I'm just going to get right into the meat of this.
Civil Protection and OTA should play with a play to loose mindset at all times and avoid the mentality of PK all rebels.
I somewhat disagree. I will elaborate further down.
Why is this? The server is a community full of people trying to create stories and entertaining adventures for their characters. The idea of completely shredding one side is something better executed on a semi-serious server with Combine Vs Rebel mentality. However Willard Networks is not that.
Oftentimes, the development of characters comes at the expense of the suspension of disbelief and the cohesion of the universe in which those characters are developed. Of course, no side should be shredded, but that is the IC goal of literally both factions here, and to pretend otherwise is asinine.
Willard Networks in my opinion should be a server in which you spawn a story with a goal, a challenge, conflict, whatever to make your character interesting and constantly evolving. While consequences will surely come for any actions, it should not be as sudden as many players make it. You should play to enjoy the server AS WELL as play to let others enjoy it as well.
This is the problem with 24/7 servers where character development is the "focus" rather than any central narrative. In most other forms of narrative media, the setting is established first, and the characters are developed in adherence to the setting. As the plot progresses through its concrete beginning, middle, and end phases, characters adapt to those changes. Conflict brews. Characters die, and that is used as fuel for other characters to keep moving forward.
In a server with no actual central narrative (cue every City HL2RP server ever), you will often see characters go through many different character-building events and the only remnant of it affecting their psyche is a footnote or addendum on a biography page. Most long-lasting characters on HL2RP turn into generic husks after a certain point.
That's not to say character development ISN'T important. It is. But actual meaningful character development only really happens when major changes in the plot affect them. There aren't really any "major" changes on City RP, because the status quo is what keeps it alive. Switch the formula, and you will see 50% or more of your playerbase quit.
1) stop executing people bleeding out mid combat. this is a terrible thing to do. at least let them have the decency of roleplay their last breath.
From an OOC standpoint, yes, it's rude to execute other players.
ICly, dead-checking is extremely important. What if one of those rebels you just downed shoots you in the back of the head with a previously-concealed pistol? It might make for some good RP, but I sure wouldn't like to have my character PKed because I made the OOC decision to be nice and not dead-check an enemy when my character would do the opposite.
2) when someone unarmed is running away, instead of shooting to kill them, instead hit them a couple times then shoot to miss. their story of escaping will be far better than their story of dying.
Most actual roleplayers aren't going to simply run away and cause a scenario that you're talking about. If they properly RP it out, then sure, I would do this. Most of the time, the people who run away without any RP are minges and they are shot simply to force them into actually having to RP instead of flee without it.
3) be corrupt in a sense. let people get away with crimes that would normally have them dead (running away, having contraband, etc.)
Fine with this, but that's an IC decision for a CP character to make, not an OOC decision.
1) treat this like roleplay and not a CSGO lobby. if rebels have a chance then give them one. shoot to miss, engage in realistic tactics, understand that your synthetic character dying is far less impactful than a rebel dying.
If the rebels in question are actual well-developed characters and not soulless husks that vacuumed scripts up for a week, then I'd be more than willing to give them a bit better of a chance. Realistic tactics is something I want to do, but we don't really have trainings on that sort of thing.
The biggest issue with S2M is that OTA will be seen as less effective if we artificially nerf our fighting ability for the sake of sparing John Scripteater's 3 day old character with an M4 and vest. Rebels will get complacent and do what they did the other day (sit on slum rooftops in full gear) and know there won't be any consequences. The fact that all of their deaths were not just voided but also fully refunded sort of proves that point.
2) don't execute bleeding out people. instead let them bleedout and if someone comes in after the aftermath they can revive.
Again, this gives them the opportunity to RP shooting you in the back of the head. For OTA, the PK risk from this is moot, but OTA would DEFINITELY dead-check enemies if they're on kill order.
1) stop being script hungry
2) roleplay and give reason to your crimes
3) avoid putting yourself in a situation where there is no chance for survival and always be on edge.
If these criteria are all met by a character then I will do my best to keep them alive when it makes sense to do so. If you survive long enough, you will develop main character status. We saw that on V1 after the Short Stories characters were transferred to the city. "If I survived 10 striders on Short Stories then I could survive a sweep!" mentality.