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Citizens in megaevents

Sync

Minge Lead
Joined
Nov 9, 2019
Messages
169
I want to start a discussion about how we can make megaevents more fun and engaging for all players, especially citizens. We all know about the reaccuring issue where certain groups or factions get most of the action during big events, while citizen characters often get left with very little to do.

I wanted to see if you all have ideas of your own that you might want to share. Things you might want to see in future megaevents.
 
Call me crazy but, what about a megaevent that focuses on survival of just citizens?

Lets say there was a City / District wide relocation that went wrong? And all of attached Civil Protection Members or OTA Soldiers didn't survive.

BUT a small group of civilians of various backgrounds survived and now are forced to manage themselfs out in wilderness.

No Bandits, no rebels, no Combine.

Just citizens and wilderness.
 
I think New Frontiers had a good variety even if it was largely just gameplay-oriented. You had an open and uncertain world with loot to be found. When I dropped in all I did was made buddies and with those buddies went off into the wasteland so we could find stuff to survive. Suffering together. Mega events shouldn't necessarily have to rely on that sort of gameplay loop though, and there were certainly times during it where it felt tired (Mostly because the people playing weren't super fantastic roleplayers haha :PPPPPP)

Fire & Sword did something similar but it wasn't that interesting. Events should in general just be structured around roping in as many people as possible, which often isn't the case since everything done in Willard usually involves like 3-5 factions and those 3-5 factions alone.
 
Call me crazy but, what about a megaevent that focuses on survival of just citizens?
The rather intriguing point this starts with is that most of the best events we have had are survival focused.

I genuinely wouldn't be opposed to the idea of such in the future.
 
The rather intriguing point this starts with is that most of the best events we have had are survival focused.

I genuinely wouldn't be opposed to the idea of such in the future.
I still stand by my words that the Alaskan Mega Event was some of the greatest roleplay on Willard.
 
Call me crazy but, what about a megaevent that focuses on survival of just citizens?

Lets say there was a City / District wide relocation that went wrong? And all of attached Civil Protection Members or OTA Soldiers didn't survive.

BUT a small group of civilians of various backgrounds survived and now are forced to manage themselfs out in wilderness.

No Bandits, no rebels, no Combine.

Just citizens and wilderness.
This is what the i24->T7 outlands event and the VET outlands expedition should've been. Having loyalists walk around with guns was amazing. Bring this back and expand upon this please.
 
If I were to say anything about this, I'd remotely say that the lore writers just really can't include Citizens in events.

Their faction is remotely boring, and filled with newer players who don't know what they're doing, and the Citizen's lore is primarily up to each different character, considering how Citizens aren't a hive-minded collected piece of people. It's hard to include a faction that doesn't directly have a moral goal, but is more or less in the neutral side of it all, choosing what exactly to do; Which is why I think Citizens don't get enough lore time, or inclusion in events. Only CP's or Rebels.
 
Factions with power will always take charge over factions without. Events meant for citizens will usually be overtaken by cops or rebels unless the event is boring or tightly sealed. A solution to this is to make citizens the only faction or somehow block off both combine and rebel players from intervening — perhaps forcing them into their own predicaments while the citizens deal with the main event.
 
If I were to say anything about this, I'd remotely say that the lore writers just really can't include Citizens in events.
I touched upon this a while ago but the best you can really do is give Citizens an 'in' into the event focusing on a more uniform faction. Because 'Citizens' are so all encompassing, you can't really make a narrative around them without changing the environment they preside in (see the cold mechanics in Terminal-7 or any event involving 'pollution' in the air forcing you to wear a respirator of some sort) which all end terribly as forcing citizens to coagulate in one area against their free will to 'encourage roleplay' will tend to do the opposite.
 
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