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Why RebelRP is dead and will always be.

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Mann CPs and overwatch want to kill you and coming after you????Not enough tio get to the outlands)))
And map is pretty shitty as I already said. As it was on WN7 as it origin was.
Why it still here?
what did he mean by this
 
I think - and coasting a tad off what merlin said, We need more interesting rebel groups out there to move things along, If anything this "event" / job proves that players can successfully pull jobs and do things of their own volition, Problem is when it comes to rebels the loud majority seem to be mentally unstable psychopaths or just street thugs, Put yourself in someone trying to survives shoes Personally If I'm working 9-5 in a decent job and just trying not to get killed or beaten a gang of thugs who mug people aren't really that attractive to me, I've been harping on this for ages but The rebels in Willard have an identity crisis, Half of them want to be ISIS Level terrorists the other half want to just line their pockets and their crews. Noones is out there taking mercy on loyalists trying to infiltrate the various organizations get inside the government.


(Think of the guy with the van from breaking bad / Better call Saul)
Personally I think a group like the railroad that helps BOL's and what not escape the city and gives them a place in the outlands to lay low for awhile until a new Identity/CID can be made for them and after the heat dies down they return to the city...Or they're moved to another city (soft pk)

As a loyalist most of my interactions with rebels are they acting like Chicago gang bangers showing off their Draco pistols and being edgy.

The rebels should strive to gain the favor of the Upper working class (Loyalists) And Workers (Citizens)

Rebel RP isn't dead, What *IS* dead is the concept of *What* a rebel is.

reb·el
noun

/ˈreb(ə)l/

  1. a person who rises in opposition or armed resistance against an established government or ruler.
    "Tory rebels"





 
I feel like it would be a whole lot less of an unfair feeling about anything like this if there was an actual game mechanic to be able to flee the map rather than relying on an admin whose requirements for escape is probably just made up on the spot. Then there's no 'this admin wanted rebels to die, didnt give us a chance' etc etc. maybe stop focusing on adding 5 coats that .5% of the server can equip and make something that will make less of a reliance on admin supervision
 
I feel like it would be a whole lot less of an unfair feeling about anything like this if there was an actual game mechanic to be able to flee the map rather than relying on an admin whose requirements for escape is probably just made up on the spot. Then there's no 'this admin wanted rebels to die, didnt give us a chance' etc etc. maybe stop focusing on adding 5 coats that .5% of the server can equip and make something that will make less of a reliance on admin supervision
  1. The clothing update involved a handful of people. It did not suck up the all the bandwidth of the development team.
  2. Things like this always require some sort of GMing. Attempting to automate will only result in even more pain; a system cannot be as flexible as a GM.
 
  1. The clothing update involved a handful of people. It did not suck up the all the bandwidth of the development team.
  2. Things like this always require some sort of GMing. Attempting to automate will only result in even more pain; a system cannot be as flexible as a GM.
Maybe some kind of set system for GM’s to follow? Like a set time per encounter before they open it?
 
If you make a rebel character, just accept that they're dead from the start, and don't get too attached to your loot.

The Combine are always going to win, because they have to exist, in order for HL2RP to function. Being rebel is a fun, thrilling P2L in the long term, even if you win in the short. The days are always numbered.
 
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If you make a rebel character, just accept that they're dead from the start, and don't get too attached to your loot.

The Combine are always going to win, because they have to exist, in order for HL2RP to function. Being rebel is a fun, thrilling P2L in the long term, even if you win in the short. The days are always numbered.
play to win mentality on the combine or rebel side hurts the server
 
If you make a rebel character, just accept that they're dead from the start, and don't get too attached to your loot.

The Combine are always going to win, because they have to exist, in order for HL2RP to function. Being rebel is a fun, thrilling P2L in the long term, even if you win in the short. The days are always numbered.
If you have played Half Life 2 you know that is not true rebels are powerful we took over the combine in just a few weeks
 
If you have played Half Life 2 you know that is not true rebels are powerful we took over the combine in just a few weeks
Rebels are weak, yet Kleiner makes a teleporter hidden behind a vending machine (Meta base!?!?!?)… curious :smug:
 
Only one person can save rebelRP... and that is Ocean Man, come back bro I miss you
 
There is 3 things I have to agree with here
-0 communication from staff/gms at times. At times there is just no communication from the gm or staff who is aiding you with an action, they accept your ticket or don't even do that and leave you in the silence for minutes on end without saying anything.
This simply leaves you to believe they either forgot you (wich has happened) or they just left and didn't care. Doesn't hurt to tell the player if there are some technical issues, hell had we known about them we (the Cps) could've waited for gms to do their thing but we didn't know about this, or at least I didn't and I was there.

-the map is simply horrible in this aspect, the gates are never open to allow people to escape, there is no real way to escape from us the Cps in this map since we can easily just find you, the only way is if someone destroyed that gate and allows you to run back jnto the city and hide along the hotels and etc. But one injection from Cps into the iz and we find you pinned beetwen 1 gate taking too long to be opened by gms and 1 squad of Cps, beetwen the sword and the wall pretty much.

- third and last one is preparation, I always find it dumb as to why you don't prepare better, if you where to do this why not leave someone down there with a car battery ready to put it as soon as you radio that there was trouble coming. So once you arrived the gate would already be on the process of opening and buying time would be easy. Maybe @ admins before hand let. Them know of your plan so they can be on the same page as you and it wont be so hard for them to sor tit all out on the second and minute of the happenings.
 
Maybe some kind of set system for GM’s to follow? Like a set time per encounter before they open it?
Like it was with the outlands escape in 24 v3 and v4 after a vort overcharged the gate you had to survive for 30 minutes or. Something like that. It was fair and many times the rebels where dumb and instead of overcharging it as they where about to fight so the 30 minutes would go down as they made their way back down they instead did it once they arrived wich got them killed many times sadly.
 
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