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A proper discussion regarding the New PK reforms

RedHotGinger

The Owl
GALUNGA
Joined
Sep 25, 2020
Messages
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Lets start with the more pretentious examination of the new system and move on from there.

Put Simply!
For rebels/partisans:

1. Rebels cannot be PK'ed as a result of a sweep, or any CP incursion unless they were the direct target of the sweep.
2. If not the direct cause of a sweep, rebels can still be killed by being 'captured' (more on this later)
3. If a rebel who was not the cause of the sweep commits any Red tier+ crime (Which can range from having bad boi items, to straight up murdering someone) are also immune to PK's.

CP's:

1. CP's cannot be killed at any point unless in a shadow sweep. (More on that too)
2. In theory, the only way to PK a CP is to now gather information on which CP is who, write up a PK request, have it accepted and then carry out the kill.

So, with the summary finished, lets start with each problem and work our way down.​


Narrative and Why Death Matters

I want to start with this, cause fundamentally this is what makes PK's important and necessary to the server as a whole, even if they are painful at the best of times. If I were to ask you to think of the last story you read/watched/played that did not in some respect entangle with the concept of death or mortality in some sense, even if nobody directly died in it, you would be very hard pressed to do so. Death is the single most common overarching element in any given story. Likely due to the fact of its inherent relatability and how easily it can be manipulated to change and evolve characters. Specifically to our setting and medium it also forces people to think more rationally. More carefully. It forces you to stay your weapon when you may not have otherwise. Hold you tongue when you'd rather speak...etc.

So what does that matter for us? Well the new PK rules have, at the narrative level, fundamentally eliminated this entire narrative angle when CP's and Rebels are contesting one another directly. Outside of key circumstances, such as a rebels being the direct target of sweeps, or CP's conducting shadow sweeps, the only thing to be gained from combat, is scripts and OOC bragging rights. Not a single element of the combat will truly matter.

What about NLR's, you may ask. What about them? NLR's are, narratively speaking, lampshades. In other words, it is nothing more than an attempt to conceptualize an event that breaks suspension of disbelief. Somebody clearly died in front of twenty people, but rules were broken in the process? How do we justify that? NLR. A way of avoiding a complete nullification of potentially hours of character development, and to avoid muddying waters, by claiming he who was shot - was just some guy. A useless, faceless nobody who knew no-one and truly did nothing. A body. Its is a tool to rectify narrative mistakes, not a narrative angle itself. Because its a poor one, as lampshading very often is. Its just there to hide the shadow of doubt long enough for us to move past it.

In the most basic terms - Combat between the two most combatative factions has essentially been nullified at the narrative level. Nothing evolves between them any longer. Rebels fire at CP's for scripts, and scripts alone. CP's enter the slums simply to give chase to an activity that is not starring at a wall for another hour. If you're lucky, to try to remove some weapons from the rebel market.

For Example:

You are a rebel and see your buddy, John Rebel, being searched near the slums gates. You know he has a bomb you set him off to deliver and know his time is short. So, you pull out your Pipe pistol and blast the rather British sounding CP searching him. Chase is on, sweep begins - looking for you. Another group mate, Sally Rebel sees the incoming chase. Like you, she reckons its better to help than standby and do nothing. So, she fires at the CP's killing one. Distracting them long enough for you to get away.
Sadly, she is killed shortly after. You escape, although barely. Hunkering deep into the sewers for hours on end, soaking up spores.
Good news however
As per the PK policy, this was an NLR for your dear Sally, and she appears the next day - oddly deprived of her goods, but looking quite well for someone riddled with shot. The CP she killed, the rather British one, is also on Triumph street the next day as well, talking about his bad teeth. In truth, you could say it almost feels like nothing changed. The same people live on, saying nothing of what happened. Because the person who saved you, wasn't your friend - it was a random nobody. The CP who died? Also a nobody.

Nothing is lost, or missed. Despite shots being traded and all around the district hearing of them, nobody will speak of it save for you, and maybe your bomber friend. Because nothing really happened when you pull aside the lampshading of a few lost scripts, and a lost rank. Both of which are not IC consequences, but OOC.

Loopholes and Bad faith

Okay, the more subjective part is now over. Now, we move onto something far simpler to convey.
The objective flaws in certain stipulations provided.

1. Outcome for Non-CP during Sweep
If captured and amputated (with a valid reason for amputation): a PK (as per the normal PK policy)

This is probably the worst example. This rule essentially encourages rebels to ignore FearRP at any and all costs and ensure that they are taken dead, rather than alive. Being NLR'ed is a certainty if you dropped to the ground in the midst of the sweep. However, once captured you are at the mercy of the CPs at hand, both ICly and OOC. I don't really need an example for this as its very easy to understand the problem. You would be better off leaping into a Striders Dark energy canon than into the cuffs of a CP. This is inherently Anti-RP.

Secondly, it opens up many Loopholes for CP's. As all rebels enter bleedout to start with, a CP can easily slap a bandage on them and forcefully save their lives, much to the dismay of the rebel at hand - who would probably be reaching for the nearest weapon to kill themselves rather than the CP's. After failing this though, the CP can drag him out of the slums, 'capture' him and then blow his head off for a clean PK about an hour later.

The counter to this is the concept that doing it in bad faith wont be tolerated. Of course, this is a bad counter. Having to solidify the extent and reach of your rule with an exclusively subjective sub-text is not good for consistency or the rules themselves. What will and wont count as bad faith is never known until it happens.

2. Outcome for CP's (Shadow Sweeps)
always a PK
Outcome for Non-CP's
Any other case: NLR no refund (refunds can be given via an appeal for exceptional circumstances)

This is a simple logical issue. I suspect Shadow sweeps are likely to never occur simply because there is no logic in risking your character being PK'ed for the best case scenario of NLR'ing another. Its simply high risk with low reward, if you want to look at it that way, and as such will likely very rarely actually be utilized.

Size

The final and admittingly more mild complaint regarding the new PK policy is its size and complexity.
My god, is it large now. This new section - which mind you only effects two of the roughly nine factions in play - has nearly doubled the entire policy in length. Even while writing this very document I have to continue to revisit it constantly as there is simply so much to digest in such a limited document. Even size aside, its complexity is overbearing.​



TLDR:

Narrative:
While it sucks, yes, PK's are a needed part of the server and the story in general. Without them, nothing of note changes. The same people continue to do the same things, endlessly, without any real mortal threat making them think twice. There is no upheavals in leadership, no secondary development for those that survive them. No tangible change in interpersonal narratives. Every single death, one of the most important tools in any story, is just 'some guy'. The people this new ruleset protects the most, are the kind of rebels that walk around in full kit when taking a generic stroll.

Rules:
Overcomplicated and with one too many loopholes to be viewed as a comfortable addition. Too much inclusion of subjective judgement to finalize objective rulings.



Possibly missed some aspects worthy of critique but this has gone on long enough. Discuss below, and don't be dismissive or rude about it. This was made specifically to open a more consistent and cordial discussion about it.​
 
This is yet another example of why Willard is turning more and more into a semi-serious RP server in my eyes. PKs aren't even a thing as long as you play smart, be it either on your rebel or on your CP. The current PK rules change is far more lenient with a lot of things, especially CPs. In my eyes, every death inside the sewers or slums (either caused by a rebel or by a cop) should be a PK in my eyes. It makes people think twice before and it doesn't lead to a scenario similar to this.

You are a rebel and see your buddy, John Rebel, being searched near the slums gates. You know he has a bomb you set him off to deliver and know his time is short. So, you pull out your Pipe pistol and blast the rather British sounding CP searching him. Chase is on, sweep begins - looking for you. Another group mate, Sally Rebel sees the incoming chase. Like you, she reckons its better to help than standby and do nothing. So, she fires at the CP's killing one. Distracting them long enough for you to get away.
 
If PK's are a positive in every situation, why then did we see so many threads where CM's, staff and players complained that rebels and cops would double-tap people bleeding out? Why was that not accepted as a necessity, especially when both sides were literally fighting for their lives? Why did we see situations where cops would surrender to roleplay with rebels only for them to be stripped of their equipment and shot in the back of the head? Why did we see so many people appeal their deaths for sweeps in general?

By the points presented in this post, none of that should have mattered.

Sweeps are not a vehicle with which you should be trying to promote extreme roleplay in. They are a balance mechanic and a reactionary bit of retaliation, and given EVERYONE could die at ANY time, it encouraged a massive problem of tryharding. Again, if it wasn't an issue and deaths were fine then why were cops yelled at for double-tapping downed rebels (and vice-versa) even when it was common sense?

The truth is, random deaths also do not promote roleplay. They encourage you to not bother trying again - especially rebels, given it takes months to gather equipment. Or worse, they encourage you to tryhard like fuck to survive.

Sweeps are needed but mowing down randoms (or forcing cops into them and PKing them for it) breeds resentment.
 
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i think the rebels captured shouldn't be able to be PK'd i think an iterrogation followed by a week cooldown on that character would be more fitting, then it removes the 'Bad faith' potential and leaves the person with the character happy and not having wasted potetial months in character development only to be gibbed by a PK hungry CP
 
Not every single death should be a PK. It’s not interesting or le kino cinematic RP when I see an S2K bind and then get PK’d 30 seconds later in the sewers because some random Bluesuit decided to stab a cop and run into the sewers. Neither is the ensuing 1 hour interrogation after they slap a bandage script on you very engaging or interesting.

Rebels already face a PK when actually doing something to warrant a sweep.

Though I agree that it makes no sense that you could ambush a sweep that’s not after you and still get NLR’d (though you shouldn’t be faulted if you’re cornered and only have a choice of fighting).

Plus CPs not being PK’d more is lame, as now they can just employ the OTA ‘I don’t suffer any consequences anyways so I’m gonna bumrush them’ tactic.
 
Not every single death should be a PK. It’s not interesting or le kino cinematic RP when I see an S2K bind and then get PK’d 30 seconds later in the sewers because some random Bluesuit decided to stab a cop and run into the sewers

Keep in mind, at no point do I suggest the complete abolishment of the PK ruleset prior. There will still be standards that were set before.
 
Okay, I feel like this thread does justify a proper reply. Not really arguing one way or another here, really, but I think it is important to express some of the thoughts we had when implementing the new policy. I say 'we' as I did not make the new policy alone - it was a request to be added, which I did after discussing it with both rebel players and the CP leads.

We had a big problem around rebel character turnover - mostly as the result of colletaral damage from sweeps. One rebel causes a sweep, he escapes but 3 others get caught in it and PK'ed with little to no recourse. Playing as a rebel, you essentially were at the constant risk of losing everything and there was absolutely nothing you could do about it short of not playing a rebel character. Character turnover at the rate we were getting wasn't really beneficial to quality, and really just made rebel RP a repeating grind.

I heavily agreed when the point was brought up that this was a big issue in our old PK policy. Some deaths are needed for the narrative, but on the other hand PK's are extremely harsh to the player getting it. The PK policy is a balancing act between the two interests - that of the server's narrative vs the effort put into a player's character. You may notice that one of the basic ideas under the (original) PK policy is the question of: when is a PK necessary for the server's narrative? It is an attempt at pouring the answer to that question into a set of criteria that I can test. We have a criteria to protect a player against 'random' deaths becoming PK's (first criteria), the second criteria tests for narrative/gameplay need, and the third criteria ensures that PK happen to a standard befitting of their severity.

Why do I bring this up? This complaint above heavily focusses and leans its arguments to the server's narrative while essentially ignoring the other side of the coin - the player losing their character. Some people here might not suffer from that (either due to not caring, or never really facing a PK - although experience learns the former is a rare breed), but I can't ignore the other half of their server that wants to stick with their character. PK's are pure evil when forced upon a player, but sometimes that is necessary for the good of the server's narrative. You can't write a policy when only talking about one of those two points - and most suggestions I see regarding PK's (e.g. make every PvP death a PK) just completely ignore one side (not to mention the wants of probably at least half the server), and thus fall flat on their face.


So, how do we solve this problem of balancing Rebels vs Combine, server narrative vs respecting players their effort? The only thing this thread seems to suggest at is to revert back to the old policy without the new sweep PK rules. While that might address a lot, we're really changing one ache for our old aches again. On the other hand, I also can understand the new solution isn't perfect (you quite correctly brought up a lot of my reservations that I voiced when we were adding this). To dive in there:
  1. CP's can only really capture rebels if targetting them. Note that this can also go via CM authorization for any reason, really. From the CP's POV, anyone else they kill it doesn't matter if it is a PK or not: assuming the player makes a new character we're likely to end up in the same place with a new rebel to engage CP's, just a rebel with less story behind them.
    One shortcoming here that I didn't see was this might be less ideal from the rebel's POV - if a real rebel died there would be more narrative for his friends. But let's also be honest: no rebel is going to ask for PK's on their friends because it makes their story better. And nobody has actually turned down the NLR in favor for a PK for their friends' narrative's sake.
  2. CP PK's always have been a rather meh thing. I've yet to hear of a rebel who really noticed this (over e.g. CP's naturally going inactive) when it happens. It's more something internally within the CP that might get noticed, mostly because it frees up ranks for people to move up. Beyond that? I never saw the benefit beyond claiming a 'fair playing field' - as if the odds wouldn't be stacked in the Combine's favor regardless (hint: OTA).
  3. Shadow sweeps have actually already happened under the new rules, so clearly there is room for them even with the heavy risk. Maybe it is because the risk is worth the narrative opportunity for the characters. Again, this point is nearly the same as being made in the OP, only that PK's themselves aren't always needed to make roleplay better, sometimes their risk is just as good. It makes some actions special, as you rolled the dice for them with your character being on the line. Not everyone does this, or manages to pull it off.
  4. The new policy is too long, yes. I've done my best to make it short and straightforward, but only so much that can be done. It's a trade-off to take.

And with that outlined, perhaps someone can come up with a better suggestion than old vs new. If not we might just have to go this the retarded way and lacking any consensus put it up to a vote (nothing ever good comes from votes if you ask me so... encouragement to find consensus instead).
 
This is yet another example of why Willard is turning more and more into a semi-serious RP server in my eyes. PKs aren't even a thing as long as you play smart, be it either on your rebel or on your CP. The current PK rules change is far more lenient with a lot of things, especially CPs. In my eyes, every death inside the sewers or slums (either caused by a rebel or by a cop) should be a PK in my eyes. It makes people think twice before and it doesn't lead to a scenario similar to this.
Not even sewer or slum just make it a PK all round, someone should actually ACTUALLY value their char and not think 'oh rule broken char come back' unless its some actual bullshit but if someone gets got then thats on them and they should be booty slapped into oblivion
 
One rebel causes a sweep, he escapes but 3 others get caught in it and PK'ed with little to no recourse. Playing as a rebel, you essentially were at the constant risk of losing everything and there was absolutely nothing you could do about it short of not playing a rebel character.

I dont play rebel, though I oversaw much and did participate in rebel centric events. From my knowledge, no rebel is at any risk to be PK'ed in a sweep unless they are carrying things they shouldn't be. Mind you serious things usually too, not just some chips or something. We're talking weapons and the like. Either that or they have to actively be doing something wrong.
Sure, do some rebels probably get caught out unintentionally? Yes. I am willing to bet, however, is this not part of the experience? Is that looming dread and possibility of death not apart of it itself? And for the rebels that caused sweeps needlessly, why is this not considered an IC issue? It would be an interesting development for groups becoming irate at the selfishly driven irresponsibility of some people.

I would get this point if it were the reality that all slummers just get instantly blasted, I really would. But, this only happens to those who walk around in full kit for no reason other than to show off to other slummers. Willard was founded on the idea of the surface rebel though. Someone who can walk amidst the city without suspicion. I do not believe the surface rebels are heavily affected, as many such rebels still remain today to my knowledge. Any rebel, who is underclass at the same time, is basically doing it wrong. The underclass in most respects exists in antithesis to Willards original vision for rebels.

Lets say a group of rebels just happens to get caught out by CP's. Well, that sucks for them, no doubt - if they die. But it can equally suck for CP's if they end up on the losing end which can very easily happen with the current balance as it is. Provided CP's are not allowed to enter 100 at a time of course.

Its also worth noting, under these new rules CP's now have more immunity than the rebels it claims to protect. CP's, without the threat of death, are more likely now to attack over slights, than before. Especially since its not entirely difficult for them to garner the upper hand.

Some deaths are needed for the narrative, but on the other hand PK's are extremely harsh to the player getting it.

I have already dived into the narrative side of this, so I'll slide into the side I didn't really talk about much, which is the player side of it.

I get nobody asks to be PK'ed. Which is why given the choice, 90% of any players will refuse the option of having their character ended. Hell, if you were to give me the choice to end my 1+ year old character I would absolutely say no. It's not really fun for the person at the receiving end of it. Someone even mentioned that people used to complain about how lethal things were. There is a reason for that.

You should, at all times, try and be decent about ending someone's character. The thing that was complained about before wasn't so much the deaths, but how they were carried out. People were executing eachother with single line /me's and just running off with scripts. Some rebels tricked a loyalist into seeing their hidden base just to have a reason to kill them. The problem then was conduct, not concept.

I think a death can be worth a lot, in many respects, its the finale of a character. The most likely finale every single character in the server will likely get at some point. Its an apocalypse and a uncaring world after all. Safety can't be assured even for the best of them. More over though, death doesnt have to be terrible for players. There have been many PK's I have seen that were quite something in comparison to any NLR. Even if they are somber, they dont have to be ugly. It mostly depends on the people at hand.

This is probably a bit of a rant, cause there is not a direct counter to it. Yes, PK's will probably at least somewhat suck. Nobody wants to die. But think about the sewers, for example. NPC's can permanently end your character down there. While some dislike it, I have always actually stood by it, so long as it functions properly. Because it adds a level of intensity and investment simply losing a few levels will not. It's like playing a typically hard game, but then tuning it to the easiest setting. There is something added by the presence of that challenge and that fear.

Speaking of Rebels and CP's exclusively then. In my opinion, cold as it may seem, they of all people should be prepared to see their characters perish. They are the most directly combative of any single faction of the server and naturally, much can happen to bring them low.


To wrap it up...PK's are a very delicate issue. They should be handled with care and honestly respect. They are wicked little things, but sorely needed for pretty much every aspect of the server. Narrative most of all. There is a reason Serious RP is not often found without them. Though its worth noting, its not even entirely about PK's at the end of the day. Its about it making it matter. NLR's, at the core of what they are, are voids. They are non-events that take away, rather than add onto.

PK, Temp PK, Stalkerize, MMR...etc
All of these have one thing over NLR, and that is that they happened as presented. They did not need to lampshade themselves. They did not need to pretend, or alter events to make sense. People remember them and act them out accordingly. They create RP more than some nameless newcomers death ever could. The original rules are always there to make sure they are capable of being handed out appropriately.
 
There's a lot of talk about the narrative importance of deaths, and how these changes will some-how take the impact out of all rebel activity henceforth.

But I really don't see it that way. What this change does, in my eyes, is takes PKs out of meaningless combat. Sweep battles and the like are entirely inconsequential in the grand scheme of things (when it comes to being caught and not being the target). The reason we have PKs in place here in my opinion is not for narrative purposes, but rather to create risk, which I believe NLR no-refund does just fine.

So where do we have PKs now? Actual meaningful battles. Rebel operations, sabotage, outlands expeditions, etc., stuff that has actual purpose. I don't think this new rule-set really detracts from the narrative at all, if anything, it encourages people to go further with their rebel characters and actually begin doing the meaningful operations, which as of late, there has been close to zero real rebel activity at all.
 
What this change does, in my eyes, is takes PKs out of meaningless combat. Sweep battles and the like are entirely inconsequential in the grand scheme of things

Stuff like this should not be inconsequential. Events and expeditions are nice but rare, and everyone knows a server that relies exclusively on them is a deeply flawed one.

If fighting for your life in the main server doesn't matter, my question is, what does? The main server cannot just be mindless and pointless busywork. It has to matter. If those firefights don't matter, then why bother having them?

The character drama, the fights and intrigue need to be important. The disputes and shifting interests as well. It all matters, and if it doesn't alone it needs to feel as if they do.
 
Okay, I feel like this thread does justify a proper reply. Not really arguing one way or another here, really, but I think it is important to express some of the thoughts we had when implementing the new policy. I say 'we' as I did not make the new policy alone - it was a request to be added, which I did after discussing it with both rebel players and the CP leads.

We had a big problem around rebel character turnover - mostly as the result of colletaral damage from sweeps. One rebel causes a sweep, he escapes but 3 others get caught in it and PK'ed with little to no recourse. Playing as a rebel, you essentially were at the constant risk of losing everything and there was absolutely nothing you could do about it short of not playing a rebel character. Character turnover at the rate we were getting wasn't really beneficial to quality, and really just made rebel RP a repeating grind.

I heavily agreed when the point was brought up that this was a big issue in our old PK policy. Some deaths are needed for the narrative, but on the other hand PK's are extremely harsh to the player getting it. The PK policy is a balancing act between the two interests - that of the server's narrative vs the effort put into a player's character. You may notice that one of the basic ideas under the (original) PK policy is the question of: when is a PK necessary for the server's narrative? It is an attempt at pouring the answer to that question into a set of criteria that I can test. We have a criteria to protect a player against 'random' deaths becoming PK's (first criteria), the second criteria tests for narrative/gameplay need, and the third criteria ensures that PK happen to a standard befitting of their severity.

Why do I bring this up? This complaint above heavily focusses and leans its arguments to the server's narrative while essentially ignoring the other side of the coin - the player losing their character. Some people here might not suffer from that (either due to not caring, or never really facing a PK - although experience learns the former is a rare breed), but I can't ignore the other half of their server that wants to stick with their character. PK's are pure evil when forced upon a player, but sometimes that is necessary for the good of the server's narrative. You can't write a policy when only talking about one of those two points - and most suggestions I see regarding PK's (e.g. make every PvP death a PK) just completely ignore one side (not to mention the wants of probably at least half the server), and thus fall flat on their face.


So, how do we solve this problem of balancing Rebels vs Combine, server narrative vs respecting players their effort? The only thing this thread seems to suggest at is to revert back to the old policy without the new sweep PK rules. While that might address a lot, we're really changing one ache for our old aches again. On the other hand, I also can understand the new solution isn't perfect (you quite correctly brought up a lot of my reservations that I voiced when we were adding this). To dive in there:
  1. CP's can only really capture rebels if targetting them. Note that this can also go via CM authorization for any reason, really. From the CP's POV, anyone else they kill it doesn't matter if it is a PK or not: assuming the player makes a new character we're likely to end up in the same place with a new rebel to engage CP's, just a rebel with less story behind them.
    One shortcoming here that I didn't see was this might be less ideal from the rebel's POV - if a real rebel died there would be more narrative for his friends. But let's also be honest: no rebel is going to ask for PK's on their friends because it makes their story better. And nobody has actually turned down the NLR in favor for a PK for their friends' narrative's sake.
  2. CP PK's always have been a rather meh thing. I've yet to hear of a rebel who really noticed this (over e.g. CP's naturally going inactive) when it happens. It's more something internally within the CP that might get noticed, mostly because it frees up ranks for people to move up. Beyond that? I never saw the benefit beyond claiming a 'fair playing field' - as if the odds wouldn't be stacked in the Combine's favor regardless (hint: OTA).
  3. Shadow sweeps have actually already happened under the new rules, so clearly there is room for them even with the heavy risk. Maybe it is because the risk is worth the narrative opportunity for the characters. Again, this point is nearly the same as being made in the OP, only that PK's themselves aren't always needed to make roleplay better, sometimes their risk is just as good. It makes some actions special, as you rolled the dice for them with your character being on the line. Not everyone does this, or manages to pull it off.
  4. The new policy is too long, yes. I've done my best to make it short and straightforward, but only so much that can be done. It's a trade-off to take.

And with that outlined, perhaps someone can come up with a better suggestion than old vs new. If not we might just have to go this the retarded way and lacking any consensus put it up to a vote (nothing ever good comes from votes if you ask me so... encouragement to find consensus instead).
with regards to No. 1, criteria 1 of the first segment, If CP's come into the slums armed and looking for a fight, and someone who didn't start the sweep but say has a crowbar on them is dragged into the fight, wouldn't they not qualify as an aggressor as it is not by choice but rather necessity?

'Any armed participant in TBC fight will get a PK as being the aggressor' - this would imply that a jimmy bluesuit with a crowbar, even if they are not the cause of the sweep and were caught in it, they would still be an armed participant though not voluntarily, which would subject them to a PK, unless I'm missing something.

Also with regards to CP's......isn't a NLR followed by 'no refund' pointless to them as their equipment is provided by the union and is thus not 'personal'?(except the specialist bought equipment), as a result isn't the 'No refund' part of that only applicable to CP's with special equipment of which there aren't many?
 
Stuff like this should not be inconsequential. Events and expeditions are nice but rare, and everyone knows a server that relies exclusively on them is a deeply flawed one.

If fighting for your life in the main server doesn't matter, my question is, what does? The main server cannot just be mindless and pointless busywork. It has to matter. If those firefights don't matter, then why bother having them?

The character drama, the fights and intrigue need to be important. The disputes and shifting interests as well. It all matters, and if it doesn't alone it needs to feel as if they do.
This is part of a larger issue with rebelRP in the city. They simply do not have enough targets to be doing operations in the City that are worth-while. In the Bottlestreet era (and just after) we had the peak of operations, which was mostly dismantling forcefields and the like, with the occasional big-leagues mission like an assassination.

Sweeps are inconsequential because they hold no impact. The only victory for the rebel side is simply surviving, and the CPs get a few kills under their belts. I think we should do more to encourage battles that matter, where victory/defeat means more than just life/death.
 
with regards to No. 1, criteria 1 of the first segment, If CP's come into the slums armed and looking for a fight, and someone who didn't start the sweep but say has a crowbar on them is dragged into the fight, wouldn't they not qualify as an aggressor as it is not by choice but rather necessity?

'Any armed participant in TBC fight will get a PK as being the aggressor' - this would imply that a jimmy bluesuit with a crowbar, even if they are not the cause of the sweep and were caught in it, they would still be an armed participant though not voluntarily, which would subject them to a PK, unless I'm missing something.

Also with regards to CP's......isn't a NLR followed by 'no refund' pointless to them as their equipment is provided by the union and is thus not 'personal'?(except the specialist bought equipment), as a result isn't the 'No refund' part of that only applicable to CP's with special equipment of which there aren't many?
I consider participant somewhat more strict. If you get dragged in against your will without any real chance to escape... where you actually participating in the fight? Script-wise the answer is yes, but most of the PK policy doesn't look at that. Purely looking at the situation, the answer usually is no. The question would more fall around if you were (immediately) amputated or not for possessing a weapon.

There is a minor bite into their skills, but other than that the consequences are rather light on them, yes. This was taken into account however, and deranks were added where needed for where something with actual consequences was needed.
 
I consider participant somewhat more strict. If you get dragged in against your will without any real chance to escape... where you actually participating in the fight? Script-wise the answer is yes, but most of the PK policy doesn't look at that. Purely looking at the situation, the answer usually is no. The question would more fall around if you were (immediately) amputated or not for possessing a weapon.

There is a minor bite into their skills, but other than that the consequences are rather light on them, yes. This was taken into account however, and deranks were added where needed for where something with actual consequences was needed.
a de-rank isn't that severe if its your main character, nowhere near as sever as starting afresh
 
As has been clear, making PK's on both sides for everyone just leads to tryharding.

Cops being forced into sweeps and being PK'd when they die is little better than uninvolved rebels being PK'd.
 
As has been clear, making PK's on both sides for everyone just leads to tryharding.

Cops being forced into sweeps and being PK'd when they die is little better than uninvolved rebels being PK'd.
frying pan and fire moment
 
Also with regards to CP's......isn't a NLR followed by 'no refund' pointless to them as their equipment is provided by the union and is thus not 'personal'?(except the specialist bought equipment), as a result isn't the 'No refund' part of that only applicable to CP's with special equipment of which there aren't many?
CPs pay for their equipment unless it’s the first time they get it. An MP7 is 300 credits if I recall correctly. Don’t lose your gear.
 
CPs pay for their equipment unless it’s the first time they get it. An MP7 is 300 credits if I recall correctly. Don’t lose your gear.
its more the body armour, and other stuff as well as the pistol, unless they pay for all that too....and have to buy armour repair kits when their stuff is damaged, or new health kits when they use them
 
its more the body armour, and other stuff as well as the pistol, unless they pay for all that too....and have to buy armour repair kits when their stuff is damaged, or new health kits when they use them
Yes, they pay for that too.
 
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