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GEAR WIPE

No way. I've put in way too much effort to get what we have just to face a third downgrade and then have OTA deployed every time right after. We've been through this before, and it didn't work. We've all invested so much time and energy into grinding for what we've got, only to log in the next day and find out, "Oh, sorry, OTA sweep because someone sneezed in a shop." Here's 10 EOW and a Strider in the Outlands.
Just to provide some clarification on this encase others haven't - OTA will be taking a backseat once we swap to the new map. This was agreed on by previous rebel reps in exchange for vort nerfs (and lore reasons soon followed), and if rebels are wiped, then this would become easier to manage, as CPs could take on rebels by themselves without the need to deploy OTA.

The only time that OTA would be deployed is likely if rebels are a active threat to the inner City and CPs have tried, and are entirely unable to control the situation. Think 'uprising' style event that has the possibility of leading to a map change if uncontrolled.

And, well... if OTA are taking such a backseat - consider that OSA would likely never be seen.

The only reason OTA were used constantly in the first place was because CPs just could not control the rebel threat outside of having the rare chance of singling out a rebel.
 
I did a whole OOC investigation... trust me the woman didn't know... The only PK reason that was viable was the PK rules back then, if this happened nowadays it would get appealed instantly... All that lore, an arm blown off by vortigaunts gone to waste by a bullet to the head...
he doesnt know
 
Just to provide some clarification on this encase others haven't - OTA will be taking a backseat once we swap to the new map. This was agreed on by previous rebel reps in exchange for vort nerfs (and lore reasons soon followed), and if rebels are wiped, then this would become easier to manage, as CPs could take on rebels by themselves without the need to deploy OTA.
To clarify your clarification:

The vort nerf isn't intended to be a 1:1 vort nerf -> less ota deal.
The main point of the vort nerf is to give CPs a chance to play the game again. As as I've mentioned since bringing that up, as much is it appears to have flown over people's heads; Rebels are also part of that.

What we want is rebels and vorts fighting CPs without one side having such a massive gear/power advantage that there's no point. (Leaving aside the fact rebels can stack numbers)

Now, what'll happen if rebels remain at OTA asskicking powerlevel, then CPs will get wiped out without issue, we'll be forced to send in OTA, all the fucking frogs die because they won't be (as intended) able to compete with OTA.

And at that point you'll just have the cops and frogs sitting with justification for getting buffed/PK rules amended/whatever the fuck so the characters don't just get thrown into the blender of CvR.

I don't see a good future without at the very least kicking rebels back to SMG... Again.
And if that happens someone needs to take some executive control to make sure the BMD leads don't hand out fucking rifles again cause of some event that causes 24/7 OTA deployment.
 
I think another idea that may assist with the issue of overpowered rebels is making the sewers/slums harder to get into. I mean, if we put up a combine gate or a CWU lock or something in the way I think it gives a lot more work towards getting there, giving more roleplay to the city and delaying the instant grind. I mean in my little time as a unit the city roleplay felt almost empty.... There was almost no one it felt other then the same 5 loyalists that walked around and passived. I think if it were harder to get to the slums it would make getting there a lot more worth it. It would incentive finding a corrupt cop/cwu, or taking a unit hostage over just killing him and then running off with the loot.

This makes getting to the grind a journey not just a quick shift+w run to the sewers to begin the holy grind for a makeshift pistol.

This post is a little off topic but I think it's a worthwhile thing to think about.
 
I think another idea that may assist with the issue of overpowered rebels is making the sewers/slums harder to get into. I mean, if we put up a combine gate or a CWU lock or something in the way I think it gives a lot more work towards getting there, giving more roleplay to the city and delaying the instant grind. I mean in my little time as a unit the city roleplay felt almost empty.... There was almost no one it felt other then the same 5 loyalists that walked around and passived. I think if it were harder to get to the slums it would make getting there a lot more worth it. It would incentive finding a corrupt cop/cwu, or taking a unit hostage over just killing him and then running off with the loot.

This makes getting to the grind a journey not just a quick shift+w run to the sewers to begin the holy grind for a makeshift pistol.

This post is a little off topic but I think it's a worthwhile thing to think about.

Now this is not something I support, not at all. As a rebel player, I have seen far too many loyalists that instantly use their request ddevice the moment they see a man doing something suspicious, this would completely destroy all rebel efforts and rebel roleplay if they all started from 0, some characters already are designated Anti-Citizens or BOL on the City, so this idea would kill of their characters for no reason, no need to implement something like this.

The gear wipe is more than enough. Also maybe those loyalists you interacted were wasn't actual loyalists huh? Think about it sometime.
 
Now this is not something I support, not at all. As a rebel player, I have seen far too many loyalists that instantly use their request ddevice the moment they see a man doing something suspicious, this would completely destroy all rebel efforts and rebel roleplay if they all started from 0, some characters already are designated Anti-Citizens or BOL on the City, so this idea would kill of their characters for no reason, no need to implement something like this.

The gear wipe is more than enough. Also maybe those loyalists you interacted were wasn't actual loyalists huh? Think about it sometime.
I'd suggest thinking sometime yourself before posting haha that grammar is kinda rough there at the end my man, especially for such a seemingly unnecessary brow-beating response.
But who says these people who are already on the BOL have to start IN the city? Maybe they could simply start in the slums and have to find creative ways back into the city. Maybe it should be kinda dangerous to be going in and out of the city as it seems people want a more brutal setting. (at least from what I see on the forums) As well then doesn't it create some actual roleplay trying to get out? The units get to respond to something interesting, the loyalist gets to feel like they did something and the rebel get to feel a sense of urgency. Yeah maybe if you are dumb enough to get caught standing next to the gate sure you'll get bagged and tagged.
 
Maybe we don't need to eviscerate all high-tech weaponry, but instead just make them excessively hard or expensive to repair with the new weapon durability system Atle implemented. Which I'll try and attach here.

The pros:

It would mean that all combat factions (baring OTA) would need to either expend a lot of resources to repair a weapon, or just use one that's simple to repair. This effectively relegates the high-powered weaponry to situational usages, for example expeditions or large narrative events.

If what I am suggesting is implemented effectively, scrap guns/cheapguns would be a lot easier to repair than say, a G3 or M16.

Cons:
Said high-tech weaponry is still present within the system, and people will complain about this because of a weapon sitting in there stash that is too expensive to use, yet too impractical to carry around.

When a situation does arise where high-tech weaponry is used, the CivPro faction would be indubitably wiped, and the resulting counter-sweep by OTA would be wiped as well due to the defensive/home-ground advantage the Rebels have in the outlands/sewers.



An alternative suggestion, would be to limit the ammo for overpowered weapons, which already is done to an extent and I'm not sure how the future ammo system (the system replacing magazines) is going to affect modern weaponry.

[https://discord.com/channels/131866699124178945/427631114312482826/1253699084452106321]

Redirect to the video I was talking about.

If you don't want to click the link, just scroll up in the #devblogs channel and search for the keywords 'weapon durability'.
 
Maybe we don't need to eviscerate all high-tech weaponry, but instead just make them excessively hard or expensive to repair with the new weapon durability system Atle implemented. Which I'll try and attach here.

The pros:

It would mean that all combat factions (baring OTA) would need to either expend a lot of resources to repair a weapon, or just use one that's simple to repair. This effectively relegates the high-powered weaponry to situational usages, for example expeditions or large narrative events.

If what I am suggesting is implemented effectively, scrap guns/cheapguns would be a lot easier to repair than say, a G3 or M16.

Cons:
Said high-tech weaponry is still present within the system, and people will complain about this because of a weapon sitting in there stash that is too expensive to use, yet too impractical to carry around.

When a situation does arise where high-tech weaponry is used, the CivPro faction would be indubitably wiped, and the resulting counter-sweep by OTA would be wiped as well due to the defensive/home-ground advantage the Rebels have in the outlands/sewers.



An alternative suggestion, would be to limit the ammo for overpowered weapons, which already is done to an extent and I'm not sure how the future ammo system (the system replacing magazines) is going to affect modern weaponry.

[https://discord.com/channels/131866699124178945/427631114312482826/1253699084452106321]

Redirect to the video I was talking about.

If you don't want to click the link, just scroll up in the #devblogs channel and search for the keywords 'weapon durability'.
Issue is that people already high up in the chain that have attained these weapons can easily afford to buy the repair kits needed
 
Issue is that people already high up in the chain that have attained these weapons can easily afford to buy the repair kits needed
Maybe a different variant of weapon repair kits can be made for these high-caliber weapons? This will probably just add bloat and tediousness to the situation however... :(
 
As ultima once told me what claptrap apparently said:

If rebels become under-equipped, so will civpro
If rebels get over-equipped, so will civpro
 
I'd suggest thinking sometime yourself before posting haha that grammar is kinda rough there at the end my man, especially for such a seemingly unnecessary brow-beating response.
But who says these people who are already on the BOL have to start IN the city? Maybe they could simply start in the slums and have to find creative ways back into the city. Maybe it should be kinda dangerous to be going in and out of the city as it seems people want a more brutal setting. (at least from what I see on the forums) As well then doesn't it create some actual roleplay trying to get out? The units get to respond to something interesting, the loyalist gets to feel like they did something and the rebel get to feel a sense of urgency. Yeah maybe if you are dumb enough to get caught standing next to the gate sure you'll get bagged and tagged.
Doesn't change the fact that the entirety of Rebel playerbase would be under the risks, and I am 100% sure that some CP players will go around the slums knowing that the rebels are now there, unable to enter sewers. They will use that information to tag and bag us without us having our gears.

The gear wipe is more than enough for a fixation of roleplay, if the staff want to stop grinding, they better add another same efficient way to acquire scripts, because you guys forget one thing. RebelRP has always been roleplay WITH scripts, you try to roleplay without scripts and you will get headcrabs and antlions spawned on you "oh you got killed by antlions, that a PK sorry!", every roleplay that's possible as a rebel HAS and MUST HAVE scripts, that is how it has been throughout the years, there is no possible way to change that.
 
How is this even remotely up for debate? Gear wipes are standard across most gaming platforms that feature script accumulation. This shouldn't even be close to a point of contention. Just wipe the damn scripts and be done with it. Gear wipes should be regular occurrences, at least twice a year. Quit bitching and roleplay like you're supposed to—don't be a scriptwhore.
 
How is this even remotely up for debate? Gear wipes are standard across most gaming platforms that feature script accumulation. This shouldn't even be close to a point of contention. Just wipe the damn scripts and be done with it. Gear wipes should be regular occurrences, at least twice a year. Quit bitching and roleplay like you're supposed to—don't be a scriptwhore.
PREACH.
 
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