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City 24 multi-district concept discussion

Would you like to see this concept?

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  • Undecided


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RedHotGinger

The Owl
GALUNGA
Joined
Sep 25, 2020
Messages
847
Okay, I am going to keep this one somewhat simple and clean to ensure its approachable to even those who don't wish to dig through extreme amounts of text. Also in the spirit of leaving the concept open to more specific suggestions and alterations from the general community, as it would take some thinking to get down to a science.​


So, City 24 V4 is a fairly disliked map at this point. We all know its problems, and many are calling for a complete departure from City 24 as a whole, going back to your standard HL2RP maps of old, or perhaps lesser treaded ones. Either way, I want to propose a middle ground that may be able to satisfy both those who enjoy C24's aesthetic, and those who are growing increasingly tired of its limiting map design.

Treating City 24 as a greater whole by using three of its versions (V1, V2 and V3 or even the City 8 redesign of C24) as separate districts that all exist within the same city.

With this concept, Willard would select a map to remain on for roughly 1-2 months of playtime (Up for debate as to how long or short it should be) before eventually swapping off to another version of the city when the time nears to do so. Ideally, each map would be curtailed to have specific themes and event chains/stories surrounding it to inspire unique challenges and occurrences, as well as differing player experiences. While also having the ability to shape and influence the other districts if major things go right/wrong for respective factions.


For example. V2 could be considered a portion of the City that is nearby DX-509 malignancy. Xenian infestation would be a more common occurrence. Sicknesses, anti-citizen bio-harvesting ops, low base stability...Etc.

Meanwhile, in V1 you could have it be viewed as a more secure, central district, which houses the primary S24 building - the fattest target of them all. But as a consequence, its generally a very secure district, marred by politics, citizen struggles, and extreme classism to those who don't quite fit in with the elite.

1664074076447.png
BLACK DOT: V1
RED DOT: V2
These are just examples, and should not be taken as much more than just displays of what could potentially be. Not how it ought to be.

An advantage of this setup could be the massive increase in playground space for all parties involved. For example, lets say rebels stop murdering civs long enough to actually setup a control zone in V3, taking the district almost entirely. Typically, this would simply be considered the end of the server. Time to swap to a new map as there is very little left to be done here. Under this concept though, the rest of the districts still under Combine control could be affected and counteract this development, or be acted upon themselves. Likewise, rebels could consolidate greater gear, manpower and fortifications into specific maps to increase their influence in specific areas, or try to play wide and harass the Combine all around the city. Given that an economy update is supposedly coming that will feature actual resource limitations - this could birth the actual grounds for politics. Rather than just doing random nonsense, the consolidation of limited resources across present districts would actually be a hot topic.

This also would help alleviate the OOC complacency that comes with remaining on one map for such an extended period of time. Which, frankly, will be present in any map we choose should we ever vacate from V4 as it is. Naturally, this will probably take some careful consideration towards balance and faction stability, but with concessions, It could possibly work.


The obvious downside to this is that many of these maps are highly similar to eachother. V1 and V2 share a pretty significant part of the maps core, for example, and this could certainly create a immersion break when two entirely separate districts are mirror images of eachother. Sadly, there really is no way around that. One possible mitigation of this would be using rp_city24_district8, which is a map I don't know much of and can't comment on.

You get the idea. I wont go on further to ensure this doesn't get too long. Its the concept that matters for now and I would like it to remain approachable to as many as possible. As well as keeping it open to discussion from the wider community/staff.

Discuss below what you think of this idea, or know how to expand upon it to make it even better if it is to your liking.​
 
If it means we get to play v3 again I'm all for it. District 8 looks neat too.
 
Change is incredibly important to making RP new and exciting, its hard thinking of new events to do on V4 after being stuck on it for so long, having some map changes would be great, it would also play into the idea of constantly being relocated just like the games, but as long as I get to play V1 and V2 I am happy, I just wish those maps had admin boxes
 
Change is incredibly important to making RP new and exciting, its hard thinking of new events to do on V4 after being stuck on it for so long, having some map changes would be great, it would also play into the idea of constantly being relocated just like the games, but as long as I get to play V1 and V2 I am happy, I just wish those maps had admin boxes
The meaningless bombings that only resulted in the closure of one or two areas, occasionally enclosing certain crucial spots and forcing the populace to enclose as well, were always stale and were milked too much in V4. Tho changing the maps would inevitably require moving many people's containers as well, so I anticipate the server being down for a day or two for maintenance. Still, having new maps would offer a lot of possibilities and far more original ideas for events than some monotonous events designed only to do harm and/or favorable to one faction or the other nowadays
 
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require moving many people's containers as well, so I anticipate the server being down for a day or two for maintenance. Still, having new maps would offer a lot of possibilities and far more original ideas for events than some monotonous events designed only to do harm and/or favorable to one faction or the other nowadays
Actually i think it might be a cool idea for the containers to stay there if possible. As like a supply mechanic when the rebels manage to push out of their starting region, with only combine shops and large groups being allowed to move one large container over. With the rest. Staying on the previous map and still being there if the rebels get pushed back again. And otherwise only being able to move what you're character can carry over. Would encourage to not script horde so much since if you win as a rebel you are not allowed to bring so much over, but still enough to be able to fight in the next district and swap yourself out again.
 
I support this.

Also can a nuclear bomb go off in V4 on the way out? Please?
 
You could grab v1, wall off the fancy sector and treat everything else as some quasi-outlands/quarantine zone with how big it is
 
V1 and V2 have almost identical aesthetics and buildings, as do V3 and V4. The differences are present but it’s going to be an enormous suspension of disbelief to go from V1 to V2 and pretend they’re in different parts of the city when they have like 25 identical places.
 
V1 and V2 have almost identical aesthetics and buildings, as do V3 and V4. The differences are present but it’s going to be an enormous suspension of disbelief to go from V1 to V2 and pretend they’re in different parts of the city when they have like 25 identical places.
this, plus I don’t think we’re going to see much gameplay change since FLs don’t want to change their faction, etc etc. It’s going to be the exact same thing on 1 other map (v1 or v2). It won’t help.
 
this, plus I don’t think we’re going to see much gameplay change since FLs don’t want to change their faction, etc etc. It’s going to be the exact same thing on 1 other map (v1 or v2). It won’t help.
Most factions are hesitant to implement drastic changes to their factions for fear of conflicting with the upcoming economic update, from what I hear. I think we'll see some major gameplay & faction changes following that update.
 
I've recently shared very similar ideas to this concept as well, it's a really interesting one! There are some problems though.. Containers! We can't move containers over map switches, would we ask players to only bring what they can carry? Is that fair? Big hassle there

Second! Each hl2rp map has their own flaws and issues.. I think it's best for now to keep a stable "hub" map while we increasingly experiment with more map switch events to learn what works / doesn't work

HOWEVER! I've asked Rad to demo the idea in some shape or form in an eventual event to give it a taste, we'll see how it turns out
 
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I've recently shared very similar ideas to this concept as well, it's a really interesting one! There are some problems though.. Containers! We can't move containers over map switches, would we players to only bring what they can carry? Is that fair? Big hassle there

Second! Each hl2rp map has their own flaws and issues.. I think it's best for now to keep a stable "hub" map while we increasingly experiment with more map switch events to learn what works / doesn't work

HOWEVER! I've asked Rad to demo the idea in some shape or form in an eventual event to give it a taste, we'll see how it turns out
Here's an idea:

First off, in regards to the container problem;


The map would be switched to a different version every two or three weeks, containers would remain on the maps, players would only transfer what they can carry.

This would allow for each district to be home to a different rebel group, the LFC might have a larger presence in one map while a brutal gang of criminals could have a presence in another, this would make each district feel unique, it would also make 24 seem like a real city with a variety of different groups in it.

I would imagine that if V1 is used, the LFC would have control of the large rebel base on that map while if V2 is used the underground town would be home to a number of criminal gangs thriving off of the unstable situation caused by the nearby malignancy.

If a group somehow manages to establish control over multiple districts, it should be reflected on the world map, if the LFC manages to claim the slums of v1 and v2 it would show that they are becoming a larger group.

Secondly, in regards to the problems each map has;

V1 is a *massive* map with tons to explore, that's what I love about it, but the massive size of the map makes it feel empty. I have a few ideas for how to make the map feel more populated, such as:

-Allowing (and recommending) civil protection to make frequent use of APCs to quickly travel the streets of the map.
-Blocking off large and often unused portions of the map until they are needed for events (such as the massive park and theater)
-Only allowing the LFC in the giant underground rebel compound, it could act as their HQ in City 24.
-Turning the entire underground portion of the city into a spore zone
-Blocking off the long underground tunnel that leads from one end of the map to the other, forces players to sneak under or over the bridge to get from one end of the map to the other.

Similar changes could be done on V2, large portions of the map could be blocked off by infestations (seeing as it is on the border of the DX-509 malignancy zone.
 
fr fr change how city RP operates if that’s the case. don’t make it the exact same city rp that we know just on a different map.

give me district administrators, cop corruption, a fucking desk sergeant, whatever. a shitty CWU/CMU. please anything new lmao. But I know it’s going to be the exact same thing and the novelty will wear off instantly when people realize nothing has changed
 
Bus driver rp on V1
on god

imagine a trained CWU worker with the job of driving around the city and taking citizens to different places around the city, (it should be done for free, I doubt people would want to fork over money for a distance they could walk in a minute)

It would make v1 feel much better if you are able to travel around in a bus with some random people

CPs could have APCs they could drive around to respond to crimes
 
Here's an idea:

First off, in regards to the container problem;


The map would be switched to a different version every two or three weeks, containers would remain on the maps, players would only transfer what they can carry.

This would allow for each district to be home to a different rebel group, the LFC might have a larger presence in one map while a brutal gang of criminals could have a presence in another, this would make each district feel unique, it would also make 24 seem like a real city with a variety of different groups in it.

I would imagine that if V1 is used, the LFC would have control of the large rebel base on that map while if V2 is used the underground town would be home to a number of criminal gangs thriving off of the unstable situation caused by the nearby malignancy.

If a group somehow manages to establish control over multiple districts, it should be reflected on the world map, if the LFC manages to claim the slums of v1 and v2 it would show that they are becoming a larger group.

Secondly, in regards to the problems each map has;

V1 is a *massive* map with tons to explore, that's what I love about it, but the massive size of the map makes it feel empty. I have a few ideas for how to make the map feel more populated, such as:

-Allowing (and recommending) civil protection to make frequent use of APCs to quickly travel the streets of the map.
-Blocking off large and often unused portions of the map until they are needed for events (such as the massive park and theater)
-Only allowing the LFC in the giant underground rebel compound, it could act as their HQ in City 24.
-Turning the entire underground portion of the city into a spore zone
-Blocking off the long underground tunnel that leads from one end of the map to the other, forces players to sneak under or over the bridge to get from one end of the map to the other.

Similar changes could be done on V2, large portions of the map could be blocked off by infestations (seeing as it is on the border of the DX-509 malignancy zone.
Problem with this idea is that if you're a rebel player and your container moves you're shit out of luck, forcing rebels to have 4 containers, one per map, in order to keep what they need for rebelling.
 
or we could all make a pact to reduce the amount of scripts & their importance in roleplay so containers stop being an issue
 
Problem with this idea is that if you're a rebel player and your container moves you're shit out of luck, forcing rebels to have 4 containers, one per map, in order to keep what they need for rebelling.
This doesn't seem like a problem for only rebel players. A lot of people could be missing some important items if they don't bring them over from one map to another.
 
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