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- Oct 13, 2020
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- #1
On Willard, if you're a part of the vortigaunt faction and play as a biotic, you have the option of going on a path toward loyalty to the Combine.
Ascending this path may result in the removal your collar and shackles, with the downside of your connection to the vortessence being severed, but you keep rudimentary powers, such as healing and weak vort-beams.
Here's where the complaint begins.
Why would the Combine even allow this?
It's a big security risk to rely on just the trust of such a powerful species. Having uncollared vortigaunts stroll about with access to their powers is not something the Combine would be fond of, especially considering how powerful the aforementioned vortigaunts are/can be. They could seriously injure and even kill CP units and soldiers. They could be seen as ticking time bombs. It would be comparable to letting low-tier civvies carry around weapons.
It's arguably bad for the atmosphere.
In Half Life 2 and in Half Life Alyx, vortigaunts are villainized. In HL2, they're used as slaves and janitors. In HLA, there are propaganda posters against vortigaunts and they're used as batteries. They're effectively treated as non-citizens - not even second class, but below it.
Obviously, Willard's atmosphere is not the same as the two aforementioned games. It's catered to allow more fun roleplay opportunities.
It's understandable to allow vortigaunt players ability to participate in roleplay.
Regardless, it's jarring to see vortigaunts be able to roam around uncollared with their powers, own stores, participate in loyalist affairs.
In my opinion, it's far too extreme of a distinction from the two games, especially/mainly the uncollared part. The rest can be dealt with ICly, provided the next complaint is somehow amended.
Vort leads being able to dictate sector/global law in regards to vortigaunts
This effectively immunizes the vortigaunts from anything the city administration may attempt. For example, if the Security Council or the CA wanted to do something like a vort-specific law that disadvantages the vortigaunts from an IC perspective, they'd be unable to do so because they're protected by law that's ICly dictated by the Sector/Global Administration.
This is bad because it cucks an entire faction from their function by the threat of larger powers. It doesn't help that recently the same thing happened but in regards to the CWU. The Administration faction is basically being doubly overlooked when it comes to its main function, controlling/administrating the city and its laws.
How can this be dealt with?
I understand that the vort faction needs some immunity/protection in order to be fun. It's not fun being a biotic that just sweeps the streets all the time while you wait for another liberated vort slot to open up. Thus, an arrangement could be done.
Sector/Global Administration-imposed immunity could be removed, with a few out-of-character ground rules implemented in order to prevent changes that might make the biotic players' time on the server a nightmare, such as completely segregating them from city RP. This would uncuck the CCA while also protecting biotic players from being fucked over.
Hopefully something can be arranged to deal with this matter. Thank you for reading.
(some information may be wrong btw, sorry for that)
TL;DR: vorts being uncollared with powers is bad because of IC security reasons and server atmosphere. Simple fix is removing sector/global administration-imposed immunity with a few OOC rules for it to be good for both sides.
Ascending this path may result in the removal your collar and shackles, with the downside of your connection to the vortessence being severed, but you keep rudimentary powers, such as healing and weak vort-beams.
Here's where the complaint begins.
Why would the Combine even allow this?
It's a big security risk to rely on just the trust of such a powerful species. Having uncollared vortigaunts stroll about with access to their powers is not something the Combine would be fond of, especially considering how powerful the aforementioned vortigaunts are/can be. They could seriously injure and even kill CP units and soldiers. They could be seen as ticking time bombs. It would be comparable to letting low-tier civvies carry around weapons.
It's arguably bad for the atmosphere.
In Half Life 2 and in Half Life Alyx, vortigaunts are villainized. In HL2, they're used as slaves and janitors. In HLA, there are propaganda posters against vortigaunts and they're used as batteries. They're effectively treated as non-citizens - not even second class, but below it.
Obviously, Willard's atmosphere is not the same as the two aforementioned games. It's catered to allow more fun roleplay opportunities.
It's understandable to allow vortigaunt players ability to participate in roleplay.
Regardless, it's jarring to see vortigaunts be able to roam around uncollared with their powers, own stores, participate in loyalist affairs.
In my opinion, it's far too extreme of a distinction from the two games, especially/mainly the uncollared part. The rest can be dealt with ICly, provided the next complaint is somehow amended.
Vort leads being able to dictate sector/global law in regards to vortigaunts
This effectively immunizes the vortigaunts from anything the city administration may attempt. For example, if the Security Council or the CA wanted to do something like a vort-specific law that disadvantages the vortigaunts from an IC perspective, they'd be unable to do so because they're protected by law that's ICly dictated by the Sector/Global Administration.
This is bad because it cucks an entire faction from their function by the threat of larger powers. It doesn't help that recently the same thing happened but in regards to the CWU. The Administration faction is basically being doubly overlooked when it comes to its main function, controlling/administrating the city and its laws.
How can this be dealt with?
I understand that the vort faction needs some immunity/protection in order to be fun. It's not fun being a biotic that just sweeps the streets all the time while you wait for another liberated vort slot to open up. Thus, an arrangement could be done.
Sector/Global Administration-imposed immunity could be removed, with a few out-of-character ground rules implemented in order to prevent changes that might make the biotic players' time on the server a nightmare, such as completely segregating them from city RP. This would uncuck the CCA while also protecting biotic players from being fucked over.
Hopefully something can be arranged to deal with this matter. Thank you for reading.
(some information may be wrong btw, sorry for that)
TL;DR: vorts being uncollared with powers is bad because of IC security reasons and server atmosphere. Simple fix is removing sector/global administration-imposed immunity with a few OOC rules for it to be good for both sides.