ActuallyRakaesa
Active member
- Joined
- Mar 31, 2022
- Messages
- 67
- Thread Author
- #1
Hey guys & gals. I know this is going to be a touchy subject due to recent rebel activities (I'm looking at you, random bombings) but I'd appreciate if you read this with an open mind.
Currently rebels & anticitizens are in a kind of weird spot. It's not too complicated to get equipment and supplies, as has been discussed recently in the discord (more than once, of course.) The big problem is that, currently, that's where it basically ends.
A combination of the state of the map itself (which is tricky due to Source Engine limitations) and sweep/CP rules are making it especially difficult, if not outright impossible, to establish an actually secure, stable group. I'd argue that this is why we've been seeing high-profile rebel activity like bombings--because it's very hard to do anything else. Allow me to explain a little further.
Protected bases were removed as a rule. What this means is that during sweeps CPs are allowed to break into any apartment or base, at any time, without needing an explicit reason to do so. This makes things very tough for anticitizens and rebels at all stages, whether they're just starting out or further down the line of character development, because it means we, literally, have nowhere to hide. Other than a couple of specific locked bases in the sewers, there is genuinely almost no safe places during a sweep. This means that even if you're someone who was completely unrelated to whatever sweep is going on, you're up shit's creek without a paddle. This, coupled with strict PK policies (though I hear that's being actively discussed with changes in the works), makes it highly improbable for any individual anticitizen to survive long enough to make any meaningful progression. This is why we don't see any true cohesive resistance group right now--they're more like sporadic gangs with no real goals, and that's because we lack any form of security.
Without some kind of safety to bases, even if it was only some designated areas being marked as 'protected', it's frustratingly difficult to make any real long term development. A month of character progress doesn't mean anything if we have nowhere to 'settle'--we're just guys carrying around guns.
Don't mistake me, I don't want being an anticitizen to be 'easier'--in fact, I'd advocate that it should be a bit tougher for characters to get started as an anticitizen, and harder to get your hands on anything beyond simple pipe weaponry. My problem isn't that being an anticitizen in general is tough, but that if you do manage to build yourself up, there's nothing waiting for you at the other side.
My Proposal:
My proposals to alleviate some of these issues would be one of two things, currently:
1. Physically add more base locations to the map, or at the very least, 'secret' hidey holes that can be fled to during sweeps. The problem with this solution, after extensive discussion with @Atle , is that the map is already, literally, at the absolute limits of complexity and size within the Source Engine and the Hammer editor. This makes this solution, unfortunately, infeasible.
So, #2:
Reform protected bases and add the policy back in some form. Something akin to CPs not being able to enter bases during sweeps unless they see somebody enter them--or perhaps have been given direct information that people are hiding inside. This will make resistance characters actually able to set up an established base and give themselves a real foothold to work out of.
Right now, through a combination of strict PK policies and zero security in our development, RP on my character has, personally, become purely stressful and no longer fun whatsoever. I'm just looking over my shoulder and frankly feeling like crap when I'm playing. I believe for myself, and for other anticitizens, that roleplay opportunities would be expanded substantially, and RP experience would be overall improved, if some form of change as mentioned above were implemented. My character and I personally have very long-term development opportunities that would rely heavily on having a decent base of operations--and I'm not talking terrorist activities.
Thank you for your time.
Currently rebels & anticitizens are in a kind of weird spot. It's not too complicated to get equipment and supplies, as has been discussed recently in the discord (more than once, of course.) The big problem is that, currently, that's where it basically ends.
A combination of the state of the map itself (which is tricky due to Source Engine limitations) and sweep/CP rules are making it especially difficult, if not outright impossible, to establish an actually secure, stable group. I'd argue that this is why we've been seeing high-profile rebel activity like bombings--because it's very hard to do anything else. Allow me to explain a little further.
Protected bases were removed as a rule. What this means is that during sweeps CPs are allowed to break into any apartment or base, at any time, without needing an explicit reason to do so. This makes things very tough for anticitizens and rebels at all stages, whether they're just starting out or further down the line of character development, because it means we, literally, have nowhere to hide. Other than a couple of specific locked bases in the sewers, there is genuinely almost no safe places during a sweep. This means that even if you're someone who was completely unrelated to whatever sweep is going on, you're up shit's creek without a paddle. This, coupled with strict PK policies (though I hear that's being actively discussed with changes in the works), makes it highly improbable for any individual anticitizen to survive long enough to make any meaningful progression. This is why we don't see any true cohesive resistance group right now--they're more like sporadic gangs with no real goals, and that's because we lack any form of security.
Without some kind of safety to bases, even if it was only some designated areas being marked as 'protected', it's frustratingly difficult to make any real long term development. A month of character progress doesn't mean anything if we have nowhere to 'settle'--we're just guys carrying around guns.
Don't mistake me, I don't want being an anticitizen to be 'easier'--in fact, I'd advocate that it should be a bit tougher for characters to get started as an anticitizen, and harder to get your hands on anything beyond simple pipe weaponry. My problem isn't that being an anticitizen in general is tough, but that if you do manage to build yourself up, there's nothing waiting for you at the other side.
My Proposal:
My proposals to alleviate some of these issues would be one of two things, currently:
1. Physically add more base locations to the map, or at the very least, 'secret' hidey holes that can be fled to during sweeps. The problem with this solution, after extensive discussion with @Atle , is that the map is already, literally, at the absolute limits of complexity and size within the Source Engine and the Hammer editor. This makes this solution, unfortunately, infeasible.
So, #2:
Reform protected bases and add the policy back in some form. Something akin to CPs not being able to enter bases during sweeps unless they see somebody enter them--or perhaps have been given direct information that people are hiding inside. This will make resistance characters actually able to set up an established base and give themselves a real foothold to work out of.
Right now, through a combination of strict PK policies and zero security in our development, RP on my character has, personally, become purely stressful and no longer fun whatsoever. I'm just looking over my shoulder and frankly feeling like crap when I'm playing. I believe for myself, and for other anticitizens, that roleplay opportunities would be expanded substantially, and RP experience would be overall improved, if some form of change as mentioned above were implemented. My character and I personally have very long-term development opportunities that would rely heavily on having a decent base of operations--and I'm not talking terrorist activities.
Thank you for your time.