Alright, going to catch up on the thread a bit. Also didn't take the time to appreciate the threads name yesterday.
We were delayed OOCly for Walrus's response,
It seems there was some miscommunication with a new regulation that should be posted to a PSA soon. The relay fell under a targetable structure so it was allowed to happen per those regulations. So I apologize that there was some misunderstandings of these new regulations, as yes you probably would of had the ability to use them against the relay in time. But! you still have them and there are a variety of new targets now. One door closes, and others open. Whatever long form story we play out will be done over a slow burn as we hope the server to go on for awhile so there will be plenty more opportunities, one that the rebels can use this to try and come back stronger for and the new regulations should officially be PSA'd soon so everyone is on the same page about it.
I admitted I was confused simman. We have event text saying "HURRY UP YOURE LOSING", are we supposed to hurry up or wait?
As for the event messages there was one at the midway point, and one about a minute left give or take. While maybe eight of you died in the initial push there was still a whole bunch of rebels in the cave area I could see not under NLR. There where a lot more who just chose not to fight. Just like the day prior when the officers worked on the cliff side relay across the destroyed bridge. The /events gave heavy hints as to which relay node was being brought online, and the officers had to hold it for maybe 3-5 minutes which nobody attempted to come and stop despite being close. Likewise when the Vortigaunts fried one of the Nodes just before the MRDM incident a /event was given to alert the combine, which they too could ignore technically (although face the consequences of ignoring the alert they got) That is the IC decision to not engage, which is perfectly valid but I am still gonna make it clear that there is still time to respond/getting close to running out of it.
Both the Lighthouse, and the relay stuff are all designed to encourage conflict but it is not mandated to either side. The IC decision to not engage is always available in my events, same with when to engage. Minus say the Combine side when we began lighthouse and deployed them. Hell I didn't even expect the Relay to occur so quickly but both sides latched onto it and wanted to do stuff with it so I obliged until the absolute end of the repair phase to give time to plan and coordinate.
During the Lighthouse which was my first ever event
(which I'll say again I couldn't of done without my partner in crime @Revanox and all the other staff on deck that day) of any kind all the conflict was driven by the choice to attempt to stop it. Combine were only posted around the Lighthouse. The big fight at the end was all rebel player driven when they pushed after it activated. Likewise with the Vortigaunts teleporting in, the Vortigaunts where given their first vision the day prior to lighthouse as a way to spread it among rebels to let them know shit was going down. However the idea to teleport only came up either at the very end of that night or the morning of so we adapted. We had a vague idea of what to do if the lighthouse went down but weren't planning on it happening the day of it activating.
so tldr If I'm overseeing something I'll always try to cater to player freedom and initiative in my events, with both factions operating in their regulations. Things may be encouraged but the option to not engage is there but choosing to not engage will also have the consequences of not stopping the other side. The CMB and Rebels just happened to make the decision to try and take the objective at the same time, and the rebels got caught unprepared.
I'm aware this is a bigger explanation then to just what the replied message is but hopefully helps explain some of the thoughts some of you had.