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Bases, their ruling, and what needs to change.

ramen

Local minge
Gamemaster
Staff Team
A True Citizen
Joined
Jul 13, 2021
Messages
621
As it stands, to padlock and own any door that is not typically ownable requires a user to:
  1. Be apart of a Group, and at least 3 members have to be active.
  2. Be sure the base is not used by another group. (Base is inactive.)
  3. Call a GM to set up the base, in order to be properly logged.
  4. Actively use the base.

These rules, in and of themselves, are absolutely fine, there are no issues with this.. If we were talking about only bases.

There are many locations for "bases" now, especially with the new abandoned motel, sporting about 4-5 rooms per floor.
Adding up, that's about 15+ new "bases."

Thing is, most of these rooms don't even deserve to be called bases. They sport one room, with no side rooms, attachments, basements, or bathrooms. They are simple rooms.
And, only groups can claim these.


My issue?

What if a rebel, as a solo player, wanted a room where they could kick back, relax, store their items, and not fear the Combine's watchful eye?
They can't, without owning an apartment..

But what if you have no money? What if I don't want to join a group?
Well you're shit out of luck, I guess.

The current basing rules would deem a user, by themselves, padlocking a room for solo use to be against the server's Terms of Service, and thus, would warrant "base" removal, and disciplinary action if continued.

And, what if your group has a base, but you, as an individual, want a place to store your belongings? Well you can't. You have no room you can solo own.


I find it in best interests, to re-write the 'basing' rules, and recategorize what warrants a base.
There should be two categories, "Bases" and "Rooms."

The small, one room apartments in the motel should not be bases, but rather rooms. The larger, City-24 styled rooms in the back of the motel should not be rooms, but rather bases.

I want citizens to be allowed to claim rooms for themselves.
Let standard rules apply, inactivity = room removal.
Citizens must alert a GM/Admin ahead of time, before padlocking, to make sure proper claim is enabled.
Citizens should be allowed to put extra storage containers in side "Room."

Rooms and Bases need to be different. Allow people to own more illegal properties.
Thank you for coming to my RamenTalk.
 
I actually like this idea. Allow solo players to actually live in the hotel, rather then require money to have a living space. There's literally nothing stopping the rules to be changed to allow a solo player this freedom. Other then the fact its a broad spectrum rule put in place just in case 20 plus groups of 3-4 players pop up. (Which is about unlikely as hell freezing over, but still possible if someone dedicated to it)
 
It is a core part of Willard's design philosophy to discourage solo rebels. As a solo rebel, you're limited in terms of skills potential and would need to weigh a balance between crafting, smuggling, cooking, or being a good fighter. It is with this dynamic that groups thrive, with different roles assigned to people with varying abilities in each of the respective skills.

Solo rebels are inherently at a disadvantage by design, and they likely won't progress much without joining a group. One of the benefits of joining a group is the ability to enter their base. A base only needs a single room, as all you need inside is containers and workbenches. All the newly added rooms can fit this.

If we allowed individuals to claim rooms separately (as we used to in the past) actual groups will quickly discover that there's no place left to settle. This is the worst option, as solo rebels will interact less with people, and the rebel RP scene becomes noticeably smaller.

As a rebel, you're meant to work together with other people. If you still want a place for yourself, buy an apartment. You can afford one by doing one workshift and collecting one ration.
 
If we allowed individuals to claim rooms separately (as we used to in the past) actual groups will quickly discover that there's no place left to settle.
Which is exactly why I gave an example of things claimable by solos, and things claimable by groups, did you not read the post?
Small, 1 room "bases" should be claimable by solo players, and larger, multiple room bases should be claimable by groups.

The point of my complaint is to say that, while it may be a "core part of Willard's design philosophy to discourage solo rebels" people will still want to solo rebel, and you are FORCING them to be at a natural disadvantage.
Allowing people to claim small, 1 room apartments in the abandoned motel will not kill GroupRP, I promise you.
 
As a rebel, you're meant to work together with other people. If you still want a place for yourself, buy an apartment. You can afford one by doing one workshift and collecting one ration.
Again, did you not read the post?
The point of my point was that what if a solo rebel wants a place to store their guns, ammo, etc, in peace?
The Combine have logs of who is a tenant of every apartment, nothing in a city-sanctioned apartment is safe.

1 Block raid, and well..
1706109486317.png
 
what if a solo rebel wants a place to store their guns, ammo, etc, in peace?
Then just hide a container in an obscure place somewhere. Like a dumpster, or underneath a broken-down car.
  1. As a lone player you may only have 1 medium container or 2 small containers. Donators do gain an additional 2 medium containers. You can also have 1 safe ontop of this which is unraidable unless your character is PKed.
  2. Small containers can be hidden but can be found with a roll of 15+. All the player needs to do is roleplay with a /me in attempt to locate it but can only attempt it once. Note: Base containers are defacto hidden regardless of size.
Container rules for reference. These limits are more than enough for a solo player to stash everything they need. Not to mention the public stash you can use as well.
The Combine have logs of who is a tenant of every apartment, nothing in a city-sanctioned apartment is safe.
No. Hide a container in an apartment, and they still can't randomly find it. Same as if it were in a base.
 
It is a core part of Willard's design philosophy to discourage solo rebels. As a solo rebel, you're limited in terms of skills potential and would need to weigh a balance between crafting, smuggling, cooking, or being a good fighter. It is with this dynamic that groups thrive, with different roles assigned to people with varying abilities in each of the respective skills.

Solo rebels are inherently at a disadvantage by design, and they likely won't progress much without joining a group. One of the benefits of joining a group is the ability to enter their base. A base only needs a single room, as all you need inside is containers and workbenches. All the newly added rooms can fit this.

If we allowed individuals to claim rooms separately (as we used to in the past) actual groups will quickly discover that there's no place left to settle. This is the worst option, as solo rebels will interact less with people, and the rebel RP scene becomes noticeably smaller.

As a rebel, you're meant to work together with other people. If you still want a place for yourself, buy an apartment. You can afford one by doing one workshift and collecting one ration.
seems like someone wasn't able to be a proper solo rebel, noob
 
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