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- Oct 24, 2018
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- #1
Resistance Overhaul
This is not official and is a suggestion put on the table for discussion
Structure
Resistance gameplay in its current iteration follows the post 2014 free for all setup, whereas anyone without any restriction may create their own groups. The downside of this system is it creates a strong feeling of “mobster” roleplay with infighting and a lack of overall unity / direction. It also creates a loot / hoarding loop since there's no overall objective to follow.
I’d like to propose experimenting with a pre-2014 system where resistance gameplay used a whitelist to stay in sync with server/story direction and kept a more structured approach to goals and gameplay. Think of how Civil Protection operates but for the resistance, with their own base (with similar rules to CPs to not stay there for longer than X time), leads, roles, gameplay, etc.

Current
We provide the tools to grant everyone opportunities but we do not provide the direction nor leadership with our resistance setup to organically create objectives without heavy admin intervention. I do not find this system sustainable long-term and if the involved admin/s eventually leave, the system gets hampered even further without clear replacements. In effect we operate a sort of semi-official admin event led faction leadership glued together with rebel representatives. It is quite up in the air for most times and difficult to keep track of. What I'd much rather see is a player in the leadership position who's able to carry the torch and organize the resistance.
New
Proposed new system builds on top of our mechanics, still allowing for independent groups but syncs the server with appointed rebel leads with an official resistance faction aligned with it. Whitelisted members will reduce the infighting and provide a natural doorway for players wishing to become official resistance. Any whitelisted positions excluding the main lead can be appointed ICly. Players may still create independent groups at will, the whitelist faction will not be stopping that.
Structurally equalize both sides

Both combine and resistance (structurally) can be equalized to be similar but with their own distinct flavour, I use the combine side as an example above as they already have this setup in place. The combine start off in the Nexus with ooc rules to prevent cps idling there for too long, the Resistance can have the same as well with rules to prevent the i17 secret base idle issue.
The combine side have Civil Administration and Civil Protection offering diplomatic and pro-combine enforcement roleplay. The resistance can structurally have similar with leads offering a path forward, and fighters to help keep everyone safe from the combine.
Similar setups to CWU, CMU but simplified and more organic, the Resistance can have engineers and medics to offer specialized roles and gameplay. These roles can be intermixed and wouldn’t need to be strict or streamlined as CWU/CMU. Only the lead engineer/medic would strictly need the whitelist.
Then each sides equivalent of currency groups, for the Resistance it is the Black Market Dealers with its own lead as it is now but overall under the umbrella of the main Resistance to encourage communication and a tighter rebel community.
Finally you have the civilians and independent groups and vorts who will intermingle and find their paths set between the two sides. Just like how loyalist groups have intermingling “politics” between the various pro-combine factions, independent groups will communicate, trade and work their ways with the official resistance.
The goal
It is my hope this will reduce the dramatic infighting and trial by who shoots you first entryways we have now. By granting the resistance more structure I also hope this will add another element of purpose and reduce the looting / monster feel. The goal is to also push players to RP to join the official resistance and encourage more quality. Not to mention it'll be far more easy for Creative Team to organize events specifically for the resistance.
Rebel base
Much like how CPs operate with their Nexus, the Rebels can have a similar setup with base rules preventing its members to idle there for longer than X amount of time.
Who gets to become lead?
If this reform were to go through whoever gets to be the Resistance faction lead role will have a steep task to complete, it is vital to find a figure who's open minded, doesn't mind changes, thinks server-wide balance with combine/rebels and someone who wont have a meltdown if they lose their leadership position. This could be done via a open application setup, handpick interviews, etc to be determined.
If there's enough support to give it a go, we could give it an experimental trial run in the near future, possibly for the next map switch event.
This is not official and is a suggestion put on the table for discussion
Structure
Resistance gameplay in its current iteration follows the post 2014 free for all setup, whereas anyone without any restriction may create their own groups. The downside of this system is it creates a strong feeling of “mobster” roleplay with infighting and a lack of overall unity / direction. It also creates a loot / hoarding loop since there's no overall objective to follow.
I’d like to propose experimenting with a pre-2014 system where resistance gameplay used a whitelist to stay in sync with server/story direction and kept a more structured approach to goals and gameplay. Think of how Civil Protection operates but for the resistance, with their own base (with similar rules to CPs to not stay there for longer than X time), leads, roles, gameplay, etc.

Current
We provide the tools to grant everyone opportunities but we do not provide the direction nor leadership with our resistance setup to organically create objectives without heavy admin intervention. I do not find this system sustainable long-term and if the involved admin/s eventually leave, the system gets hampered even further without clear replacements. In effect we operate a sort of semi-official admin event led faction leadership glued together with rebel representatives. It is quite up in the air for most times and difficult to keep track of. What I'd much rather see is a player in the leadership position who's able to carry the torch and organize the resistance.
New
Proposed new system builds on top of our mechanics, still allowing for independent groups but syncs the server with appointed rebel leads with an official resistance faction aligned with it. Whitelisted members will reduce the infighting and provide a natural doorway for players wishing to become official resistance. Any whitelisted positions excluding the main lead can be appointed ICly. Players may still create independent groups at will, the whitelist faction will not be stopping that.
Structurally equalize both sides

Both combine and resistance (structurally) can be equalized to be similar but with their own distinct flavour, I use the combine side as an example above as they already have this setup in place. The combine start off in the Nexus with ooc rules to prevent cps idling there for too long, the Resistance can have the same as well with rules to prevent the i17 secret base idle issue.
The combine side have Civil Administration and Civil Protection offering diplomatic and pro-combine enforcement roleplay. The resistance can structurally have similar with leads offering a path forward, and fighters to help keep everyone safe from the combine.
Similar setups to CWU, CMU but simplified and more organic, the Resistance can have engineers and medics to offer specialized roles and gameplay. These roles can be intermixed and wouldn’t need to be strict or streamlined as CWU/CMU. Only the lead engineer/medic would strictly need the whitelist.
Then each sides equivalent of currency groups, for the Resistance it is the Black Market Dealers with its own lead as it is now but overall under the umbrella of the main Resistance to encourage communication and a tighter rebel community.
Finally you have the civilians and independent groups and vorts who will intermingle and find their paths set between the two sides. Just like how loyalist groups have intermingling “politics” between the various pro-combine factions, independent groups will communicate, trade and work their ways with the official resistance.
The goal
It is my hope this will reduce the dramatic infighting and trial by who shoots you first entryways we have now. By granting the resistance more structure I also hope this will add another element of purpose and reduce the looting / monster feel. The goal is to also push players to RP to join the official resistance and encourage more quality. Not to mention it'll be far more easy for Creative Team to organize events specifically for the resistance.
Rebel base
Much like how CPs operate with their Nexus, the Rebels can have a similar setup with base rules preventing its members to idle there for longer than X amount of time.
Who gets to become lead?
If this reform were to go through whoever gets to be the Resistance faction lead role will have a steep task to complete, it is vital to find a figure who's open minded, doesn't mind changes, thinks server-wide balance with combine/rebels and someone who wont have a meltdown if they lose their leadership position. This could be done via a open application setup, handpick interviews, etc to be determined.
If there's enough support to give it a go, we could give it an experimental trial run in the near future, possibly for the next map switch event.