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Uprising Tier Crime - Checkcrime Rework(?)

Dr. Ternith Plague

"Expedition: ZERO"
Joined
Mar 28, 2022
Messages
272
Hello!

After this whole incident with the Liberators attacking the Presidium meeting, with almost no one online to defend from it that are capable of fending such an attack off, I feel like the balance on Uprising Tier crimes are WAY OFF. So, as a neutral party to this whole situation, I recommend the following:

3.3 - Uprising Scale
- Uprising crimes require 90 minutes to be waited out before disconnecting or changing characters.
-- This relates to assaults on the Nexus, attacking major checkpoints as a large group (6+) or invading the City as a large assault force.
--- The 10 minute wave timer also applies here, but waves are limited depending on the situation. (e.g. If Rebels leave the area, a max of 4 waves may deploy. And timer will end even if not yet finished. But if Rebels are still on scene, timer will continue and waves will not be restricted, etc.)

To:
3.3 - Uprising Scale
- In order to conduct an Uprising Scale crime, a total of 10 Civil Protection or 5 OTA must be present and active on the map, and approval and oversight from a GM or Staff member must be done during the entire process.

-- Uprising crimes require 90 minutes to be waited out before disconnecting or changing characters.
--- This relates to assaults on the Nexus, attacking major checkpoints as a large group (6+) or invading the City as a large assault force.
---- The 10 minute wave timer also applies here, but waves are limited depending on the situation. (e.g. If Rebels leave the area, a max of 4 waves may deploy. And timer will end even if not yet finished. But if Rebels are still on scene, timer will continue and waves will not be restricted, etc.)

Note anymore suggestions for this below! I'd also recommend adding a /checkuprising command to allow for a check like this beforehand.

Thank you!
 
I like this but there is a small thing the gm supervising, we as liberators, have a feeling that this might be use to metagame as we have suffer several times from this (Liberators are online to do "x" suddenly /checkcrime isn't met, Liberators go offline suddenly 500 cops are online).
 
I like this but there is a small thing the gm supervising, we as liberators, have a feeling that this might be use to metagame as we have suffer several times from this (Liberators are online to do "x" suddenly /checkcrime isn't met, Liberators go offline suddenly 500 cops are online).
That's understandable. If we want we can forgo the GM/Staff supervision, I was just adding that provision for this since a rulebreak was one of the more major points of contention for this past incident.
 
Waves n
Hello!

After this whole incident with the Liberators attacking the Presidium meeting, with almost no one online to defend from it that are capable of fending such an attack off, I feel like the balance on Uprising Tier crimes are WAY OFF. So, as a neutral party to this whole situation, I recommend the following:



To:


Note anymore suggestions for this below! I'd also recommend adding a /checkuprising command to allow for a check like this beforehand.

Thank you!
To add on you could also increase the timer based on initial numbers v final rebel count so if it legit goes from 5 people to 20-30 you really need to up the timer. As long as it sounds, the time goes fast when in combat
 
Waves n

To add on you could also increase the timer based on initial numbers v final rebel count so if it legit goes from 5 people to 20-30 you really need to up the timer. As long as it sounds, the time goes fast when in combat
I'll need this to be a separate suggestion.

I agree, crime timers need to be scaled, but based on crime, and based on defending numbers. There'd need to be individual Admin oversight on this to prevent from abusing said system too, since the base timer only accounts for the barebones rules.
 
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