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Implemented Rebel/CP TBC & S2K

Cocohop

Radio Bob Approved
Gamemaster
Staff Team
Joined
Feb 9, 2022
Messages
670
Current state of affairs with TBC rules means that ambushes will never happen, here's an example.

A lone cop at Triumph, two rebels want to ambush them. As it stands, this is not possible, as the entire civil protection can run all the way form plaza to triumph while each person takes their turns.

I have a couple of solutions in mind.
- The most simple one is that the aggressor is able to choose the type of combat they wish to engage in (S2K or TBC) with default being TBC for NPCs.
- A more involved solution is basically locking down a larger area for TBC. A dev solution where no one is allowed to enter a TBC fight except after X turns or X time has passed.
- Lower warm up time & turns? Tweaking TBC to fit ambushes.

Any other solutions anyone has in mind? As it stands, TBC isn't the most healthy for quick engagements.
 
If the devs plan on having TBC be the norm, command that can only be activated once every x hours to have your next combat encounter within the next 5 minutes be S2K could work
 
- The most simple one is that the aggressor is able to choose the type of combat they wish to engage in (S2K or TBC) with default being TBC for NPCs.
Stump the unfortunate player to a guaranteed S2K scenario. The TBC engagement rules are there to apply the low populated combats to have a more engaging and fair approach (6 players in session). S2K scenario is there to apply a fully fledge warfare between squad worth combat. If the aggressors were able to decide the fate of the situation to an ambush of a single or two players, it will be overwhelmingly unfair.
What could be suggested is the ability to communicate via radio or yelling can only be accepted or accessible after two-three rounds of turns have been played out, allowing ambushes to be locally silent and enough movements to do damages before any players makes an attempt to send word in for help if needed.
 
A lone cop at Triumph, two rebels want to ambush them. As it stands, this is not possible, as the entire civil protection can run all the way form plaza to triumph while each person takes their turns.
Well, as far as I understand, this *shouldn't happen in theory.* Timescaling should prevent CPs from running to the encounter as it unfolds, right?
 
Honestly I think I might have a possible fix to this.

The devs would somehow have to implement a timescale variable into the mix. Meaning that additional combatants could not enter into combat without having so many turns passed.
 
Honestly I think I might have a possible fix to this.

The devs would somehow have to implement a timescale variable into the mix. Meaning that additional combatants could not enter into combat without having so many turns passed.
this is already a thing to an extent. If a couple of rounds have been ongoing by the time a new person arrives, they will be stuck in a waitlist for 1-3 rounds. Though this is nearly pointless as 50 cops can still come up within like 30 feet of a fight and wait like 2 minutes and then they can turn it into an S2K fest with their extra numbers. Like on nebulous if you went up and shot an unsuspecting cop in the back of the head you'd be able to grab the guns they drop and bolt before any cops show up. But on here you've got the entire CP force sprinting to you before the TBC warmup ends. Even if they have to wait 3 rounds in the waitlist, you probably haven't even murdered your original target by then.


(and even if you did, CPs dont drop inventory bags anymore....)
 
this is already a thing to an extent. If a couple of rounds have been ongoing by the time a new person arrives, they will be stuck in a waitlist for 1-3 rounds. Though this is nearly pointless as 50 cops can still come up within like 30 feet of a fight and wait like 2 minutes and then they can turn it into an S2K fest with their extra numbers. Like on nebulous if you went up and shot an unsuspecting cop in the back of the head you'd be able to grab the guns they drop and bolt before any cops show up. But on here you've got the entire CP force sprinting to you before the TBC warmup ends. Even if they have to wait 3 rounds in the waitlist, you probably haven't even murdered your original target by then.


(and even if you did, CPs dont drop inventory bags anymore....)
A lot of things need to be fixed with CP's.

Suit Radio's toggle.
Dropping loot
Stricter PK rules (Maybe everyone gets the same PK rules, including OTA)
More appropriate and Unique firearms.
 
i dont see how this would make a difference at all. the best it would do is make ota players slightly inconvenienced when they have to make a new ota character and nothing else
what happens when your part of a faction and you get PK'd? you...............lose the whitelist, and the cycle of apps opening repeats and you get new people in and out, same as any other faction. Though I imagine this would cause a number of OTA to lose their shit.
 
what happens when your part of a faction and you get PK'd? you...............lose the whitelist, and the cycle of apps opening repeats and you get new people in and out, same as any other faction. Though I imagine this would cause a number of OTA to lose their shit.
You don’t lose a whitelist when you get PK’d lmao
 
what happens when your part of a faction and you get PK'd? you...............lose the whitelist, and the cycle of apps opening repeats and you get new people in and out, same as any other faction. Though I imagine this would cause a number of OTA to lose their shit.
No this never happened. Whitelists have always been an OOC measure to see if someone is competent enough to make and play a character within a certain faction. If you die with ANY whitelist, you can just as easily make a new character within it.
 
No this never happened. Whitelists have always been an OOC measure to see if someone is competent enough to make and play a character within a certain faction. If you die with ANY whitelist, you can just as easily make a new character within it.
While it is an OOC measure, it translates to Combine factions not really valuing their character as much as they should, in theory. What's to stop me with a CP/OTA Whitelist making a carbon copy character after PK? Nada.
 
While it is an OOC measure, it translates to Combine factions not really valuing their character as much as they should, in theory. What's to stop me with a CP/OTA Whitelist making a carbon copy character after PK? Nada.
OTA arent really characters so they dont really matter

and there isnt anything that can stop you. Same could be said for any citizen character.

Though CPs now definitely do not give a shit about if they die cus the worst they'll get outside of a shadow sweep will be a single de-rank. So they'll just bumrush rebels with a suicide rush with basically 0 loss on death (as proven by a recent game clip where you can see a CP running up to about 7 armed rebels and trying to beat them with a stunstick in the middle of a massive firefight)

CPs lose their rank and character development on PK. Obviously something like getting gear again isnt much of a problem for them
 
While it is an OOC measure, it translates to Combine factions not really valuing their character as much as they should, in theory. What's to stop me with a CP/OTA Whitelist making a carbon copy character after PK? Nada.
Eventually being kicked off the force and soft blacklisted? If you have the whitelist and you're going to keep re-making the same character that's not going to be well received likely by the Headcops. And will likely effect your chances of successfully applying for new factions in the future.

When a Unit is killed their character is Pk'd and they're de-ranked meaning if you were i4 you're now i5 and you're a different person now. You lose inventory and everything its a fresh wipe of everything safe for the tagline issued to you. and when you're knocked from i4-i3 to i5 its really really fucking annoying.
 
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I pushed 2 new TBC features to the development branch:
  1. There is a minimum join delay (in most cases) for players depending on how far away they were when the fight started. This delay is largely based on how the maximum distance someone can theoretically move during their turn (scaled somewhat though as it very quickly adds up to a very big delay). Maximum distance is taken to either the attacker or target of the fight start (whichever is closests). People without line of sight get another 1 round delay added.
    For example: the earliest round I was allowed to join in was round 11 when I was on the other side of gm_construct when a fight started. If I were to show up during round 3, I'd have to wait a full 8 rounds before getting a turn. Showing up during turn 13 would still force me to wait the minimum 2 rounds to join as is now already the case. Being attacked by someone already in the fight will ignore these delays still.
  2. You can only send IC chat messages during your turn, as of the second round (the first round is still the 'surprise' phase). If you type a message outside your turn, it will be send at the first possible moment (aka at the start of your next turn). Typing a new message overrides the queued message (so you can only queue up 1 message). You can send as many messages in your turn as needed though. Each message costs 1 move point, except radio messages which cost 2.
 
Assassinations/ambushes where the target would logically already be dead and would have realistically had no time to react to defend himself should always happen in s2rp and maybe if both consent, skill rolls. Other than that I don't have anything to add.
 
I pushed 2 new TBC features to the development branch:
  1. There is a minimum join delay (in most cases) for players depending on how far away they were when the fight started. This delay is largely based on how the maximum distance someone can theoretically move during their turn (scaled somewhat though as it very quickly adds up to a very big delay). Maximum distance is taken to either the attacker or target of the fight start (whichever is closests). People without line of sight get another 1 round delay added.
    For example: the earliest round I was allowed to join in was round 11 when I was on the other side of gm_construct when a fight started. If I were to show up during round 3, I'd have to wait a full 8 rounds before getting a turn. Showing up during turn 13 would still force me to wait the minimum 2 rounds to join as is now already the case. Being attacked by someone already in the fight will ignore these delays still.
  2. You can only send IC chat messages during your turn, as of the second round (the first round is still the 'surprise' phase). If you type a message outside your turn, it will be send at the first possible moment (aka at the start of your next turn). Typing a new message overrides the queued message (so you can only queue up 1 message). You can send as many messages in your turn as needed though. Each message costs 1 move point, except radio messages which cost 2.
Legend.
 
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