warp the enslaved biotic out immediately. This will panic Dispatch but nothing can be done on their part to retrieve the vortigaunt, as it has been freed and additionally skips the need for a escape plan.

Vortigaunt Collar Key: A collar key is a rare, and very difficult item to obtain as Civil Protection almost never carry it, and usually keep it highly secure if so. The Main Collar Operator, who still needs a Crafting skill of 10, may use the Vortigaunt Collar Key at any point. This immediately removes the collar, but Dispatch is alerted immediately as well. There is no need for a shock roll as the key activates special safety measures to prevent a shock.

How this all applies to YOU and what YOU need to do.
The following steps will be carried out to go through the process:

0. If you do not start your operation at the pre-arranged time then the operation will be automatically cancelled.
1. You will message a GM on the server or on the Discord that you wish to break free within the next 30 minutes. They will check to see if rule 3 (Overwatch number requirements) are met, and then notify you if they are able to set it up.
2. The GM will give you 30 minutes to assemble your team and get ready. Once you are ready, you will message the GM, and tell them who is aiding in the actual collar removal.
3. The GM will obtain the skills of the enslaved biotic and the main collar operator, including the assistant operator and vortal aid if they are available. They will then calculate the time needed to remove the collar, as well as when Dispatch is alerted, depending on your skills, luck and all other factors as listed above.
4. The GM will tell you when they are ready. After this, the main collar operator will tell the GM when they are "set". Once this is done, the next /me to come out of the main collar operator will start the timers.
5. When Dispatch is to be notified, the GM will do so, and be ready to PM Dispatch right when the time comes with a readied response.
6. Once the collar is removed, note that the collar may still be on in OOC, as it will take too much time to remove it OOC. It can be removed ICly after the newly Freed Vortigaunt returns.
7. Once evasion begins you will have have to head towards a viable escape route on the map that you have IC knowledge of or wait thirty minutes. Escape routes are listed on a post below the OP. Once you successfully escape, you are removed from the game map and charbanned for at least one hour.

8. If you are freed, after at least one to two hours after liberation. Your background will be changed to "Liberated". You can ICly remove your authentic collars and shackles and fake ones will given to you for disguise if you ask (if appropriate). You will be respawned at the Liberated Vortigaunt spawns. You are now a liberated vortigaunt. Congratulations!
9. If you are detained by Overwatch or Civil Protection, you are subject to the fate they decide for you, which may include a charban of 24 hours as your vortigaunt is placed in a battery (along with a city wide vortigaunt punishment of sorts) followed by a possible Vortessence Nulling (drilled). If it's your second attempt, Vortessence Nulling is certain, with a possibility of an amputation (PK).
10. If your vortigaunt puts up a hostile resistance and is killed by Overwatch or Civil Protection during evasion, your vortigaunt is permanently killed.
[/LEFT]
Please message the vort leads on the forums or Discord if you have any questions. Thank you.
Combine Deployment Guidelines and Policy

There is a few rulings that have been put in place for members of the Combine Factions to follow, both OTA and CPs respectively. They are as follows:

- [Temp] OTA is the defacto deployment force in response to Vort Freeings.
- [Temp] The first wave will always be Standard OTA soldiers led by an Ordinal. The Second Wave if Authorised, will deploy with OTA's more advanced load out.
- [Temp] Second wave should not deploy more than 3 special units at once. (Special in this case counts as anything such as: Wallhammer, Suppressor, Spikewall & Elite Overwatch)

- Regarding Elite Overwatch, these should not be used as an opponent in vort freeing's unless the freeing is taking place in any of the following conditions:
* Only one EOW is present AND
* City is in Code Red status or Beyond OR
* The number of involved exceeds what OTA is designed to handle OR
* Extract is present OR
* Many Vortigaunts are present all at once.

- The number of units/soldiers allowed to deploy will vary on the number of involved. Vort Freeings must strictly stick to the numbers of involved players they provided to the leads, if this number is broken, monitoring Staff/GMs should remove any and all interrupting players and pause the freeing when needed in these cases.

- Armaments and gear will also be dictated by the present threat and number of vorts being freed. While this is vague, it is so each encounter is balanced in accordance with assisting resistance numbers.

- It is expected in these scenarios for OTA to not re-enter combat after being downed. The one and only time this would even be considered exempt is if the assisting force is too overwhelming and OTA manpower is extremely limited due to activity issues. However, in these cases, Freeing's should be delayed and rescheduled to a more fitting time slot.

- Third Waves will not be authorised under any circumstances.

- Regardless of any circumstances once the escape timer expires (15 minutes) the OTA will always withdraw so long as you are in the correct position to escape or the 30 minute forced-withdrawal timer has expired.
Exception: If you are mid-combat, you can keep fighting until retreat, victory or defeat.

For future note: CPs will one day become the defacto force to face for freeings, however, in the current setup and moment in time, OTA is your main combatant.
 
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EDIT: Freed Vortigaunt apps are always open, but the standard for acceptance will increase significantly depending on how many freed vortigaunts the city can handle OOC. Apps will likely not be reviewed until at least three days have passed, though may be waited on longer.
 
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I'd like to state this quote as a addendum to this process and a sort of a TLDR:

"We are looking for activity, quality and connections to the resistance. If you are semi-inactive on your Vortigaunt or are known to be of low quality and have no connections to the resistance then your application is likely to be denied. Activity is the most important factor of all as stated clearly above. You will be expected to focus on your freed vortigaunt if you receive one and not run off to play other characters all of the time".
 
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New Addendum:

Upon acceptance of the application the thread will remain open for you to explain both your plan and the mathematical calculations regarding the skills of the individuals involved in this escape attempt at least twenty-four hours prior to the escape attempt (in another post).

This is required to give the administration clarity regarding what actions they will have to take during your escape attempt.
 
New Addendum/Biotic Escape System:
(written by Chris, edited by DeNuke)


The new Biotic escape system will involve a series of key locations known as escape routes. These escape routes can vary in strategy and difficulty in the means to escape but will enable for more unique strategies provided the biotic has external assistance.

This addendum is intended to provide all the necessary information about the new Biotic escape system. A system that should hopefully ensure Biotic escape attempts are more open to player involvement as well as providing a fair chance for both sides to achieve victory.

The new system is designed to encourage circulation and evasion. Discouraging long combing tactics and instead acting more as mobile threat to the Biotic which relies on player skill to evade both mechanically and through various obstacles resistance players are able to create.

Going forward a successful Biotic escape attempt no longer entails waiting out the 15-30 minute timer. Instead, Biotics must physically escape the playable area through a new system of escape routes which provide a clear objective for both sides to complete.

Escape Routes

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The Forcefield gates

Due to map design these gates are able to be activated remotely through admin assistance. It is these gates which are tied to a 15 minutes timer after Overwatch Deployment and will be controlled by GM. A successful Biotic escape involves the escapee reaching the end of the hallway behind the gates.

This is the guaranteed escape route that will be available without any special prerequisites and naturally that makes it the primary point of contention for Overwatch to look for a Biotic. To mitigate this issue, various alternative escape routes will be available with their own conditions or prerequisites to open. They are strictly optional and will not be shared with overwatch forces in order to conceal their location and in turn force them to circulate the sewers in search of the escaped biotic which may grant an opening to escape via the forcefields.

Alternative escape routes are designed to open up the situation of a Biotic breakout to the wider resistance and allow for various allies to use their acquired skills and equipment in order to give a better chance at success.

How to access Alternate Escape Routes

In your private application, you will be presented with a list of potential alternative escape routes depending on the capabilities of the group assisting the biotic. This is so your assisting members will have additional tasks they can complete to help in your escape and allow for a more interconnected feel and add a sense of fulfillment to the resistance building up their power.

The exact location of these escape points will be determined by discussions with Story Team or CMs prior to your application being accepted but feel free to make suggestions. They may have a additional resource cost along with the additional tasks required to reach such a point. The exact time until these points are activated will be determined on a case-by-case basis (and in some circumstances may be so short that it will effectively evade the OTA on its own but likely have a massive resource cost).
 
I have dramatically cut down on the Vortigaunt Process by removing all of the complex timers that were confusing literally everyone and also adding a Vortigaunt-Only Alternative.

Your focus will now be on the Escape Plan rather then the Collar Removal Process. As stated above you cannot enact your escape plan until the collar is off.
 
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New Addendum:

I've changed the shock roll failure to a sixty second stun rather then a continuous 1HP and completely crippling action (as that was far too punishing).

Additionally, if there is a freed Vortigaunt helping then they can choose to take the stun themselves rather then the Biotic.
Additionally, a shock roll failure will make it impossible for 45+ Collar Operators or Assistants to hold Dispatch back for one minute.
 
New Addendum/Biotic Escape System:
(written by Chris, edited by DeNuke)

New Addendum:
(As a result of problems today)


All Escape Plans must be routed through the Authorization Team and CMs via forum PMs and they must determine the exact amount of time that the plan will take place in.

All OOC Voice Communication is banned during liberation procedures unless with Administration for the purpose of this process.
 
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Updated Rule 8 due to conflicting rules.

Hopefully the new unshacking process document is completed at some point.
 
This thread really needs to be reworked

City 24 New Map Specifications:
Critical Sociostablity =
Deep Underground - Slum Area and the Sewer Pipes around it (the area that is off the main map).

Loyalist District =
The Main Road - This is everything on the main street from the nexus until the hardpoint leading to the second street. This also includes the CWU Office Building at the end of the second street. The rest of the second street itself is Outer District.

Outer District/Slums =
Everything Else - This includes the second street (apart from the secured CWU Office Building), the whole upper underground area (apart from the underground car park) and the back street areas with the burning car.

Sewers =
Deep Underground - Starting with the Underground Parking Lot. This includes Slum Area and the Sewer Pipes around it (the area that is off the main map).
 
This thread still really needs to be reworked. The rework exists I've just not posted the thing.

City 24-I New Map Specifications:
Critical Sociostablity =

The Canals, The Lighthouse and the Sewers Underneath the Main City and Construction Site

Loyalist District =
The Main Plaza with the checkpoints around the plaza counting as the limits of the loyalist district.

Outer District/Slums =
Everything Else - This includes the Beach (minus the Lighthouse) and the Construction Site alongside the Grotto.

Sewers =
The Lower Sewers Underneath the Main City, the Lighthouse and the Canals
 
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This has been updated so Biotics can access the Upper Sewers.

Note -
The lower/canal level of the Sewers is still off-limits as the upper sewers is just on the edge of the Collar Activation Zone.
 
This document has been frozen due to information conflicts. Any recent Vort Free'ings are not affect by this change.
 
/me pulls out duct tape

New Addendum:

OTA Escalation Protocol

Due to recent circumstances there has been Vortigaunt Escapes which have made the previous rulings in regards to Transhuman Arm deployment complete nonsense. This has forced me to create a Addendum to the Freed Vortigaunt Process which enables a process of pre-arranged escalation to occur for the sake of balance.

It is as follows:


* Prior to any liberation you must now inform the Vortigaunt Leads the exact amount of individuals that are involved in this liberation process. Either directly involved with the collars or as a defensive foundation. This also includes the exact amount of Vortigaunts that are to be liberated in this process.

* IF YOU REFUSE TO SUPPLY THE EXACT AMOUNT OF INVOLVED CHARACTERS IN THIS PROCESS THEN THE LIBERATION WILL BE DENIED.

* Any additional characters are considered uninvolved and are not permitted to involve themselves.

* Monitoring Admins or GMs will remove any players that are involved which should not be involved.

* If you wish to involve any further characters after providing the previous list then you may do so up to hour prior to the liberation if the OTA faction is capable of meeting the extra requirements.

* The amount of Vortigaunts that are to be liberated will determine the strength of the deployed OTA Squads and the makeup of these squads - This is through the discretion of the OTA Faction Leads and Balance Team in regards to how strong these Squads are. At the high end you will likely be fighting EOW or OTA with special equipment so I would keep the number of liberations low.

* The amount of individuals involved will determine the amount of waves you will be fighting prior to the OTA being denied any further waves -This is through the discretion of the OTA Faction Leads and Balance Team in regards to how many waves occur at the low end. At the high end you will be subjected to infinite waves until the timer expires. So keep the number low and you will not have to deal with endlessly swarming OTA Squads.

* Regardless of any circumstances once the escape timer expires (15 minutes) the OTA will always withdraw so long as you are in the correct position to escape or the 30 minute forced-withdrawal timer has expired.
 
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Updated once more. Please read the following:
Combine Deployment Guidelines and Policy

There is a few rulings that have been put in place for members of the Combine Factions to follow, both OTA and CPs respectively. They are as follows:

- [Temp] OTA is the defacto deployment force in response to Vort Freeings.
- [Temp] The first wave will always be Standard OTA soldiers led by an Ordinal. The Second Wave if Authorised, will deploy with OTA's more advanced load out.
- [Temp] Second wave should not deploy more than 3 special units at once. (Special in this case counts as anything such as: Wallhammer, Suppressor, Spikewall & Elite Overwatch)

- Regarding Elite Overwatch, these should not be used as an opponent in vort freeing's unless the freeing is taking place in any of the following conditions:
* Only one EOW is present AND
* City is in Code Red status or Beyond OR
* The number of involved exceeds what OTA is designed to handle OR
* Extract is present OR
* Many Vortigaunts are present all at once.

- The number of units/soldiers allowed to deploy will vary on the number of involved. Vort Freeings must strictly stick to the numbers of involved players they provided to the leads, if this number is broken, monitoring Staff/GMs should remove any and all interrupting players and pause the freeing when needed in these cases.

- Armaments and gear will also be dictated by the present threat and number of vorts being freed. While this is vague, it is so each encounter is balanced in accordance with assisting resistance numbers.

- It is expected in these scenarios for OTA to not re-enter combat after being downed. The one and only time this would even be considered exempt is if the assisting force is too overwhelming and OTA manpower is extremely limited due to activity issues. However, in these cases, Freeing's should be delayed and rescheduled to a more fitting time slot.

- Third Waves will not be authorised under any circumstances.

- Regardless of any circumstances once the escape timer expires (15 minutes) the OTA will always withdraw so long as you are in the correct position to escape or the 30 minute forced-withdrawal timer has expired.
Exception: If you are mid-combat, you can keep fighting until retreat, victory or defeat.

For future note: CPs will one day become the defacto force to face for freeings, however, in the current setup and moment in time, OTA is your main combatant.

Enjoy.
 
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