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Formal Complaint Regarding Civil Protection Conduct and Rule Imbalance

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Taliazure

Radio Bob Approved
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Oct 17, 2021
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Complaint Regarding Civil Protection​


It’s nearly every day that we face issues with CPs. We’ve now reached the point where it’s safe to say they have stooped so low as to reach what they often claim as “Rebel quality.” In fact, it might even be fair to say that rebels have better quality at this point.


We are now dealing with problems of powergaming, disregard for rules, unfairness, and bad faith, issues that even show up among themselves. The struggle is no longer just outwards; it has turned inwards, targeting their own members as well.


Just today, as I write this complaint, I was faced with having to write a report on a unit regarding powergaming, only to learn that it was not the first time someone from CP was reported for the same thing today as well.


[2025-08-24 20:41:35] [ME] C24:i4.PATROL-320: walks over to the woman, she grips her pistol with one hand digging it into the other woman's back before using her other hand to quickly search the woman for anything illegal or out of place. Unless she tries to hide anything or resist?
[2025-08-24 20:41:58] C24:i4.PATROL-320 used command '/CharSearch'.
[2025-08-24 20:42:06] C24:i4.PATROL-320 has gained a 'Loyalist Ration' #1035261 from a container with the name 'Julia Jazmin' #168666.


There are many issues I wish to complain about, but let’s start by numbering them:


  • Being over-geared with no valid reason.
  • Forgetting their roles in the server.
  • Constant sweeps under reasoning that is not the rebels’ fault.
  • Constant cradling and protection from rules and staff.



Being over-geared with no valid reason​


Being over-geared with no valid reason​


We’ve seen units walking across the streets carrying AKs, M4s, SPAS-12s, and even Mini-14s. When anyone sees this, the natural conclusion is that something serious has happened, something bad, of course. Yet with dismay, we realize that the city is under Blue Code, or Marginal at best, during these times.


Units are being allowed to walk around with rifles and high-tier weaponry freely, and even conduct sweeps with such weapons. This raises the question: are CPs supposed to be the Overwatch Transhuman Arm, or are they supposed to be oppressing the citizens?


It is often that we also find the culprits of this to be rank leaders themselves. The ones who are supposed to enforce the rules upon their units are instead the ones parading around their fine weapons as a general with their medals... some of which we know very well were not earned by themselves. But that’s beside the point. What matters is that the current rank leaders have forgotten why they are rank leaders, and that their position has a purpose.


The weapons are at a point in which the disparity is far too big, and we’ve come to realize this because no one can keep up anymore. I’ve made several suggestions and several complaints in the past regarding this, given ideas and fixes to ensure this stops happening, and all of them have been just… forgotten or outright thrown out the window with “We’re working on it.” Well—your working is not WORKING at all.


Here you can find my suggestion which is quite similar to Marco’s:
https://willard.network/forums/thre...ing-the-true-problem.14749/page-3#post-117222


Marco’s words:


“I think the massive differences between each weapon tier is the driving cause of balance issues on Willard. I had mentioned this during C8 when the abundance of pulse weaponry in the hands of rebels was a topic of debate.

Combine leadership restrict their units from using anything beyond mid tier, which is SMGs and shotguns if you want. Rifles are something that only rebels ever end up using, with the next tier being pulse weaponry only ever being used by OTA.

The overall balancing mentality of separating weapons into tiers, with each tier yielding weaponry that is far more effective than the previous one, is seemingly what is responsible for all balancing related headaches.

The server currently is clearly intended to be balanced around mid tier weaponry, which are SMGs and shotguns. This leaves us with two tiers that exist above that in strength but are considered problematic/controversial if used because the server isn’t balanced to allow them to be used except in certain circumstances. When rebels use rifles, cops are fucked because their weapons cannot keep up. When OTA use pulse weaponry, rebels are fucked (in theory the parking garage meta still wins) because rifles cannot keep up.

Closing the damage and overall TTK disparity between each tier would make it so that we don’t have to have some big debate about balancing and tiers at all. We shouldn’t have entire tiers of weaponry that the server balance doesn’t account for being in circulation. Rifles wouldn’t need to be treated like some endgame pot of gold that needs to be carefully monitored and controlled if they weren’t so much better than SMGs.

Genuinely just make all guns actually hurt while keeping scrap guns worse than everything else. The tiers are too separated currently which I think brings more issues than we realize.”

Taken from: https://willard.network/forums/threads/ota-level-cops.14523/post-114794


Even our beloved @Robert has had to step up to defend how GT have lost all control over how CPs operate and how balance has spiraled into a mess. It’s become complete insanity at this point.


Let alone touching how GMs are hijacking other GM events and expos, causing mistakes and gear to end up in the wrong hands. This is something I and Stanford have spoken about and have our own heavy complaints regarding, but that’s for another day.


When CPs complain about rebels using high-tier guns, don’t forget that said weapons were given by CPs themselves. By over-escalating and carrying these weapons, they’ve ended up handing them over through failure.


We also forget that CPs and CSF gain their gear with no effort. It is given by a vendor, handed out through measly credits they earn by fining random people or by attending workshifts and afking. Their efforts are nothing compared to what a rebel has to do to gain their bread. And even then, CPs are cradled further with the premise of:


“If all CPs die then there’s no CPs to protect the city. CPs have to be active, so that is why rebels have it worse.”

But the same can be said about rebels: if rebels are not present, then there’s no reason for CPs to exist. This same thing was seen when event rebels were the only thing keeping CPs entertained and giving them a purpose.




Forgetting their roles​


It has come to the point where units seem to forget their true role: to oppress the citizens. Instead, they are out to seek rebels and chase them down at any cost.

We see shadow sweeps and sweeps with rifles all in the name of finding rebels, or people trying to open their stashes, as was the case with Crash (North). We have even seen OTA being sent for infestations, only to end up chasing rebels through the sewers and PK’ing two of them, a situation I sadly had to report and request punishment which I still doubt was enough for what it was.


Rebels no longer need to act to be oppressed. Even when the resistance is silent and dormant, outside issues are used as excuses for rebels to be searched for and swept up...




Misuse of Scanners & Seeking trouble instead of being passive​


It is often the case that scanners enter the Slums with little to no reason. They are meant for scanning the city, not venturing into cesspools of xen and criminals, only to end up destroyed and salvaged by rebels for another AKM, doesn't make much sense from the eyes of the combine to be sending them more materials.

It makes no sense ICly and is only seen as a nuisance. It forces players to disconnect (alt+f4) or switch characters until the scanner leaves, so they can return to their looting or other activities in the Slums, it proves no purpose...
What we always hear is that the Combine is slow to awaken. That is because they do not actively seek to find every piece of scum in the city, they simply oppress and maintain what they can control, reacting when genuinely threatened.


Despite this, we are now faced with CPs acting like OTA, while OTA themselves are not even “above” CPs at this point. As stated by Divine in their complaint: https://willard.network/forums/threads/ota-level-cops.14523/


If there’s something worth remembering, it is that CPs are compared to beat cops. Civil Protection is not really trusted in the eyes of the Combine itself, they are human, unpredictable, and unreliable. That’s the very reason CPs are only given pistols and stunsticks, and even then are heavily scrutinized.


We can even recall Half-Life: Alyx, where OTA have a voice line requesting Overwatch to enhance their weapons to fit the threat in combat. Even their weapons are regulated by an outside force.
So why are CPs being given so much power over the city, to the point where even OTA no longer feel like the only true check on them? OTA are the only ones the Combine trusts enough not to turn against them...yet even OTA are carefully controlled, but how are they to stop Cps if they turn on them...?




Unfair escalation and rule imbalance​


The escalation has become one-sided, and the imbalance is reinforced by unfair rules.


We can see the cradling in the attached ruling (image):
1756079647159.png
taken from : https://willard.network/forums/threads/civpro-pk-update.15196/

  • If CPs die, they don’t lose their character.
  • They don’t lose their rank (depending on the outcome).

Meanwhile, if rebels die, it is an automatic PK. They lose their character entirely: their story, their standing within the resistance, their rank, their gear—everything, it can all happen even without them doing anything, just a random sweep and you can be rounded up and killed, yet when rebels are the ones to step onto CP turf, demotions and NLRs are handed out to them... it's clear who is the favorite child... and it leaves a bad taste in our mouth.


While rules have been adjusted slightly, CPs still maintain their rank through death, while rebels lose everything.


And yet, CPs constantly complain: that rebels have too much gear, that rebels are too bold, that rebels are the problem. They fail to see how spoiled they are within the CP faction. They don’t have to fear loss, because loss doesn’t exist for them. That is why they so often chase down rebels without hesitation. They forget what they truly are meant to be.
We can see the distrust we have in Combine leads when Robert’s own statement was:


“The Rebel Bunker being blown up was a Rebel Lead decision. Well mostly—they were conflicted with it internally but eventually it was pushed through and was not a Combine decision to raid it, but a Rebel one to get themselves raided. Why? Because to the Rebel Leads, the bunker is responsible for killing Rebel and Slums RP, it was too protected, granted immunity and generally was a giant fuck you shield to RP and the Combine. Leads did not like that so they elected to blow it up… and then reinstated it after losing all trust in OWF leads.”

When rebel leads step up to make things fair, only to have more unfairness come from the other side.


Robert’s further words:


“The main issue is that no one really consults GT when it comes to bringing in rifles, factions, balancing-fuckery changes, etc. Like CPs with AKMs and shit was not a GT decision nor was GT involved—if anything GT got a little pissed off because it was a balance-killing move and one done out of desperation and a stressful environment.

… GT has not been responsible for most of the things going on. If anything, GT feels like it has no reins to hold anymore since V2 has gone batshit insane.”

Taken from: https://willard.network/forums/thre...nti-rebel-bias-as-of-recent.15250/post-119939



Conclusion​


Civil Protection, as it currently stands, is over-geared, misaligned with its true role, constantly shielded by staff rulings, and empowered beyond what canon or balance would justify, it forces rebels to act out in frustration... which is what creates situations like the judgement waiver of yesterday, frustration and hatred for said faction and said injustice. Rebels, meanwhile, face constant one-sided risk and punishment...


Until these issues are addressed, CP roleplay will continue to spiral into powergaming, rule disregard, and unfair escalation, at the expense of the server’s balance and roleplay quality.
 
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Considering like most of Rebs and CCR would be pissed, I do not think that would be good. Remember how many Rebs didnt play or straight up quit on Terminal 7 cuz of gear wipe?

Imagine that, but all rifles gone.

Call me crazy, but I doubt any gun is the problem. The problem is S2K skill and experience, alongside treatment of individuals and consequences.
Rifles give rebels the confidence to shotcop, because they can go toe to toe with OTA, when realistically, they should never have the chance to beat OTA in a frontal engagement. Because of the realistic consequences that such an action would have.

1. You get practically nothing from KILLING OTA
2. It forces civpro to escalate
3. it forces synthetics to deploy (which somehow still die?)

Lowering the grade of weaponry and making it more similar would slowly eliminate the disparity between equipment to pure SMG grades; I'd be for removing the shotgun type entirely as well.

You should only shotcop if it serves a narrative, and I'd argue that events should take a turn away from constant S2K fests.
 
When will be the return of TBC or S2RP. I think personally with combat-wise, If we go back to standard old /mes in combat - We would worry likely less about balance issues. But why let your character's life depend on his 20 out of 50 gun skill or let it depend on your 3000h on CSGO.
Personally fuck S2Rp im not going to base my death because i rolled a 1 unless im fighting CPs in the cells wink wink those who know. but yeah the bunker is not CPs fault our own FLs killed the bunker and provided zero extra roleplay cucking an entire faction for little to no gain. Thank god for I-24. TBC will never work as it has too many problems. You shot something and you were stopped because of TBC? Shit now you have 30 units or 30 rebels inbound. YOu got a grenade? Well you just killed 12 people with it because they cant move. If it takes 2 years with massive delays to not even get Medical update done (its on fucking terminator. Says a lot about how willard feels about hl2 main) how in the hell will they get TBC ready? Dw v4 is right around the corner.
 
Rifles give rebels the confidence to shotcop, because they can go toe to toe with OTA, when realistically, they should never have the chance to beat OTA in a frontal engagement. Because of the realistic consequences that such an action would have.

1. You get practically nothing from KILLING OTA
2. It forces civpro to escalate
3. it forces synthetics to deploy (which somehow still die?)

Lowering the grade of weaponry and making it more similar would slowly eliminate the disparity between equipment to pure SMG grades; I'd be for removing the shotgun type entirely as well.

You should only shotcop if it serves a narrative, and I'd argue that events should take a turn away from constant S2K fests.
Rifles also happen to be super hard to get, even if you have chips for them, since BMDs dont have them on 24/7. Not to mention upkeep (ammo) and the fact that YOU NEED T2 armour at least, otherwise you will die instantly and rifle goes to dirt.
Is ability for rebels to fight off OTA bad? Lorewise? No. Gameplay wise? Maybe. Although at that point we return to the point of CMB players not being very good at pvp, for whatever reason it may be (I dont wanna assume).

Shotguns imo should stay because not only they exist lore-wise, but they are underused as is. Ammo cost and cost of guns themselves. And map dependancy. MP7 by comparison is much more versatile, and something like Popper packs a meaner punch from further away.

Shotcops being only for narrative purpose is something I cannot speak on, as I do not shotcop, I took to heart the "Rebel not just by shotcopping" thing, since Grom, so I cannot speak up.
 
Rifles also happen to be super hard to get, even if you have chips for them,
Is ability for rebels to fight off OTA bad? Lorewise? No. Gameplay wise? Maybe.

Shotguns imo should stay because not only they exist lore-wise, but they are underused as is. Ammo cost and cost of guns themselves. And map dependancy. MP7 by comparison is much more versatile, and something like Popper packs a meaner punch from further away.

Shotcops being only for narrative purpose is something I cannot speak on, as I do not shotcop, I took to heart the "Rebel not just by shotcopping" thing, since Grom, so I cannot speak up.
OTA is meant to be a very strong fighting force— and it is from a gameplay perspective. The only things that an OTA should be scared of is a stray grenade or a pack of vortigaunts, because those are the actual threats.

'OTA-Level Cops'... 'OTA-Level Rebels'. Terminal 7 was the healthiest we've ever seen the economy— and it all went down the drain. We had cops with 25 armor, i3s with pistols & 50 armor, and rebels were similarly equipped and junk weapons were actually viable with these lower geared cops.

Now, however, we're falling back to the city 8 timeframe, where rebels had insane gear (an apache helicopter) and tons of rifles-- and bounter, by cengiz's own admission, there are way too many weapons in circulation at the market.

1756222609681.png
 
We have actually had a very lenient 'parole' program with MCP
This is good, I feel like a lot of times you don't die too much if are either not new or you have somewhat established yourself. But then the issue with this is people as of recent in the loyalty scene seem to want to just do away with this stuff for no good reason.
You should only shotcop if it serves a narrative, and I'd argue that events should take a turn away from constant S2K fests.
I have also said that we need to stop having death be the only things rebels do. You can do so much more, in i24 the rebels planted an infestation and blew up buildings. Sure a good 'run-by' is okay once in a while but I have been seeing these be the only attacks. And with Marco's other points, yes, if you mess with CPs too much OTA will be called and then you are supposed to run and not fight.

Yeah and also the most boring one nothing ever happend outside event rebels and zombies happening time to time.
Stuff was starting to happen but first the map changed before it could go through and half the time either people would just leave the server for the whole map duration thus grinding things to a halt because there were was just no one, or people would not follow up with events. Also the reason people left was not because it was actually bad, it is because they only saw a few issues and low pop and decided to contribute to the problem.
 
Hey chattalatus, coming in here from a strict character dependent player and roleplay enthusiast.
As someone who's played Civil Protection on all accounts of different servers, outlands, cityrp and true retail style roleplay servers, the Civil Protection losing their sense of role is a bit farther than we can really control.

Right now as strict as the Combine are with their *own* units leaves no leeway for us to actually act as a Civil Protection is supposed in lines of Half-Life 2

Metrocops are supposed to be the scum of the city, but they're not insufferable monsters. They're given orders and perform the orders given to them or their family goes dead. That's all. The higher up combine have generally never cared about the corrupt wrong-doings of Civil Protection on a larger scale, such as what Willard Combine illustrates.

Procedural bag-checks, forbidden Cop v Cop relationships, or Squid-Game esk 'loyalty games'
These would *never* happen true to Half-Life 2, because at the end of the day as long as you still look mean and scary, and get jobs done, you're not gonna be slam-dunked into the ground as how you are in Willard.
I understand Willard and Half-Life 2 run on entirely different spectrums of roleplay, but Willard may as well have its own wikipedia with how much lore is jam-packed and masked by the Half-Life 2 IP, it feels less of Half-Life 2 than anything.

If I were to start leading anything regarding Civil Protection, oocly encouraging dirty behavior, petty theft, and helping citizens your character liked is the way I would go about things. In character, I think the issue of corruption roleplay being absent is due to the harsh eye being kept on Metro Cops, despite actively seeing them do an act of kindness within the first five minutes of the actual game, without getting anyone in trouble.

Civil Protection are pushed to be soldiers because the rule sets and strict nature of things that the faction leads push, regardless of what the lore tells us in Half-Life 2, even though it creates an entirely new atmosphere, when the entire point of Half-Life 2 roleplay is to form off that atmosphere.

Anyways chattalatus, Atlas out.
Post-Script, faction leads should 100% stop being strict on preventing corrupt actions, and should work to stop them.
 
OTA is meant to be a very strong fighting force— and it is from a gameplay perspective. The only things that an OTA should be scared of is a stray grenade or a pack of vortigaunts, because those are the actual threats.

'OTA-Level Cops'... 'OTA-Level Rebels'. Terminal 7 was the healthiest we've ever seen the economy— and it all went down the drain. We had cops with 25 armor, i3s with pistols & 50 armor, and rebels were similarly equipped and junk weapons were actually viable with these lower geared cops.

Now, however, we're falling back to the city 8 timeframe, where rebels had insane gear (an apache helicopter) and tons of rifles-- and bounter, by cengiz's own admission, there are way too many weapons in circulation at the market.

View attachment 46527
Weapons doesnt necessarily mean rifles. From what I seen it is mainly Poppers, Remingtons, USPs and MP7s/MP5s, so mid tier stuff. Its plentiful since its easier to get than rifles but not dogshit like junk guns. Unless it is specifically rifles.

Also T7 was the time where lots of Rebs (Luca, and most of the Sentinels) straight up quit. Everyone was complaining about how only event rebels are providing anything for Cops and how progress is slow asf. It only started to stabilize like 1-2 months later.

I still remember the talks on forums about it. Just because It wasnt City-8 level of warfare, doesnt mean it was "healthy" it was simply another extreme.
 
Cool rebel idea. Try to rebuild things in the underground, make a society, maybe try to make a government of sorts. Hell, try re-doing the United States system. I saw something along those lines months before but it was never repeated.
 
another player shooting two out of uniform and unheard csf characters. They didn't loot, they just shot them and left
It did very much confuse me that CPs would even risk sweeping for such a low-tier loss of what is supposed to be a throwaway force, but I was on the receiving-end of such actions, so I can't exactly make a fuss as one of the leads.
 
Rifles give rebels the confidence to shotcop, because they can go toe to toe with OTA, when realistically, they should never have the chance to beat OTA in a frontal engagement. Because of the realistic consequences that such an action would have.

1. You get practically nothing from KILLING OTA
2. It forces civpro to escalate
3. it forces synthetics to deploy (which somehow still die?)

Lowering the grade of weaponry and making it more similar would slowly eliminate the disparity between equipment to pure SMG grades; I'd be for removing the shotgun type entirely as well.

You should only shotcop if it serves a narrative, and I'd argue that events should take a turn away from constant S2K fests.

Removing guns (that rebels have plentifully in Half Life 2, mind you, including pulse rifles) is not going to solve the many issues that have caused the current situation, nor is it fair to rebel players who have not only survived but succeeded against frankly ridiculous waves of Combine being thrown at them by the admins (including EOWs and Synths... for some reason).

An easy solution here would be cutting off access points between the slum and city. It would call for more roleplay in terms of sneaking in, and it would make incursions into the city more of a big deal as biogates either have to be EMP'd or a major effort would need to be made to sneak in. Cameras should also be much more plentiful and flagging the deathsquads of free vorts and rebels running into city limits.

At the moment, the problem imo is that you can shotcop on Triumph and sprint directly to the ideal sewer defense spots before OTA can even log on. That's not really solveable in any situation, but at least in the above case there would be a bit more weight / buildup to it in each instance and would give CP players more of a chance.

Switching the map to i24 is an ideal chance to try and correct this on a map level. So long as it's left completely open, the same exact scenarios will play out.

We also need to consider as a faction (as Eviction has said) that not every shotcop requires an immediate response. I recognize that at the moment CPs are outgunned heavily and that crime timer is a thing, but if we saw more involvement from things like scanners, grenade use and OTA assisting (not commanding to rush into a pipe) CPs on these sweeps, it would probably be a lot more even despite the gear disparity.
 
OTA is meant to be a very strong fighting force— and it is from a gameplay perspective. The only things that an OTA should be scared of is a stray grenade or a pack of vortigaunts, because those are the actual threats.

'OTA-Level Cops'... 'OTA-Level Rebels'. Terminal 7 was the healthiest we've ever seen the economy— and it all went down the drain. We had cops with 25 armor, i3s with pistols & 50 armor, and rebels were similarly equipped and junk weapons were actually viable with these lower geared cops.

Now, however, we're falling back to the city 8 timeframe, where rebels had insane gear (an apache helicopter) and tons of rifles-- and bounter, by cengiz's own admission, there are way too many weapons in circulation at the market.

View attachment 46527
We wouldn't have OTA level rebels if yall didn't feed the faction 3 AKs and 6 AR2s by sending around 3 squads of OTA and 2-3 Squads of Synths and a whole garrison of CPs to the slaughter. Most of this fault can be contributed by the OTA / CP / Snyth faction.


Since you spoke of City 8. This is nearly 1 : 1 case of where the leads sent cannon fodder CCR several times throughout I-24 and City 8 by themselves (obviously because of the rules) leading to their death because who could have figured a group of 8 CCR fodder would lose to 3 OTA rifles , 3 vortigaunts and a handful of other men.


i heard that tsunami allowed better weapons such as AKs and Spas 12s on the regular use due to how awful CPs are when it comes to S2k causing an influx in weaponery. How about get good lmao?
 
Aren't they biolocked? I thought it took a few broken rifles, RP, auths, scripts, and skills to repair just one?
Not the first failed OTA sweep that the rebels win. And it's mainly been the same group.

They are not as hard to unlock as u think
 
Aren't they biolocked? I thought it took a few broken rifles, RP, auths, scripts, and skills to repair just one?
bro ill be real why tf are you even on here. You dont rebel or play CP... DO YOU EVEN PLAY THE SERVER?
 
Talking about being condescending, Jesus Christ. The 'bad faith' this player has is... the frustration they feel with dealing with your faction? Get real, man. A 2k word post was needed because the state of Civil Protection right now is an embarrassment. As armored as they've ever been yet losing literally every single day, that plus issues with y'all's faction leads has been making it so people don't even want to involve themselves with the faction. The people in you faction barely want to deal with it. So, instead of coming onto the thread and saying "this thread is pointless", maybe take a step back to see how bad things really are. Cause a 2k word thread has been the only way to get anyone to even publicly acknowledge the state of things.
Not forgetting he's a hypocrite who j had to report for being pk hungry, disregarding ota guidelines and chasing after rebels through the sewers ending with two pks whom I nearly was one. He's just mad and salty I mentioned the report,altiugh I ddint name him, now I did.
 
OTA is meant to be a very strong fighting force— and it is from a gameplay perspective. The only things that an OTA should be scared of is a stray grenade or a pack of vortigaunts, because those are the actual threats.

'OTA-Level Cops'... 'OTA-Level Rebels'. Terminal 7 was the healthiest we've ever seen the economy— and it all went down the drain. We had cops with 25 armor, i3s with pistols & 50 armor, and rebels were similarly equipped and junk weapons were actually viable with these lower geared cops.

Now, however, we're falling back to the city 8 timeframe, where rebels had insane gear (an apache helicopter) and tons of rifles-- and bounter, by cengiz's own admission, there are way too many weapons in circulation at the market.

View attachment 46527
Terminal 7 was the worst this server has experienced for your information. It fucked the server health massively and we should absolutely never use it as an example. So many players stopped playing on that map because of how stupid the economy was handled. Terminal 7 is an example that what we should not do. CPs don’t even deploy for anything anymore, just OTA for every gunshot.

We can’t balance out the skill gap sadly, there is only one fix to that sadly. To get good. 😓
 
We also need to consider as a faction (as Eviction has said) that not every shotcop requires an immediate response.

Yes and no, imo.

Players, OOC, will pick up on any percieved weakness in the other side. If they think think the CP's won't respond out of fairness, there will always be people who will use that as an excuse to keep shotcopping until they provoke a reaction. The problem? You will then probably catch a lot of players in that delayed reaction who had nothing to do with the initial action and no idea why they suddenly got hit, leading to anger.

I know people's gut reaction is likely to be "we don't really have that sort of foul play here, people wouldn't take advantage of that fairness" but I think they sort of already are, even out of frustration.

And likewise, asking CP players to sit around and not retaliate while they're getting shot down and killed makes people frustrated and resentful - doubly so when they're being asked to do this at the expense of their own experience and entirely for the "other side".
 
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