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Should LFC be disbanded?

Should LFC be disbanded?

  • Yes

    Votes: 35 39.3%
  • Yes, or change the current way of managing it

    Votes: 29 32.6%
  • No

    Votes: 3 3.4%
  • No, but change the current way of managing it

    Votes: 22 24.7%

  • Total voters
    89
  • Poll closed .
Status
Not open for further replies.
Bruh I haven't heard anything from the LFC in weeks or maybe even months, and when I do they're attacking an innocent motel and now just have a fleet, supply depot and arctic base. For a group that's supposed to be the *good* guys, I can't find anything they do as a good and often find myself on the side of the combine, against the LFC.
LFC even before becoming the rebel whitelist faction, had the fleet and arctic base, I think since they were created for the lore, it is extremely dumb. and the fact the LFC in game doesn't get any support from it even if it's part of the same faction as them. it is again weird and dumb, if you going to have the rebel mega fleet at least use it or get rid of it.
 
Delete the LFC, Delete Clover, Delete the LFC's shitty base and sort out the fucking lore
 
I'm not too familiar with the inner workings of LFC, aside from the few firefights we have with a sparse few members when CPs and rebels get into firefights (sometimes just a lonewolf gunman who takes potshots).
From what I hear from those who have, or do, RP with them is a lot of the same as what is being said by OP.

From a complete outsider to the LFC giving his opinion (and maybe some of this already happens), I think making their members more vulnerable to a degree might help. Looking at HL2 and the base game's lore, the rebellion does not have the upper hand (until Freeman arrives) when it comes to small arms and strength in numbers. In reality, they would be constantly on the move to different hideouts, always living in fear of the Combine descending upon them in the night, barely escaping their justice each time. This very real fear might deter rebels, without a death wish, from risking their lives and possibly others by going out solo and trying to fire on a group of two CPs.

Again, an outsider's perspective, but I feel like a lot of that fear is mostly lost when they can stay in their hidden bases 24/7, never needing to resurface and just RP amongst themselves. This could be accomplished by maybe increased slums and sewer sweeping or by making it necessary for certain rebels (not just moles or always-undercover rebels) to resurface to the main city sectors for one reason or another (supplies, clandestine work, or recruiting & spreading propaganda hope) all the while avoid getting discovered or snitched on.
More missions and ops for the faction than hit and run attacks, bombings, hostage taking, etc. Maybe similar to Moles and rogue conformists, there might be a sub-group dedicated to steering people toward the path of resistance, through spreading hope-inspiring pamphets and anti-combine propaganda, helping the afflicted, helping supply certain underclass allies with food and other such essentials.

Maybe all of that already happens, I'm not sure honestly and don't know all that much about LFC to say whether or not they need to change. I'm just throwing my two cents out from a non-rebel (yet) player.
 
1- Change the current leadership of LFC, and give it to someone that isn't LOA (At least until the guy comes back), and knows how to manage an organization or cell (Has experience).
2- Change the way of managing the LFC, and focus it more on helping the playerbase instead of helping themselves.
3- Disband the LFC and turn it into a normal rebel cell, getting rid of its advantages fully.
I think this is mostly on the right track. There are a few things here that I disagree though.

When the 'rebel whitelist' was first created, I spent quite a bit of time talking with rad, atle, and eventually travis, about how it needs to be done. If it isn't done right, then it won't work at all. Its a very hard faction to get right. Trust me, I've done it before.

One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.

This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.

The greater HL2RP community over corrected to resolve this. From then on, every server seemed to have really militant, terrorist, gang-like resistance factions. This usually results in most citizens despising the resistance because, well, when they BOMB THE RDT, then it makes them appear as terrorists to the citizens. This further divides the playerbase, and typically results in the faction fizzling out. Then, without it, interest in the server tends to fizzle out over time as there is no conflict.

I think the LFC is just a mirror image of these past (failed) resistances. It is overorganized, too well protected, and does nothing to enhance roleplay for citizen characters.

Okay then, how do you fix it?
Allow me to illuminate my original plan for the faction.

The purpose of the faction is simple. It is there to act as a catalyst for citizen resistance characters.

The grind to become an established resistance character is huge, so players tend to become attached and get too scared to take risks. This results in the player resistance characters appearing as if they were dragons sitting upon a pile of gold.

Instead of having people spend who knows how long grinding trash spawners, then doing nothing with their spoils, lets use a whitelisted faction to grease the wheels so to say.

The LFC should appear a faction of mainly characters disconnected from each other, whos whole purpose is to build a network of proxies to accomplish the goals of the faction. Allow me to illuminate this with an example.
  1. The head LFC char, lets say Jane Doe, is motivated to make the slums more hospitable and to take better care of the refugees living there.
  2. Jane instructs a subordinate character, lets say Jack Smith, to accomplish a couple of these goals.
  3. In order to prevent the LFC from potentially getting snitched on, these two characters rarely meet face-to-face.
  4. Rather, they speak through some sort of cypher. Like lets say these goals are passed down in some kind of encoded format, written on a paper, and put in a specific trash can every Friday at 2PM or something.
  5. Regardless of the transmisson method, Jack Smith recieves these instructions from Jane Doe:
    1. Pick a suitably large abandoned structure and take ownership of it.
    2. Instruct the refugees to clean it up
    3. Board up any windows, fix any broken doors, etc.
    4. Use your CWU insider to smuggle bed frames and mattresses there somehow.
    5. Set up a regular schedule for refugees to recieve food (recieved some specific railroad which the LFC controls)
    6. Delegate protection to specific refugees, and see to it that they are to get the weapons they need (again, from some LFC controlled railroad)
  6. Jack Smith gets these goals and spends weeks working on them- setting up a proxy network of his own. A CWU insider, and a couple of characters who will personally oversee that the goals are accomplished.
  7. The characters involved are reward for their participation with shelter, food, ammo, and other scripts.
In this example, the player resistance & refugee characters get to do all the work, and all the roleplay. The LFC characters involved are merely there to direct the initiative, and to reward the characters that participated in it. With that, just a few LFC characters could be catalysts in setting up a proper society out in the slums made up of entirely players. The involved LFC characters have access to resources, which gives them the power and respect required to be able to direct players in such a way.

Allow me to provide one more example.
  1. Jane Doe becomes interested in civil protection movements within the city.
  2. Jane Doe instructs John Smith to build a small intelligence network of citizens, refugees, CWU, CMU, etc.
  3. Their purpose is to watch and report on civil protection activity in the city.
  4. For each accurate report, the character is rewarded with something of value (food, chips, ammo, who knows).
In this example, the LFC gains information about the ongoings of the Civil Protection faction, while no one is made aware of their presence in the city. This allows them to gather intel, without betting the entire farm on sending their own people out there (who can be captured and interrogated)

Lastly:
  1. Jane Doe hears that there is a food shortage in the district.
  2. She instructs a different operative, Joe Smith, to go in and provide food for those in need; both citizens and refugees.
  3. Joe goes about reaching out to the network he has in the city. He instructs them to go pickup food items from certain pickup spots and to give them to those who are in need.
  4. Joe then reaches out to John's intelligence network in the city, and tells him to get his most trusted operatives to watch and make sure that the items are being given, not sold.
  5. Characters that decide to take the food and run are blacklisted and, if they go to the slums, he won't be able to stay at Jack's refugee camp.
  6. Characters that give out the food are then given something of value as a reward (ammo, food for themselves, better clothes, etc)
In this example, the LFC gives out food to citizens in a way that protects them from being obvious to the Union. It puts them in a good light to the citizens and refugees in need, and lets the players make their own decisions.

In summary, the system I proposed could be listed out in four points like this:
  1. The LFC has NO BASE and NO PROTECTIONS
  2. The LFC has access to certain resources for them to use to accomplish their goals. These resources need to be carefully tracked (probably with a spreadsheat or something. not that hard)
  3. The LFC whitelist is small (maybe 10 influential characters AT MOST)
  4. The LFC should rarely directly do anything. Rather, they are there to instruct others to do the things they want done, and reward them for doing so.
 
I think this is mostly on the right track. There are a few things here that I disagree though.

When the 'rebel whitelist' was first created, I spent quite a bit of time talking with rad, atle, and eventually travis, about how it needs to be done. If it isn't done right, then it won't work at all. Its a very hard faction to get right. Trust me, I've done it before.

One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.

This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.

The greater HL2RP community over corrected to resolve this. From then on, every server seemed to have really militant, terrorist, gang-like resistance factions. This usually results in most citizens despising the resistance because, well, when they BOMB THE RDT, then it makes them appear as terrorists to the citizens. This further divides the playerbase, and typically results in the faction fizzling out. Then, without it, interest in the server tends to fizzle out over time as there is no conflict.

I think the LFC is just a mirror image of these past (failed) resistances. It is overorganized, too well protected, and does nothing to enhance roleplay for citizen characters.

Okay then, how do you fix it?
Allow me to illuminate my original plan for the faction.

The purpose of the faction is simple. It is there to act as a catalyst for citizen resistance characters.

The grind to become an established resistance character is huge, so players tend to become attached and get too scared to take risks. This results in the player resistance characters appearing as if they were dragons sitting upon a pile of gold.

Instead of having people spend who knows how long grinding trash spawners, then doing nothing with their spoils, lets use a whitelisted faction to grease the wheels so to say.

The LFC should appear a faction of mainly characters disconnected from each other, whos whole purpose is to build a network of proxies to accomplish the goals of the faction. Allow me to illuminate this with an example.
  1. The head LFC char, lets say Jane Doe, is motivated to make the slums more hospitable and to take better care of the refugees living there.
  2. Jane instructs a subordinate character, lets say Jack Smith, to accomplish a couple of these goals.
  3. In order to prevent the LFC from potentially getting snitched on, these two characters rarely meet face-to-face.
  4. Rather, they speak through some sort of cypher. Like lets say these goals are passed down in some kind of encoded format, written on a paper, and put in a specific trash can every Friday at 2PM or something.
  5. Regardless of the transmisson method, Jack Smith recieves these instructions from Jane Doe:
    1. Pick a suitably large abandoned structure and take ownership of it.
    2. Instruct the refugees to clean it up
    3. Board up any windows, fix any broken doors, etc.
    4. Use your CWU insider to smuggle bed frames and mattresses there somehow.
    5. Set up a regular schedule for refugees to recieve food (recieved some specific railroad which the LFC controls)
    6. Delegate protection to specific refugees, and see to it that they are to get the weapons they need (again, from some LFC controlled railroad)
  6. Jack Smith gets these goals and spends weeks working on them- setting up a proxy network of his own. A CWU insider, and a couple of characters who will personally oversee that the goals are accomplished.
  7. The characters involved are reward for their participation with shelter, food, ammo, and other scripts.
In this example, the player resistance & refugee characters get to do all the work, and all the roleplay. The LFC characters involved are merely there to direct the initiative, and to reward the characters that participated in it. With that, just a few LFC characters could be catalysts in setting up a proper society out in the slums made up of entirely players. The involved LFC characters have access to resources, which gives them the power and respect required to be able to direct players in such a way.

Allow me to provide one more example.
  1. Jane Doe becomes interested in civil protection movements within the city.
  2. Jane Doe instructs John Smith to build a small intelligence network of citizens, refugees, CWU, CMU, etc.
  3. Their purpose is to watch and report on civil protection activity in the city.
  4. For each accurate report, the character is rewarded with something of value (food, chips, ammo, who knows).
In this example, the LFC gains information about the ongoings of the Civil Protection faction, while no one is made aware of their presence in the city. This allows them to gather intel, without betting the entire farm on sending their own people out there (who can be captured and interrogated)

Lastly:
  1. Jane Doe hears that there is a food shortage in the district.
  2. She instructs a different operative, Joe Smith, to go in and provide food for those in need; both citizens and refugees.
  3. Joe goes about reaching out to the network he has in the city. He instructs them to go pickup food items from certain pickup spots and to give them to those who are in need.
  4. Joe then reaches out to John's intelligence network in the city, and tells him to get his most trusted operatives to watch and make sure that the items are being given, not sold.
  5. Characters that decide to take the food and run are blacklisted and, if they go to the slums, he won't be able to stay at Jack's refugee camp.
  6. Characters that give out the food are then given something of value as a reward (ammo, food for themselves, better clothes, etc)
In this example, the LFC gives out food to citizens in a way that protects them from being obvious to the Union. It puts them in a good light to the citizens and refugees in need, and lets the players make their own decisions.

In summary, the system I proposed could be listed out in four points like this:
  1. The LFC has NO BASE and NO PROTECTIONS
  2. The LFC has access to certain resources for them to use to accomplish their goals. These resources need to be carefully tracked (probably with a spreadsheat or something. not that hard)
  3. The LFC whitelist is small (maybe 10 influential characters AT MOST)
  4. The LFC should rarely directly do anything. Rather, they are there to instruct others to do the things they want done, and reward them for doing so.
At most 5 should be allowed in the whitelist. 10 is literally half the playerbase at the moment.
 
I think this is mostly on the right track. There are a few things here that I disagree though.

When the 'rebel whitelist' was first created, I spent quite a bit of time talking with rad, atle, and eventually travis, about how it needs to be done. If it isn't done right, then it won't work at all. Its a very hard faction to get right. Trust me, I've done it before.

One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.

This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.

The greater HL2RP community over corrected to resolve this. From then on, every server seemed to have really militant, terrorist, gang-like resistance factions. This usually results in most citizens despising the resistance because, well, when they BOMB THE RDT, then it makes them appear as terrorists to the citizens. This further divides the playerbase, and typically results in the faction fizzling out. Then, without it, interest in the server tends to fizzle out over time as there is no conflict.

I think the LFC is just a mirror image of these past (failed) resistances. It is overorganized, too well protected, and does nothing to enhance roleplay for citizen characters.

Okay then, how do you fix it?
Allow me to illuminate my original plan for the faction.

The purpose of the faction is simple. It is there to act as a catalyst for citizen resistance characters.

The grind to become an established resistance character is huge, so players tend to become attached and get too scared to take risks. This results in the player resistance characters appearing as if they were dragons sitting upon a pile of gold.

Instead of having people spend who knows how long grinding trash spawners, then doing nothing with their spoils, lets use a whitelisted faction to grease the wheels so to say.

The LFC should appear a faction of mainly characters disconnected from each other, whos whole purpose is to build a network of proxies to accomplish the goals of the faction. Allow me to illuminate this with an example.
  1. The head LFC char, lets say Jane Doe, is motivated to make the slums more hospitable and to take better care of the refugees living there.
  2. Jane instructs a subordinate character, lets say Jack Smith, to accomplish a couple of these goals.
  3. In order to prevent the LFC from potentially getting snitched on, these two characters rarely meet face-to-face.
  4. Rather, they speak through some sort of cypher. Like lets say these goals are passed down in some kind of encoded format, written on a paper, and put in a specific trash can every Friday at 2PM or something.
  5. Regardless of the transmisson method, Jack Smith recieves these instructions from Jane Doe:
    1. Pick a suitably large abandoned structure and take ownership of it.
    2. Instruct the refugees to clean it up
    3. Board up any windows, fix any broken doors, etc.
    4. Use your CWU insider to smuggle bed frames and mattresses there somehow.
    5. Set up a regular schedule for refugees to recieve food (recieved some specific railroad which the LFC controls)
    6. Delegate protection to specific refugees, and see to it that they are to get the weapons they need (again, from some LFC controlled railroad)
  6. Jack Smith gets these goals and spends weeks working on them- setting up a proxy network of his own. A CWU insider, and a couple of characters who will personally oversee that the goals are accomplished.
  7. The characters involved are reward for their participation with shelter, food, ammo, and other scripts.
In this example, the player resistance & refugee characters get to do all the work, and all the roleplay. The LFC characters involved are merely there to direct the initiative, and to reward the characters that participated in it. With that, just a few LFC characters could be catalysts in setting up a proper society out in the slums made up of entirely players. The involved LFC characters have access to resources, which gives them the power and respect required to be able to direct players in such a way.

Allow me to provide one more example.
  1. Jane Doe becomes interested in civil protection movements within the city.
  2. Jane Doe instructs John Smith to build a small intelligence network of citizens, refugees, CWU, CMU, etc.
  3. Their purpose is to watch and report on civil protection activity in the city.
  4. For each accurate report, the character is rewarded with something of value (food, chips, ammo, who knows).
In this example, the LFC gains information about the ongoings of the Civil Protection faction, while no one is made aware of their presence in the city. This allows them to gather intel, without betting the entire farm on sending their own people out there (who can be captured and interrogated)

Lastly:
  1. Jane Doe hears that there is a food shortage in the district.
  2. She instructs a different operative, Joe Smith, to go in and provide food for those in need; both citizens and refugees.
  3. Joe goes about reaching out to the network he has in the city. He instructs them to go pickup food items from certain pickup spots and to give them to those who are in need.
  4. Joe then reaches out to John's intelligence network in the city, and tells him to get his most trusted operatives to watch and make sure that the items are being given, not sold.
  5. Characters that decide to take the food and run are blacklisted and, if they go to the slums, he won't be able to stay at Jack's refugee camp.
  6. Characters that give out the food are then given something of value as a reward (ammo, food for themselves, better clothes, etc)
In this example, the LFC gives out food to citizens in a way that protects them from being obvious to the Union. It puts them in a good light to the citizens and refugees in need, and lets the players make their own decisions.

In summary, the system I proposed could be listed out in four points like this:
  1. The LFC has NO BASE and NO PROTECTIONS
  2. The LFC has access to certain resources for them to use to accomplish their goals. These resources need to be carefully tracked (probably with a spreadsheat or something. not that hard)
  3. The LFC whitelist is small (maybe 10 influential characters AT MOST)
  4. The LFC should rarely directly do anything. Rather, they are there to instruct others to do the things they want done, and reward them for doing so.
I like it a lot, we've started working on a quest system that is very very similar to this suggestion. But the problem of 'someone has to grind for the resources' stays, so IMO this is a great suggestion.
 
One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.

This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.

The reason this shift happened - and its a hard truth people need to accept - is because rebels are literally not capable of keeping the server active themselves. Beyond that being a very literal statement there are rebel players in this thread mocking the fact they can't go to the outlands whenever because they have no comprehension of why splitting an already flagging playerbase is bad.

RebelRP as a big armed organisation that can shoot up OTA will always be a cancer on a CityRP server because they have no place. The only way those people can interact with the other 95% of the playerbase is through their scripts (because they want to use them). Making guns and loot easier to get only enforces this mentality - as has been proven over the past twelve months alone since that very thing was put into practice and it only made the problem worse.

Rebels need to be made to adapt to the city in some form and not the other way around. If they become gangs or thugs or whatever that shouldn't matter because at least they engage with the city and are actually present to make the conflict that drives things forward. You could see this a year ago with Bottlestreet and all of the other groups at the time.

RebelRP as it is currently is a sunk-cost fallacy, unfortunately, and the server as a whole is suffering because of that.
 
I think this is mostly on the right track. There are a few things here that I disagree though.

When the 'rebel whitelist' was first created, I spent quite a bit of time talking with rad, atle, and eventually travis, about how it needs to be done. If it isn't done right, then it won't work at all. Its a very hard faction to get right. Trust me, I've done it before.

One of the main issues with this is that, for the most part, I believe that the greater HL2RP community has forgotten how to RP the resistance correctly. It seems that in the post LP era (sometime around 2016), the focus has shifted to fleshing out union factions (CCA, CMU, CWU, etc) very heavily, and forgetting mainly about resistance factions.

This makes City RP really boring. This is because the entire gamemode requires there to be a constant conflict; push and pull.

The greater HL2RP community over corrected to resolve this. From then on, every server seemed to have really militant, terrorist, gang-like resistance factions. This usually results in most citizens despising the resistance because, well, when they BOMB THE RDT, then it makes them appear as terrorists to the citizens. This further divides the playerbase, and typically results in the faction fizzling out. Then, without it, interest in the server tends to fizzle out over time as there is no conflict.

I think the LFC is just a mirror image of these past (failed) resistances. It is overorganized, too well protected, and does nothing to enhance roleplay for citizen characters.

Okay then, how do you fix it?
Allow me to illuminate my original plan for the faction.

The purpose of the faction is simple. It is there to act as a catalyst for citizen resistance characters.

The grind to become an established resistance character is huge, so players tend to become attached and get too scared to take risks. This results in the player resistance characters appearing as if they were dragons sitting upon a pile of gold.

Instead of having people spend who knows how long grinding trash spawners, then doing nothing with their spoils, lets use a whitelisted faction to grease the wheels so to say.

The LFC should appear a faction of mainly characters disconnected from each other, whos whole purpose is to build a network of proxies to accomplish the goals of the faction. Allow me to illuminate this with an example.
  1. The head LFC char, lets say Jane Doe, is motivated to make the slums more hospitable and to take better care of the refugees living there.
  2. Jane instructs a subordinate character, lets say Jack Smith, to accomplish a couple of these goals.
  3. In order to prevent the LFC from potentially getting snitched on, these two characters rarely meet face-to-face.
  4. Rather, they speak through some sort of cypher. Like lets say these goals are passed down in some kind of encoded format, written on a paper, and put in a specific trash can every Friday at 2PM or something.
  5. Regardless of the transmisson method, Jack Smith recieves these instructions from Jane Doe:
    1. Pick a suitably large abandoned structure and take ownership of it.
    2. Instruct the refugees to clean it up
    3. Board up any windows, fix any broken doors, etc.
    4. Use your CWU insider to smuggle bed frames and mattresses there somehow.
    5. Set up a regular schedule for refugees to recieve food (recieved some specific railroad which the LFC controls)
    6. Delegate protection to specific refugees, and see to it that they are to get the weapons they need (again, from some LFC controlled railroad)
  6. Jack Smith gets these goals and spends weeks working on them- setting up a proxy network of his own. A CWU insider, and a couple of characters who will personally oversee that the goals are accomplished.
  7. The characters involved are reward for their participation with shelter, food, ammo, and other scripts.
In this example, the player resistance & refugee characters get to do all the work, and all the roleplay. The LFC characters involved are merely there to direct the initiative, and to reward the characters that participated in it. With that, just a few LFC characters could be catalysts in setting up a proper society out in the slums made up of entirely players. The involved LFC characters have access to resources, which gives them the power and respect required to be able to direct players in such a way.

Allow me to provide one more example.
  1. Jane Doe becomes interested in civil protection movements within the city.
  2. Jane Doe instructs John Smith to build a small intelligence network of citizens, refugees, CWU, CMU, etc.
  3. Their purpose is to watch and report on civil protection activity in the city.
  4. For each accurate report, the character is rewarded with something of value (food, chips, ammo, who knows).
In this example, the LFC gains information about the ongoings of the Civil Protection faction, while no one is made aware of their presence in the city. This allows them to gather intel, without betting the entire farm on sending their own people out there (who can be captured and interrogated)

Lastly:
  1. Jane Doe hears that there is a food shortage in the district.
  2. She instructs a different operative, Joe Smith, to go in and provide food for those in need; both citizens and refugees.
  3. Joe goes about reaching out to the network he has in the city. He instructs them to go pickup food items from certain pickup spots and to give them to those who are in need.
  4. Joe then reaches out to John's intelligence network in the city, and tells him to get his most trusted operatives to watch and make sure that the items are being given, not sold.
  5. Characters that decide to take the food and run are blacklisted and, if they go to the slums, he won't be able to stay at Jack's refugee camp.
  6. Characters that give out the food are then given something of value as a reward (ammo, food for themselves, better clothes, etc)
In this example, the LFC gives out food to citizens in a way that protects them from being obvious to the Union. It puts them in a good light to the citizens and refugees in need, and lets the players make their own decisions.

In summary, the system I proposed could be listed out in four points like this:
  1. The LFC has NO BASE and NO PROTECTIONS
  2. The LFC has access to certain resources for them to use to accomplish their goals. These resources need to be carefully tracked (probably with a spreadsheat or something. not that hard)
  3. The LFC whitelist is small (maybe 10 influential characters AT MOST)
  4. The LFC should rarely directly do anything. Rather, they are there to instruct others to do the things they want done, and reward them for doing so.
Jesus, Can we do this resistance? I want this resistance this sounds great.

The Only thing I'd change is the no base, I think they should have some operations post where their agents or whatever operate out of secretly a safe house if you will maybe used for smuggling POI's and important contraband?
 
same should go for other factions like CPs. They get a de-rank so
Don’t speak on a faction you know nothing about. CP’s lose everything and get set back to i5. Even RLs. This includes inventories, skills, and the character.
 
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Don’t speak on a faction you know nothing about. CP’s lose everything and get set back to i5. Even RLs. This includes inventories, skills, and the character.
I was an i3 goose I hardly think I know "Nothing about it" So don't come swinging at me on the forums like I'm a new player talking out my ass. In CP if you die you lose your SMG or whatever you spent SC on, Your character however receives a demotion. I would take a death demotion and getting standard gear to return back to life over a PK anyday.
 
I was an i3 goose I hardly think I know "Nothing about it" So don't come swinging at me on the forums like I'm a new player talking out my ass. In CP if you die you lose your SMG or whatever you spent SC on, Your character however receives a demotion. I would take a death demotion and getting standard gear to return back to life over a PK anyday.
No, it’s change since you were last an i3. As I said, you don’t know the basic fundamentals of the faction. You are speaking out of your ass when you are stating something that isn’t even remotely true. When a CP dies, they lose everything. The character, the skills, the inventory, and get sent all the way back to i5 as a new person.
 
No, it’s change since you were last an i3. As I said, you don’t know the basic fundamentals of the faction. You are speaking out of your ass when you are stating something that isn’t even remotely true. When a CP dies, they lose everything. The character, the skills, the inventory, and get sent all the way back to i5 as a new person.
Well, I apologize then if that's true I didn't know that. That being said it's easier to build someone from the ground up as a CP with the whitelist then it is for a rebels which is sort of the point I was making admittedly you caught me off guard quoting an days old arguement.
 
Don’t speak on a faction you know nothing about. CP’s lose everything and get set back to i5. Even RLs. This includes inventories, skills, and the character.
I could swear RLs could just make a new RL Character. But damn that is really scary for RPing as CP for Month and becoming a Rank Leader which is so dangerous and when you die everything just gone. The Duty Retirement at I2 means something eh?
 
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