What is CMU’s golden roleplay rule? (found in the rules page, highlighted in green). What does it mean?:
"Winning is never more important than roleplay or the story being created".
The point of this role is to ensure no one is playing just to win, and that everybody contributes to the effective story as it progresses through a round to make it more fun for everyone involved. The story can be easily ruined by a single john marine rushing into the colony and searching each of the plausible CLF hideouts until they find the one and blowing it to smithereens with 6 HEAP grenades using their MACRO grenade launcher key binds. There wouldn't be much of a story to tell then.
This rule is here to remind people that the game isn't always about min-maxing your loadout so you can survive longest in CL, or killing any and all Civilians that cross your path on sight in Insu, but to come together and create a interesting story to experience.
What do you enjoy most about CMU and what do you think could be improved?:
I enjoy the diversity between the game modes and rounds. No two rounds in a row will be exactly the same, and it makes for one of the most interesting environments to roleplay in. With all the additions from CM-13 itself, I'd love to see more RP tools from 13 brought into CMU. Things I'm sure are planned probably, but otherwise I have to thank any of the devs for just pumping out so many updates, and have RMC beat in my eyes. You guys are pretty awesome.
What character names do people know you as?:
In CMU I have quite the list of characters I play, enough to be able to play each faction with a character that'd make sense for said faction (which has made it slightly difficult to put a lot of effort into EACH and every single one of their characters, but goddamnit I'm trying)
To list the ones I have now:
Charis Ackerman, US Combat Technician
Lukas Fraser, TWE Military Police, Squad Leader
Issy, Synthetic
Beryl Thorely, Colonist, Emergency Response Paramedic
Ect.