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Implemented Buff Rebels

One time in D47 they did a cool thing where they spawned a bunch of ragdolls with items in places that made sense, like a machete in a zombie, with a dead citizen nearby, I think they did something similar after launch but when I saw it it was stripped clean, more stuff like that IMO would be great.
One time I found a hatchet on a rooftop, felt like winning the fucking lottery.

Until I got snatched and killed by OTA 20 mins later
 
For the first two weeks staff have been in a mode where they weren't allowed, or at least supposed to do any big events. Though now we're out of that stage I suppose things like this may become more common. Then again both the staff BMD groups were shut down by players. They wanted neither the Nightingales or the Round Table, and so there has been no other attempts by staff to make rebel groups to hand out quests and whatnot. As for events that give gear and whatnot, that has to go through the Story Team, which while it stops all the staff doing events that give gear, it also discourages staff to do any events that give gear at all because they don't want the hassle. Apart from the staff in the story team.
 
There were groups with the intent of pushing rebels forward a bit but rebels themselves didn't wish to be so heavily influenced by the whims of staff - which is fair enough. Server has only been open for two weeks as well. Rebels are not going to be rocking full kits in such a short time span. There are some things coming along anyway that will make events more regular and larger expeditions finally enabled.

Rebel RP currently is very much in the hands of the rebels themselves, which is what they wanted. I do not really think it is being hampered or squashed in any real way. In fact - V1 was the complete opposite of what we are now. The traditional rebel who hangs out in the sewer measuring the length of each others gun barrels is not nearly as prominent. They are required to be more sneaky which makes them appear less active. Even though, they certainly are.
 
I'd love to see Loyalists and Rebels planning events together to cause some havoc and keep the tension interesting, with temporary weapons given by admins to enable it. Currently as a Loyalist there's not really much to rile against. Besides the odd mugging or someone selling off Union equipment.

Give me explosions and grandeur to feed the narrative.
 
I'd love to see Loyalists and Rebels planning events together to cause some havoc and keep the tension interesting, with temporary weapons given by admins to enable it. Currently as a Loyalist there's not really much to rile against. Besides the odd mugging or someone selling off Union equipment.

Give me explosions and grandeur to feed the narrative.
Bug the story team now the "Staff do nothing!" period is over
 
Players don’t want staff rebel groups. That’s not the same as not having staff support rebels with events and the distribution of weapons.
I don’t know where your getting the idea of fully stocked rebels from what I’ve said. Melee weapons and pipe guns should be heavily emphasized.
 
They need to make crafting stuff easier, as of now its way too hard I agree, it grinds rebels to a halt. They need a buff
 
I suggest we shift entirely to a powergame system. /mes when it comes to crafting will render excellent results, but be balanced by the MPF being incredibly overpowered in their /mes vs rebels. This is the ideal system.
 
BS
We have a really big group with a shit ton of gear. We could defend ourselves against a OTA squad if prepared right.

PEOPLE DONT KNOW HOW TO PLAY REBELS.
 
BS
We have a really big group with a shit ton of gear. We could defend ourselves against a OTA squad if prepared right.

PEOPLE DONT KNOW HOW TO PLAY REBELS.
*you* have a really big group
just because you have 300 pipeguns doesnt mean every rebel group is the same exact copy of yours
 
Anyhow back to the actual suggestion thing. We do have the occasional admin smuggler who pops in and offers more "exotic" wares. We attempted to introduce a rebel group that'd fulfill the role of a sort of BMD but was overwhelmingly pushed back so we've left it in the hands of the players (except for the occasional smuggler). Expeditions will also play a part in this down the line as mentioned and will offer rebels a bit extra.

The suggestion to introduce BMD itself however is denied as we don't want to have a official BMD thing and prefer it kept open with the crafting / smuggling system. I'd usually deny it and move to closed but if there's any more discussion desired I'll keep it open for now
 
I feel like rebel RP is at an okay pace right now. Not too slow, not too fast.

Staff ran BMD groups is the exact thing that this server does NOT need, it's just going to cause a shitton of corruption and chaos.

The reason it seems slow is because the server is still in it's early stage. People need to understand the system of crafting, trashbags spawns, the underground, etc.
Once people organise themselves, specialise themselves into a specific field such as medicine, crafting, etc, that is when rebel rp will gain steam.

The only thing I do not understand is how people who want to specialise in shooting guns or melee weapons is how they're supposed to get money without endlessly grinding trash bags.
 
The reason it seems slow is because the server is still in it's early stage. People need to understand the system of crafting, trashbags spawns, the underground, etc.
Once people organise themselves, specialise themselves into a specific field such as medicine, crafting, etc, that is when rebel rp will gain steam.

The only thing I do not understand is how people who want to specialise in shooting guns or melee weapons is how they're supposed to get money without endlessly grinding trash bags.
The way we're doing it, is by splitting into roughly three skill specialisms per character.
So we have a dedicated smuggler who has smuggling, speed and a combat stat.
Then we have a dedicated crafter who has crafting, speed and a combat stat
Then we have a dedicated doctor who has medicine, speed and a combat stat
etc.

I don't think there'll be a place for basic bitch soldiers who don't contribute in at least some other way yet.
 
One time in D47 they did a cool thing where they spawned a bunch of ragdolls with items in places that made sense, like a machete in a zombie, with a dead citizen nearby, I think they did something similar after launch but when I saw it it was stripped clean, more stuff like that IMO would be great.
this is what they did in UG, sometimes crates full of food and other supplies, resources and/or rarely broken weapon(s)/parts, surrounded by a challenge : zombies, many zombies. though they did that as well
 
A way to counter the grind of the scavenging / crafting system would be to implement resource entities seperate from the mystery box trash piles that often don’t provide you what you’re looking for specifically.

This could be in the form of anything that players could realistically teardown and scrap into specific crafting ingredients such as wood piles, metals sheets, etc.

Admins have already been doing this manually with scenetext by having players do a /me then they spawn them the specific resource like the wooden board. This is fine, buts an inefficient use of staff’s time and can be prone to mishaps if admins don’t remember to clear the scenetext after a player has harvested the resource.
 
could always bring back the dead drops except theyre more limited right now (low tier stuff, materials meds weapons whatever)
 
One time in D47 they did a cool thing where they spawned a bunch of ragdolls with items in places that made sense, like a machete in a zombie, with a dead citizen nearby, I think they did something similar after launch but when I saw it it was stripped clean, more stuff like that IMO would be great.
Yeah, i love when they do that stuff tbh
 
Also, CWU has to do a lot of more workshifts. I've played for a good time now and have seen a workshift only a few times. If you want to give new players a headstart, that's the best way to do it.
 
Also, CWU has to do a lot of more workshifts. I've played for a good time now and have seen a workshift only a few times. If you want to give new players a headstart, that's the best way to do it.
Depends on when you’re on. During peak time, there always seems to be a workshift going on.
 
I just want my scenic areas that HAPPEN TO HAVE loot, it shows that theres more to the world than the people RPing, and is an organic way to add equipment in, its not like that guy who got mauled by a zombie will need that hatchet, now will he?
 
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