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ResistanceRP thoughts

Your esteemed thoughts (you can choose more than 1 option)

  • I like the caravan idea

    Votes: 4 16.0%
  • I like the storyline arcs

    Votes: 10 40.0%
  • I like the proposed LFC/Clover reform

    Votes: 6 24.0%
  • I don't like any of the ideas

    Votes: 2 8.0%
  • I think RebelRP is fine as is

    Votes: 0 0.0%
  • I think RebelRP needs change that is not encompassed within the ideas outlined

    Votes: 12 48.0%

  • Total voters
    25

Cocohop

Radio Bob Approved
Gamemaster
Staff Team
Joined
Feb 9, 2022
Messages
670
I will now give my inconsequential opinion on RebelRP. Please give your esteemed opinions below.

The main problems with Rebel RP.

No clear objective

There is no real objective in rebel roleplay. No end-game, besides having your character get additional scripts & chips. There is a reason loyalist players call rebel players script-whores. While there is definitely good & fun roleplay going on within the resistance, the main way to advance in the resistance scene is scripts.

This also leads to rebel players being ‘picky’ and demanding better items from caravan events. This leads to burnout from the people that run those events. It also gives them an unnecessary headache with regards to eco balance.

Contrast this with loyalist roleplay, where the main way to advance is through politics, making powerful friends, and you find that roleplay forms naturally.


Difficult to advance storyline

Tying in on the above few points, Willard advertises itself as having ‘XCom-like’ gameplay in the world map. Ambitious, yes. But as far as I can tell, the only things that have changed the world map have been admin events, as opposed to player actions.


Outlands

The outlands have not been utilized to their full potential in my honest opinion. Locking a large part of the map behind events that don’t happen too often, or even affect the universe, isn’t the best use for it.

Potential Fixes

Rework Clover & LFC

I love Pathfinder & Broker as characters. Seriously. I also love the people that play those characters.

But the idea behind clover, in my opinion, has not been executed well.

Due to being an admin faction, Clover should not be doing most of the stuff it has been doing. I’m talking mainly about:

  1. BMD Sales
  2. Doing quests & helping in them.
  3. Killing ANY players WHATSOEVER.
As for the LFC, I’m personally a member, so this might be biased. However:

Most of the LFC RP so far has been internal. This shouldn’t be the case. I envision the LFC being the rebel counterpart to the Civil Protection, who according to the leads have specific instructions to HELP CitizenRP flourish, rather than actively hinder it. This is one of the reasons why the ‘No talking outside’ rule has been ignored for the most part.

There are quite a few things I think the LFC should be doing, but the main two are:

  1. Black market sales: The LFC should be taking over Clover’s role in organizing black market deals. Having a player-led faction run BMD sales, with some assistance from admins perhaps, would be better.
  2. Quest system: Functioning as mini-GM events but with it being player run. A few LFC players should be given the chance to issue quests to rebels, with the rewards ranging from food, medical, to firearms. This could be co-lead with a GM, and can also tie in with the below point.

Instead of Clover being the cool organization that supplies guns, and the LFC being the ‘Stars of the show’, Clover should take a back-end approach, and the LFC should work as the ‘strong adhesive’ that binds rebelRP together.

Storyline Arcs

Dark Events & Insurgency movements can be merged into one. This was an idea I started implementing on another server, but basically:

Every X months, a new arc emerges. E.G.:

‘We have received word that SRF have begun operating in sector 10’

Elaborating on that, for the next 2 months, GMs are encouraged to have events that tie into this arc. Each event adds or subtracts from this arc, up until the end of the arc, & the GMs record the outcome of each event on discord chat.

E.G.:

  1. LFC have aided an SRF informant in gathering intel. +5 points
  2. CP Patrol have interrogated a rebel with ties to the SRF, -2 points.
  3. OTA have foiled an SRF raid, -2 points.
  4. CP intelligence have uncovered a rebel convoy about to resupply the LFC from the outlands. This unlocks an event for them to intercept the shipment.
  5. Random ragtag group of rebels have failed to escort VIP to extract zone, -3 points.

So on & so forth. With the outcome at the end of the arc being:

  • Victory: SRF have established a foothold in sector 10 & have begun harassing supplies. Civil Protection are now weapon-locked from using ‘X’ weapons due to supply shortages.
  • Defeat: SRF have been pushed back, a key commander found & executed. BMD prices have been increased due to increased combine presence.
In other words: Make actions matter.

Caravans

Have you ever played mount & blade? Great. They have this concept of caravans, which are used to resupply factions. I imagine this to be convoys/caravans being aligned to either faction. E.G.: CWU has ordered parts to do X. This arrives with its own convoy guard, who have to reach X location safely. The same could be done for rebel caravans. This idea should be expanded upon, but I think it has promise, and is great use of the outlands.


Closing Notes
I like Resistance RP, it's my main thing. I think with some of the changes implemented above, we could have a better gameplay experience, and RP as a whole.

Contributors:
  • Cocohop#9454
  • TheB#8262
  • Rabithunter
 
It is unclear what the votes mean. You don't explain what are the ideas outlined, and what reform is the LFC/clover one. Be more specific.
 
It is unclear what the votes mean. You don't explain what are the ideas outlined, and what reform is the LFC/clover one. Be more specific.
Idk if you are serious or memed him back
 
It is unclear what the votes mean. You don't explain what are the ideas outlined, and what reform is the LFC/clover one. Be more specific.
You understand, that's precisely why it is essential to declare that you do not favor either option. The reality of the matter is that it is crucial for you to return to the competition. We must rally behind this cause with unwavering determination and commitment.
 
In the past, many other servers made the rebel RP experience have a basis within getting the things you wanted/access to elite/well armed groups. Back in the CW days, becoming a rebel wasn't something you could do in one day. Becoming a rebel, getting to where they base, joining a specific group, and earning the trust of everyone was something that took weeks, if not months worth of RP and effort. Realistically, you could get all of that on about a week here on Willard.

TLDR; The systems surrounding the Rebel experience are too casual and easy.

The only way to fix this is to have a serious rework of many core systems of the server. Lots of which many of the causal/semi-serious players are never going to let pass.
 
No clear objective = only leaves to getting richer and more packed = scriptwhoring by the general playerbase, and that is even if you get as far as that because of how bad the rebel-combine balance is.
I recommend the server tries to revert back to bottlestreet era rules for a week or so and then back for some opinions and views on what rules should be reverted/changed, etc.
 
No clear objective = only leaves to getting richer and more packed = scriptwhoring by the general playerbase, and that is even if you get as far as that because of how bad the rebel-combine balance is.
I recommend the server tries to revert back to bottlestreet era rules for a week or so and then back for some opinions and views on what rules should be reverted/changed, etc.
bottlestreet 👑
 
No clear objective = only leaves to getting richer and more packed = scriptwhoring by the general playerbase, and that is even if you get as far as that because of how bad the rebel-combine balance is.
I recommend the server tries to revert back to bottlestreet era rules for a week or so and then back for some opinions and views on what rules should be reverted/changed, etc.
why are you unbanned
 
I wouldn't necessarily consider myself a rebel player on Willard yet even though ive dabbled into that world on my first and main character, but I have had experience in rebel cells on other servers. Most of the time, its the same problem:

People focus too much on weapon cache ops, getting gear and then using it to idle in outlands or rp in sekrit spots. They don't focus enough on actually building a counter culture among rebels and citizens alike. An active, vibrant counter culture is what gets citizens on your side. Its the only thing that makes the ultimate rebel goal possible, it being starting a revolution lol.

Slummers should be the rebel version of collaborators AT THE VERY LEAST. Graffiti tagging and giving away medical supplies/food and founding businesses as fronts and executing snitches should take priority over building militias. Counter-propaganda is more important than those weapons in the long run. Being in touch with citizens and giving them a reason to be on your side rather than just comply is more important than anything.

I'm not saying the insurgent militia shotcop trash grind aspect should be overlooked, but it certainly isnt anyhow because its mostly all that rebel rp is atm. You need more than those scripts to make the faction work. You need a culture.
 
In the past, many other servers made the rebel RP experience have a basis within getting the things you wanted/access to elite/well armed groups. Back in the CW days, becoming a rebel wasn't something you could do in one day.

At the cost of rebels sealing themselves off behind a gas/spore barrier, fucking over new players for their stuff to fund themselves and/or getting so bored the either didn't play or just PK'd one another. This was also back when servers regularly pulled 50-60+ more players a day than what WN does at its absolute peak these days.

The honest problem? RebelRP was prioritised over CityRP when it shouldn't have been. As much as people may look back on the Bottlestreet lot as "not true rebels" at least they roleplayed and got involved in cityside things.
 
  1. Black market sales: The LFC should be taking over Clover’s role in organizing black market deals. Having a player-led faction run BMD sales, with some assistance from admins perhaps, would be better.

Player BMD is meant to be the replacement here. Big changes are coming to that after the break.
 
Slummers should be the rebel version of collaborators AT THE VERY LEAST. Graffiti tagging and giving away medical supplies/food and founding businesses as fronts and executing snitches should take priority over building militias. Counter-propaganda is more important than those weapons in the long run. Being in touch with citizens and giving them a reason to be on your side rather than just comply is more important than anything.
Agreed on this point. It used to be the case in V4, with slummers doing things such as :
- community noticeboard
- homeless shelter with community fridge
- many snitches being executed
- White Doves pamphlets (we have a thing we are working on in the LFC for this)
It's sad that I don't really see it in T6, but the map could play a part.
 
TerroristRP*

The rebels have a terrible Image, I hope whatever the outcome of these proposals are that they somewhat work to fix it.

You can still fight a war against a force without resorting to violence against civilians. like if there's a large loyalist event where say an HVT "Mulligan, Heartwick an out of town CLC Leader or something along these lines are there then sure, A shooting or bombing is acceptable as you're doing it for a reason, Not "Burn down the RDC for the 93384841128th time.

Bombing events can be good so can shootings, I remember the few times this year we saw actual shootings target t-6 and unaware CPs it was acutally really jarring to see so close to victory street.

Point is, If you guys are going to be terrorists or rebels w/e it is, Make your actions have an impact preferably a good one.

for example, Putting a bomb under the table of the restaurant frequented by that asshole T-6 who goes around having CPs beat his enemies and fucks with the poor/underclass where he sits with his chummy CPs/henchmen? -Acceptable collateral damage-

paying gangsters and slummers to go shoot up the one bastion of passive rp in the map for a few chips beacuse /logic/

-Stupid and makes you look like terrorist's who are just out to kill loot and repeat.-

Honestly I think rebels need a clear ic guideline (not oocly enforced) of who they SHOULD be targeting as Resistance fighters as opposed to just gunning for anyone with an armband.
 
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TerroristRP*

The rebels have a terrible Image, I hope whatever the outcome of these proposals are that they somewhat work to fix it.

I have to be honest, the idea that people will see rebels as anything other than 'x' or 'y' is entirely down to the individuals OOC opinion and not on what you do or don't do on server.

You're right in that there is a line sometimes but someone playing a die-hard loyalist won't turn around and sympathise with you if they just wanna play a rebel-hating loyalist, y'know? Same can be said if someone is playing a citizen who wants to work into the CCA.

A lot of the time the reason people default to what they do is it has more of an actual impact than the lighter stuff does.
 
I have to be honest, the idea that people will see rebels as anything other than 'x' or 'y' is entirely down to the individuals OOC opinion and not on what you do or don't do on server.

You're right in that there is a line sometimes but someone playing a die-hard loyalist won't turn around and sympathise with you if they just wanna play a rebel-hating loyalist, y'know? Same can be said if someone is playing a citizen who wants to work into the CCA.

A lot of the time the reason people default to what they do is it has more of an actual impact than the lighter stuff does.
True but I feel like if there was more reward to the resistance maybe rp wise than risk it would be more attractive, As of right now the only appeal is script/weapons and expeditions and possible combat.

I've said this time and time again, The rebels have no long term plan, They're not thinking of how to destabilize and overthrow the S10 Government they're not putting in place a plan to take over and raise a new one or a plan for after the combine is tossed off earth most the time it feels like that step 1 step two ? step three profit meme.

As a citizen going about their life what reward do I have or motivation do I have to become a rebel? Risk= brutal death, starvation, living on the run. Sleeping with one eye open. Possibly murdered by other rebels who are unhinged mentally because there is zero vetting for rebels and they both are and do run amok (This is a problem historically irl with rebel movements) Reward - get to go into the outlands. -Get scripts.
 
No clear objective = only leaves to getting richer and more packed = scriptwhoring by the general playerbase, and that is even if you get as far as that because of how bad the rebel-combine balance is.
I recommend the server tries to revert back to bottlestreet era rules for a week or so and then back for some opinions and views on what rules should be reverted/changed, etc.
Rare good Joku take
 
If LFC Gets removed I hope its done icly through a climatic battle where they're cut off from their main command in greenland and have a massive defensive against Overwatch/OSF in the outlands where everyone with the WL is forced to get on defend base from hordes of transhuman/synths. Episode 2 style. Meanwhile in the city a shitstorm is unleashed and the CPs are in full force rocking TAG Initiating socio-safe guards manning check-points and keeping people from leaving by force.


Maybe then they could be martyred and the survivors/those who ran would have to flee or integrate into other groups to survive.
 
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