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Half Life: Sundown, A Post-Uprising Roleplay Concept

Equinox

Radio Bob Approved
Banned
Joined
Sep 17, 2019
Messages
583
Disclaimer: This is not a suggestion, or even a discussion for what could be on Willard Networks. I'm throwing ideas out to likeminded people who have shared interest in the same thing I have. Consider this world building and game designing.

Half Life: Sundown, A Post-Uprising City Roleplay Concept
Half Life: Sundown, Post-Uprising City Roleplay is what the title entails. Half Life Roleplay set in the world following the Rebellion of City 17.

Setting and Premise
The year is 202X. Gordon Freeman has returned, and with him the spirit of humanity. As Nova Prospekt fell, so it was that City 17 must fall. And as City 17 fell, so to must the rest of the Combine Empire.
​

The Combine's grip on Earth had already begun to weaken over time. Years have passed since the "Golden Age" of a once proud universal union ended, and in its place came the stagnation, the famines, the bickering of government officials, and the growing apathy from the Advisors that only cared more about the bounty of Earth's resources. In its place, came the slow realization of the horrors the Combine truly wrought upon humanity. The lies, the deceptions, the smoke screens, the gaslighting. All of it was being realized, and in the latter years of what was once seen as an absolute power, even the most staunch of loyalist began to recognize that even their delusions were simply that- delusions. It was only a matter of time before human kind had enough of the misery and suffering.

Even against the insidious control of information employed by the Combine's totalitarian regime, word of the Ctiadel's collapse reached the hearts of millions across the globe. It was then that the weary and tired saw how vulnerable the Combine truly were, how weak they had become. This was the moment. This was the point of no return. The beating heart of an Empire, once thought invincible, had not just been stabbed- but had been blown to pieces. If the capital could fall, so to could the rest.

Moscow. London. New York. Geneva. One by one, the fires grew- but the Combine Empire is anything but fleeting. In the face of resistance across the globe, the Combine have brought fourth their legions of the lost. The Overwatch Transhuman Arm, humans robbed of their very soul, now march in the hundreds of thousands, bringing their technological, tactical, and physical might- and there is only one Freeman to go around. The Global Revolution will not be easy, for freedom must be fought with tooth and nail. Blood will be spilled. Cities will burn. Tyrants will hang. The Combine Empire must fall.

Your story begins in but one of these cities. The Uprising has begun. The brutal Civil Protection suffers from mass insurrection. Rebels rise from the alleys to wave the flag of resistance, whether it be a symbol of hope, or a symbol of a once proud nation. Those still loyal to the Civil Protection are fleeting, as they are dragged away by the Combine to be molded into something much worse than a hopeless citizen. Overwatch, and its terrifying Transhuman Arm, return in kind- and stuck in the middle are the angry, the meek, the remaining. Some try to live on, wanting to avoid bloodshed either out of fear or inability to fight. Others remain loyal, blinded by the propaganda that speaks of a still thriving Empire, though you would be hard pressed to hear someone speak of their loyalism.

Much of the city has fallen into ruin. Fires burn as synthetic forces and transhuman arm hold citizens still remaining in their district under tight control. All the while, not even one district over, the flag of the rebellion rises high, a district retaken for humanity. Between the two fronts, blood is spilled, synthetic and human, as war is waged. All the while, the ever growing threat of Xenian infestations and monstrosities threaten to consume all.

The Uprising is here. Whether you fight with the technological might of the Combine at your side, with the spirit of humanity within, or the rage of vortal revenge in your heart- blood must be spent. Earth hangs in the balance, observed by humans, vortigaunts, the occupation, and forces far beyond our comprehension, its fate to be decided.

In-Game Summary
Half Life: Sundown is meant to take advantage of the massive amount of content made for City roleplay, while also delving into the idea of "What if the Uprising actually happened?" The general gameplay "loop" of Half Life: Sundown is akin to that of a week-by-week change of the city. So how does it work?
​

The server starts with a large, but divided city. On one end is the Nexus/Citadel, the Combine's point of operations. Here, the Combine project their forces into the city. As far from the Nexus as possible, likely in a slums or outlands like area, the Resistance does the same from a base of operations, projecting their forces into the city as needed. When the server starts, it is assumed that the city is at a turning point. The front is at the middle, a halfway point between the Combine and the Rebels. It is known as the "Contested Zone".

Sunday through Thursday will consists of a lower pace (yet still dangerous and potentially active!) roleplay setting. Small skirmishes are being performed as sides attempt small pushes into other territories. Support runs are being performed. Xenian forces are being held off. Imprisoned Citizens tire away to support the crumbling infrastructure of a city at war. Even within the Contested Zone, occassional fights break out. But so to are citizens trying to survive. Food is being gathered. Moments of brief relaxation occur. Gangs and other organizations try to prove that they are the best to battle the oncoming threat. During these days, the staff will run events and whatnot, as well as set up conditions for both sides. These events and conditions can have a massive impact on how the next two days turn out...

Come Friday and Saturday, the bloodshed begins. Depending on how Sunday through Thursday turned out, one side or the other is going to advance their front. This sees the server transition from a slower paced roleplay (60% Roleplay, 40% Action) to a more combat heavy, action orientedserver (30% Roleplay, 70% Action). At this point, forces can organize and move into the Contested Zone. On average, there could be anywhere from 5, to 10 (if not more!) all out combat scenarios- all of which are being monitored by the staff to determine a victor. In between these massive bouts of combat, the areas bordering the contested zone are in a constant state of defense and action, as attempts may be made to push into these areas and disable them to ensure victory in the Contested Zone. Meanwhile, farther back in the city- near HQ's and other safer areas, citizens may either be preparing to move to the front, or hiding away depending on how they wish to play. During these two days, further conditions are being set. The staff, having noted what occured in the week before, may introduce certain variables into the contested zone. Citizens ran successful supply runs through the Contested Zone in the week before? They may have better guns and ammo come Friday and Saturday. Failed to sabotage a synth deployment zone in Combine territory? You may see a Strider moving into the Contested Zone to lay waste to the enemy. Failed to surpress a growing Antlion infestation? The Combine OR the free Citizens (or both!) may see Antlions swarming into the Contested Zone as they respond to the racket of gunfire and explosions.

As Sunday rolls around again, the result of the previous war is tallied by the staff. Who won how many battles? How much damage was done to either side overall? Were certain goals met during the active period? Eventually, the winner is decided, and the map goes through some changes. The victor shall move into the Contested Zone, claiming it as their own- and the front is moved. A Rebel Victory could see the Combine forces being pushed back as a new contested zone is made in what use to be a Combine controlled section of the map. A Combine Victory could see the Rebel forces being pushed back as the Combine move their alien metallic walls forward. It can get even more unique of course. Did Xenian forces grow out of control and drive both sides back? BOTH neighboring sections of the map could be lost, with the Contested Zone now growing to three sections, with two sections now being up for grabs by either side. A stalemate could result in no progress, in which the map remains the same. In the case of a crushing defeat, especially from a longer stay on the map in which both sides are ramping up resources and supplies, two zones may be lost by a side, resulting in massive gains for one, and losses from another.

And then, the week begins again. New conditions are set, new events ran, and more of the map is accessed (or lost) by either side. This back and fourth can go on for a long time. Rebels can push the Combine all the way to their Nexus district, but perhaps a failure to sabotage key parts of the Nexus itself can result in massive reinforcements coming in, and pushing the Rebels back far from the Nexus.

After a couple months, one could expect to see an HQ being invaded. These moments are the climax of a long, drawn out story of conflict, back and fourths, and more. Whether it be the Combine storming the final location of the Rebels and their refugee camp, or the Rebels and swarms of angry citizens storming up the Nexus and putting a bullet in a City Administrator's head- an end will, eventually be reached.

This is the end of a Chapter within the Half Life: Sundown saga. Usually, a new map has been decided on in advance. The idea is that these chapters all take place one after another, with explanations as to how certain characters (the same characters) arrive in different cities. New factions are expected to form. New gangs, cults, organizations, and insurgencies are expected to be here, as to keep things fresh and new.

Factions
There are three primary factions in Half Life: Sundown: The Free Denizens, the Combine, and "Belligerents and Neutral Forces".
​
The Free Denizens
The Free Denizens are comprised of those who have been liberated from the Combine. They are the masses, both angry and weary. What once were citizens or slaves now stand in opposition to the Combine, whether it be by aggressive force, or simple removal from the Combine Empire. The sub-factions of the Free Denizens are the Refugees, Vortigaunts, Independent Organizations, and the Insurgency.

The Refugees
The Refugees are the primary faction of the Free Denizens. Technically, all independent organizations fall under the Refugees, with Vortigaunts being an equal to them. Whether they be people ready to fight, or those not wanting to fight either out of fear, survival, or whatever reason, they exist as the majority.

Vortigaunts
Vortigaunts, now free from the Combine, are incredibly valuable for the Free Denizens of the city. They may exist individually, or as clans within Independent Organizations, and are treated with the same guarantee of character freedom as a regular Refugee.

Independent Organizations
Independent Organizations are part of the Refugees (and Vortigaunts). Criminal Gangs, Religious Cults, Local Resistance Movements, Vortigaunt Clans, and National Organizations- they all fall within the Independent Organizations. These represent the divide in the population formed by the Combine's long occupation, and each may have their own goals and ways of carrying out the fight against the Combine. When the Active Period (Friday and Saturday) arrives, it is up to them to work together, with themselves and other organizations, to put up a proper fight against the Combine. Italian mobsters fight alongside Vortigaunt Clans. Religious extremist enlist the aid of Criminal Gangs. This shows the collective themes of humanity potentially arising to bring the fight to the Combine.

The Insurgency
The Combine are powerful. In most cases, it is beyond what resides in a city to resist the Combine. The Insurgency is on its way, and with it is its legions. Resistance Insurgencies are massive factions that exist outside the city, within the Outlands. A prime example of an Insurgency is the Lambda Resistance. These massive organizations, with thousands of members potentially, work to fight the Combine wherever they can. But the world is a big place, and they can only focus their efforts in so many places at once. Often times, they send fourth detachments of their group to aid cities, whether it be through reinforcements or supplies- or to help unite the Free Denizens efficiently.

The purpose of the Insurgency in-game is to act as an overarching leader of the Free Denizens, though not one that is guaranteed. Their goal is to screen Independent Organizations that are not only proficient, but are good for roleplay. Often times, especially in the first half of a Chapter, all Independent Organizations are being supported by the Insurgency, so as to allow everyone a fair chance- but as time goes on, the Insurgency will begin to approach groups that have proven to be the most efficient and popular, seeking to bring them under the flag of the Insurgency. These groups are still allowed to maintain their identity and theme, as well as members, but will now fall under the Insurgencies command. Success in doing so can result in a more unified group of Free Denizens against a growing Combine threat. Sometimes however, the most popular groups may be those who admire the theme and command of certain groups. In these cases, an Independent Organization may choose to not allign with the Insurgency. In these cases, depending on the type of Insurgency used for the chapter, the independent organization may be fully supported and be given the "go ahead" to lead the charge. Essentially, Insurgencies act as a support faction for Independent Organizations, as well as the primary leading force should Independent Organizations not fit the bill.

The Combine
The Combine are present in every map, and are, over the entire Chapter, on the defense. Whether it be through a city-grown rebellion, or the invasion of a Resistance Insurgency, they are now under attack by an external force. Their HQ is always the Nexus, or even a Citadel should they have one in the map. The Combine isn't truly made up of permanent characters. This is a story about humanity resisting the Combine after all. Characters in the Combine faction are mostly OTA. The sub-factions of the Combine are OTA and Synths.

The Overwatch Transhuman Arm
In the place of Civil Protection, comes the Overwatch Transhuman Arm. During the down period, the OTA are tasked with running certain missions to effect their own conditions. They may run covert operations into enemy resistance territory. They may be called in when a force of citizens is attempting to sabotage Combine infrastructure.

However, the main limit of the OTA is that they are an on-call force. At any point, players with OTA flags are told to flag on, and will be tasked with defending against a citizen operation, or running an offense. Certain members who enjoy playing OTA primarily may be part of a certain echelon of OTA that are chosen to do tasks during the down periods.

When the active periods come, players who may wish to partake in the fight as the Combine may hop on their OTA character. This opens up the faction for many more players who have been authorized to play a low ranking OTA unit.

During down periods (Sunday through Thursday), the general ratio is 0-10% of players being OTA on the server (depending on if they are needed). These players are usually players who highly enjoy playing OTA, even during moments of downtime and passive RP. During the active periods (Friday and Saturday), the general ratio may be upped to 20, 30, or even 40% of players being OTA depending on time-on-map as well as certain conditions being met (or not) by either side. The Free Denizens maintain the majority at all times as human kind heavily outnumbers the Combine on Earth.

As the Resistance begins to near the Nexus, more powerful OTA may be seen. Elites may begin to show. Surpressors and more. They may begin having better equipment as the Combine turn their attention to a city nearing total loss to the Resistance. This is the strength of the Combine overall, but also their weakness. Their capabilities begin to grow as they near defeat, making them a more dangerous force- but so to do they begin to weaken as they push the Free Denizens back, as Overwatch sees that the presence in the city has it "under control". The same also applies to the Resistance.


The Overwatch Synthetic Arm
The Synthetic Arm are the powerhouses of the Combine. Striders, hunters, and maybe even the occasional Synth Soldier. The Synthetic Arm is even more uncommon than the OTA, but their presence is the result of either a victory on the OTA's part to secure resources, or a failure on the rebel's part to prevent said resources from falling into Combine hands. Synth forces will usually be made up by OTA Players during Active Periods, and with that in mind, you should only see Synth forces during the Active Period, and within the Contested Zone.

Belligerents and Neutral Forces
Belligerents are, as the name implies, hostile entities- while neutral forces are that which are unknown. The main sub-factions of the Belligerents and Neutral Forces are Rogue Entities, Bandit Groups, and Xenian Threats.

Rogue Entities
Rogue Humans are rogue Civil Protection, outcasts, xenophobic vortigaunts, and other unknown yet isolated people.

Rogue civil protection are Civil Protection units are those who fled the tyranny of the Combine, knowing the fate that awaited them, or not willing to commit to Combine kind- yet they represent those of humanity who betrayed their own kind in favor of their own greed. The Combine will either kill them or give them the fate they so desperately avoid. The Free Denizens will have them brutalized and potentially put to death for their crimes against humanity. The Civil Protection units of old are alone. Some may group with other rogue units, but often only in groups of two or three. To reintegrate with human society they must take on the monumental task of making amends with those they have oppressed for so long. The only condition of rogue civil protection units is that they must be known by the Free Denizens, by name and face. Anyone who sees them will know who they were, either by way of travelling info, or by personal memory.

Not all denizens can integrate into a free society. Whether they have outcasted themselves, or have been exiled for crimes committed, they now rest seperated from the rest. Like rogue units, they are also known, and must exist by themselves. Travellers be wary, for an outcast could be just as much an enemy as they can be friendly.

It would be foolish to say that all vortigaunts favor or tolerate humanity. Some vortigaunts, whether realizing the opportunity and arriving from outside, or from seeing their freedom as a sign, detests humans. Some may simply avoid them, while others may actively hunt human kind. A force to be reckoned with, xenophobic vortigaunts are not to be trifled with.


Bandit Groups
Sometimes, whether it be from the declaration of an Insurgency, or via the consensus of Independent Groups, another group may be deemed an active threat to human kind. Whether they were criminals who saw fit to replace the oppression of the Combine with their own flavor of oppression, heartless raiders who see humanities compromised state as an opportunity to strike, or religious zealots who find others to be undeserving of certain qualities, they have been deemed an active threat. These groups are essentially outcasts who are grouped together. They are a threat to both sides, and even other forces within neutrality.

Xenian Threats
Xenian Threats are self explainatory. Swarms of antlions. Hordes of zombies. Headcrabs, bullsquids, and more. With the loss of the Combine's control over the city, so to have their defenses and the security provided began to fade. The outside world seeks to fill the void, and so the Xenian corruption begins to seep in. Combine patrols swarmed by Antlions. Human refugees intercepted by puppeted necrotic bodies. Large pockets of infestation seeking to feast on organic matter. None are safe from the Xenian Threat.

The Map
The map is very important for Half Life: Sundown, but a good map is fairly easy to find. Traditional City RP often has a lot of requirements that make choosing a map somewhat difficult. With Post-Uprising City RP, the standards are much lower, as you need far less to create what is essentially a large arena from a city.
​

Map Qualities
The following qualities are desired in a map:

Large Size
Maps should be of a larger size. This makes it to where more zones can be formed to push and pull for by the factions. Smaller maps can still be used, but they may not last for as long as a larger map. The larger the map, the longer the chapter will go on.

Non-Circular
In City RP, circular maps are often desired for their benefits for roleplay. In Post-Uprising, this is not required, as a faction is naturally among itself. We want maps that have a line of progression. This quality however, isn't too important, as one can still divide sections to make it more linear- even on maps like Industrial 17, one could prop the zones to sort of "zig zag" through the map, until it eventually makes its way around to the plaza.

Variant Atmospheres
This is often present in most maps worth their salt, but it is still preferred for Post-Uprising City RP. You want a side that is obviously less Combine controlled such as a slums or an outlands section (City 8, Industrial, City 24), and one that is more loyalist and secure.

Large Sewers
You want a larger sewers for reasons that will be shown later. In short, it provides an alternate setting within the map itself. This isn't required if the map is VERY large.

Locations of Interest
The following locations should be present on all maps:

Nexus/Citadel
The Nexus/Citadel is the Combine's HQ. It must be present, and should be in a fortified position.

Insurgency Headquarters
The Insurgency Headquarters are where the Resistance Insurgency within the region shall base as they move into the region. This area should be on the surface and as far away from the Nexus/Citadel as possible.

Sewers
The sewers are very important for Half Life: Sundown. No longer are they a place of secrecy within the Combine regime, but instead a "wild west" for the city. Underneath the entire city, it acts as the exception to the gameplay system. Anything can happen within the sewers. With the Combine losing control of the wider region, the sewers are now home to even more dangerous entities than before. Both in low period and high activity periods of the server, factions can run operations through the sewers that can either result in ambushes and skirmishes, or allow one faction to make their way into the backlines of another zone.

Past that, the sewers act as both a location for "missions" to take place in, as well as a high risk, high reward location. In some cases, certain locations of the sewer may be made into one of the zones to capture in the Chapter, or may be made an "exception" to the dangerous sewer standard, where an HQ or refugee camp can reside.


Refugee Camps
Refugee Camps are locations where Free Denizens are guaranteed safety and security from the crumbling city. There may be multiple camps, or even one massive camp. These camps can be located in apartment complexes, encompassing an entire zone, or doing so while surrounding a rebel HQ. It is where Free Denizens will find supplies should they be dropped, and Independent Groups are encouraged to interact with these camps. Refugee Camps also hold memory of certain characters that are outcasted, such as bandit groups, xenophobic vorts, and any other outcasts- so they will actively be ready to repel these entities if they are spotted.

Organization Bases
Independent Organizations usually claim certain buildings or parts of buildings as their base of operation. These are often former businesses, warehouses, defunct factories, and more. Not only do these Independent Organizations act as sentries for any hostile forces, but they also provide a Free Denizen presence, and a location for Refugees to reside in should the organization be friendly. Refugees may leave the camps, and interact with these Independent Organizations like factions. Think Fallout New Vegas if you want an idea as to how this may work.

The Front Lines
The Front Lines are the zones bordering the Contested Zone. Groups may base here even before it is secure, but it is a risk. In general, the Front Lines consists of outposts of multiple groups (including the Insurgency), barriers, ammo caches, and large fortifications that act as a front to the Contested Zone in opposition to the Combine. In down periods, one may find members of Independent Groups as well as the Insurgency keeping a watch, and looking out over the Contested Zone. On the Combine side, cameras and turrets line the walls, and OTA may rest behind the walls, awaiting any intruders. At times, they may even see combat, or perhaps just stray bullets flying around and the infrequent explosion. In times of high activity, aka Friday and Saturday, this zone will see heavy population as troops run back and fourth, and forming squads to push into the Contested Zone.

The Contested Zone
The Contested Zone is essentially the No Man's Land of the city at any given moment. The lines are drawn, and an area rests between that is effectively the most dangerous area in the server at all times. In the down time, the Contested Zone is an area of tension and constantly toeing the line. Straying too close to either side as the opposing faction can result in a bullet entering your skull. Anyone seen in the Contested Zone is free game for the opposing faction. Often, OTA are seen if they stray too close. Free Denizens may enter, and usually be somewhat okay, but approaching too close to the Combine wall can result in turrets and mines attacking. Furthermore, scanners may occassionally fly over the Contested Zone, and should they spot anyone within, a Hunter Chopper may be dispatched, or mortar strikes may be commenced, or even a squad of OTA may be called in if it is a particularly noticeable squad of rebels.

In times of high action, Friday and Saturday, the Contested Zone becomes the proving grounds of both factions. Squads are constantly pushing in, seeking to either occupy the Zone, or push forward and destroy the enemy fortification. Swarms of combatents duke it out, and come the active period of Sunday, a victor is decided, the Contested Zone then moving as the new one is propped up to appear destroyed, the previous offense having taken its toll on the defenses as the old Contested Zone is rebuilt into a new front lines.

Major Events
Multiple events can occur within the map that have a high influence on the Chapter, whether it be temporary or permanent. These are often called in when things begin to stagnate, or to just provide a bit of spiced of roleplay.
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Antlion Menace
A hive of Antlions has either gained access to the city through failing constrictors, was drawn to the racket within, or has been riled up in defense. Antlions may be seen much more often around the map, drones flittering about individually, and an area of the sewers may be turned into a growing hive. At times, especially on Fridays and Saturdays, an entire swarm including Antlion Guards may move into the Contested Zone, or strike the front lines (or backlines!) of a faction, drawing their attention away from the Contested Zone if they are sorely unprepared.

The Antlion Menace may move on in time, or it may require a condition to be met to be rid of it, such as taking out a growing Hive. In rare cases, if Antlions win too many battles, or are allowed to grow too large in the sewers, they may take over a contested zone, causing a stalemate, or even widening the Contested Zone to cover two or even three zones. This makes the Antlions into a very dangerous threat that must be dealt with. In this case, they may become a legitimate full on faction of their own, in which failure to contain the Antlion threat may result in the entire City being lost, or the Combine threat being replaced by an Antlion threat. This could even lead to a very rare result of an Antlion victory, and thus the City is taken over by Antlions.

Anomalous Occurance
With the Citadels beginning to fall, and with the destruction of City 17, the fabric of reality between Xen and Earth has begun to weaken once again. Portal storms are beginning once more as the Combine's network of Citadel's has weakened, and with that, comes many new and potentially dangerous anomalies. Anomalous Occurances are divided into two categories:

Passive Anomalies
Passive Anomalies are anomalies that don't present any danger, or at least no danger so long as its conditions for danger aren't met. These can occur on any scale, from an entity the size of a basketball, to massive anomalies that effect the entire region. The sky turning an ominous purple for one day. Clouds that rain blood. A door in the sewers suddenly leading to a completely different section of the sewers despite them being nowhere close. The sudden appearance of a human from another city. These usually don't cause much harm, but simply exist to spice up the world, and give it that strange "Half Life" feel. They may also be sentient (or non-sentient) entities that interact with humans.

They can last anywhere from a few minutes, to the entire Chapter in length, no matter their scale. Some may also have conditions to be met to disappear, and some may even turn into Dangerous Anomalies.

Dangerous Anomalies
Dangerous Anomalies present a threat to life. Clouds that rain corrosive acid. A Xenian monstrosity portaling in from nowhere. Small particle storms. Spontaneous combustion of entire buildings. Anything can happen. These are essentially the same as Passive Anomalies, but can harm people, and may even have a heavy influence over a Contested Zone! A giant orb of spikes that pulls anyone who draws near close to it placed in the middle of the Contested Zone can prove to be a very dangerous and deciding factor.

Like Passive Anomalies, these anomalies can be sentient or non-sentient entities that can harm humans or OTA. Similarly, they can last for a short amount of time or the entire Chapter.

Xenian Infestation
Infestations were already a large issue for the Combine before the Uprising. Now? They spread with little to no obstruction. Infestations can begin anywhere, though usually start within the sewers as it provides a perfect environment for growth. An infestation left unchallenged can grow to become a true obstacle, as they draw much more Xenian lifeforms to it. If it grows too large, it can occupy an entire zone, and while it may not prevent a faction from traversing through it, it may indeed keep said faction from properly using said infrastructure, which can be very detrimental to the revolutionaries efforts.

Infestations have to be fought. There is a chance that they just stop growing at a certain point, but that is unknown, and they can begin to grow after a period of stopped growth. This often requires fire, though fire is hard to control and can begin to destroy infrastructure. Preferably, chemical projectors such as those used by the Combine are the best for clearing infestation.


External Involvement
Whether it be the Combine shuttling in reinforcements, or an Insurgency letting loose an artillery barrage, an external force can always influence the fight. During periods of activity, the entire contested Zone could be mortared without care, in which both sides are at risk of taking a mortar strike. Sometimes these are done blind, while other times a faction may be notified of incoming mortars (and sometimes even the opposing faction through recon efforts), which results in a temporary pause as the area is littered with explosions.

But direct involvement isn't always possible. Sometimes, a razor train is sabotaged, meaning the OTA are short on weapons and supplies, or an Insurgency supply caravan is ambushed, causing a temporary famine in the city. Like anomalies, anything can happen, and can last for any amount of time.

All Out War
There may be instances in which the chapter is simply going on for way too long. Neither side can gain ground and drive the other out. We don't want staff to favor one side too much, so a solution to this is to propose an "All Out War", which can be seen as Sudden Death. This usually occurs when the Contested Zone is still around the middle after a large amount of time, usually a few months.

"All Out War" is where a date is set for a Friday and Saturday. On this day, the final battle will occur. The Contested Zone is removed, and the entire map becomes a Contested Zone. Both sides will be given a massive amount of resources. The idea is that the focus of both the Global Revolution and the Combine have met on one crucial area, and both are focusing all resources on these locations. Both factions war it out, and come the end of Saturday, a victor is decided if an HQ hasn't been wiped beforehand. The victor is decided like any other contested zone fight. This option is usually chosen when either both sides are doing very well, or it is unsure which side is doing well. The idea of the result is that one side either overpowered the other, or that one faction obtained enough of the city for a major force outside the city to properly move in and drive the other out completely.

PK Policy
One has to wonder what exactly the PK Policy for such a server might look like, considering that it is far more dangerous than normal City RP. Instead of try and describe what a PK Policy might look like, I'll just go ahead and write out the PK Policy in its entirety, though perhaps slightly simplified.
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1. Automatic PK's:
1A. Dying in combat or RP as the leader of an Independent Group, or Insurgency.
1B. Dying in combat or RP as a member of a Bandit Group.
1C. Dying in combat initiated by your character.

1D. Dying in combat or RP while located within the sewers.
1E. Dying in combat or RP while located within enemy territory.
1F. Dying in combat or RP while in the Contested Zone on a primary character. (Explained Later)
1G. Roleplaying suicide.

2. Criteria that may result in a PK:
2A. A character who dies as a result of an attack which intends to target the character themselves (essentially wanting that character eliminated).
2B. A character who carries out an obviously dangerous act, such as disarming a bomb or approaching an obviously dangerous anomaly and subsequently dies. Resisting after being held up by a gun can fall under this.*
* - Negligance in the face of obvious danger also falls under this!


Criteria that result in a PK being waived:
- Dying due to a bug, exploit, or RDM.
- Dying due to an NPC.*
- Dying in S2K.**

* - PK will not be waived for 1D, 1E, 1F, or 1G.
** - PK will not be waived for 1D or 1F.

Other Features
These features don't require their own section, but are still very important.
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Combat Characters
Combat Characters are a form of secondary character that players can have. Once Friday and Saturday roll around, players may utilize a secondary character to partake in combat. It should be emphasized that such a character is entirely optional. They aren't able to be developed beyond RP on the front lines and in the Contested Zone. Combat Characters act like literal red shirts from star trek. They are there to die, respawn, and die again, as combat characters cannot be PK'd. They allow players to partake in a very dangerous time for the server without risking character development. Furthermore, if a player's primary character is part of a group, they can roleplay that their combat character is a member of said group. It is assumed that if you are using your Combat Character, that your primary character is in the back lines or safe in a Refugee Camp or Independent Group base.

However, there are some downsides to said characters:
- They cannot be used outside of Friday and Saturday (active period).
- They cannot be used outside of the Contested Zone and the Front Lines.
- They only gain access to a set amount of equipment (often influenced by conditions met before hand). This means that only non-combat characters can use better equipment such as AR2s, RPGs, grenades in general, shotguns, etc.
- They cannot go into the sewers under any circumstance (even if the Contested Zone is set down in the sewers).
- Group Leaders cannot use Combat Characters to lead their own group or to replace their own character as a group member. They must partake in the Contested Zone as their leader, or not go in at all.
- Combat Characters cannot be used for any purpose aside from the front lines and the Contested Zone. For instance, if a squad of OTA were to sneak behind the lines during an Active Period and attack a group base, said group cannot defend their own base using Combat Characters.

Furthermore, if conditions are met, a faction may be prohibited from using Combat Characters for an active period, though these conditions are usually later on in the chapter. Combat Characters are also a faction of their own (OOC wise), so it is easily identifiable if someone is playing a combat character, as well as easy to arm them if they are.

Operations
Operations are, if using WN terminology, essentially a form of Short Stories that effect the server. They exist to potentially influence the server, and can take place on any map. Usually last anywhere from 1 to 2 days, they will have conditions in them that players are to meet, which will then influence the server depending on their success or failure. These can range from as small and reserved as a Squad of resistance members invading a depot station, to an entire expedition of characters moving to acquire a form of tech or to take out a travelling Combine regiment.

Alternative Maps
While this was made for City maps, this can technically be used on any map that can accomodate zones and multiple locations. Outlands can hold it, and so can any map that makes sense- but it must be noted that this was designed for City maps.

Why Make This and Run This?​
1. It is a change in the formula.
HL2 City RP is old. Very old. It has run its course. Of course, it can be ran very well if done right, but this doesn't ignore the fact that it has been around for 10+ years. While I have my opinions on it, I won't waste your time explaining WHY City RP may be inherently flawed, but we can all agree that we have seen the most of it. To keep a roleplay scene alive, you need change, and chasing old memories of what once was is antithetical. This is a change in scenery. It takes place somewhere that is familiar, but answers the question of "What WILL happen once the Uprising begins?"

2. It utilizes assets already made for City RP.
A major issue with outlands RP or anything taking place outside a City for HL2RP is that it suffers heavily from a lack of assets. There are way more City maps than Outlands maps. There is much more developed for City Roleplay than there is for Outlands RP. With this, we can utilize what has already been made, while showing it in a new perspective.

3. It doesn't rely on incredibly specific conditions and systems to make work.
At least, compared to traditional City RP that is. City RP relies on a lot of variables and conditions to be in place for it to work properly, and even after 10 years what exactly these variables are are not really understood by many server owners. Willard, thankfully, got it right- but even then there are issues that are inevitable. Half Life: Sundown is made to be much more relaxed, while at the same time being much more engaging. Most importantly, it doesn't actively supress its most vital faction like City RP does. There is no more of having to tip toe the line between "Oppressive Government" and "Character Development Freedom".

4. It provides the perfect mix of roleplay and action.
In general, most players enjoy it when there is an availability of roleplay, followed by bursts of action. It makes the game exciting while also allowing room for characters to grow. Half Life: Sundown works by having a longer period (5 Days) of "down time" with tense moments and occasional short action mixed in, followed by a short period (2 days) of "high activity" where players can play out intense, engaging combat.

5. It consistently draws the player back, while not wasting their time.
The Active Period of the server is specifically on Friday and Saturday each week because it is made to be a draw. If we decided to constantly throw combat at the playerbase, it would quickly devolve into a deathmatch server, or one where players grow tired of combat. Recently, within the past few years, HL2RP servers have begun to work on a "weekend to weekend" basis. This is emulated here. The Active Period of the server promises action for those who want action, and then provides a moment of consolidation/aftermath RP in the day after on a weekend. Following that, players may stick around and continue to RP in a tense environment, but are always looking forward to the weekend, where they will see where the server goes in terms of narrative.

6. It is inherently designed to tell a story and give a sense of progress.
In Chapter format, with zones being fought for, players really feel as though they are making progress. Epic battles followed by moments of victory, heartbreak, and drama thereafter. Each week draws the player in by allowing them to potentially be that change their faction needs to push the server into a certain direction. With such a rapid environment, change is both short term and long term, where it used to be only long term in traditional City RP.

Imagine as a faction begins to draw near an enemy HQ. Everyone involved will be incredibly dedicated to seeing what may happen. Will their weeks off progress culminate in victory against the Combine? Will they be pushed back? What twists may arise if the Combine have nearly wiped us out to bring us back into the fight? These type of community environments draw a sense of comraderie.

7. It allows for just as much (if not more) nuance and character development with far less oversight and stress.
Traditional City RP needs a lot to run. You need: A loyalist lead (1), Vice and City Administrator (2), a lead for the CWU and CMU (2), leaders under that for certain functions within (3-5), leads for the Civil Protection and OTA (3-4). Leads within the Civil protection to head squads (4-5). Leads for the rebels if deemed necessary (1-2). Leads for Vortigaunts (2-3). Leads for business (1). And leads for investigative and propaganda (2) and all their sub-functions (2-4). In total, you need around 23 to 31 members active to run every single faction here and its functions. That is a very high demand.

Half Life: Sundown is meant to be very lightweight on its demands. The only required leads are: Overwatch Leads (3), Resistance Insurgency Leads (2-3), Vortigaunt Leads (2-3), and to be safe, some Refugee Leads (2). That's 9 to 11 players, potentially 7 to 9 players if you cut Refugee Leads and have the Insurgency directly lead Refugees, which they absolutely can.

And for that, you get almost the same exact level of character development and choice. Your character can do ANYTHING as a Free Denizen. They can fight the Combine, undermine an independent group, lead an independent group, be a part of a group, become a criminal, form a gang, form a loyalist extremist group, lead squads into battle, investigate crimes in the Refugee Camps or act as internal security, run ventures into the sewers, cook food for people, scavange for parts in dangers locations, hunt Xenian creatures for food, and more- not even touching on the vast, almost limitless themes you can touch on with Independent Organizations. All with much less oversight and strict rules.

8. It naturally provides a goal to work for, built into the game itself.
HL2RP not set in a city often runs into a problem where players lack a clear goal to work towards. What's the point of being free in the outlands if it's essentially just a sandbox to fuck around in for a few hours before logging off? But even in the city, this can be an issue. So much is needed to provide players with something to do. You need factories running, businesses going, and much much more. You could allow citizens to do more, but this begins to infringe upon the idea of an authoritarean occupation wanting to suppress you, the flaw of totalitarian dystopia RP.

In Half Life: Sundown, you have a clear goal: Defend your territory, prepare to fight, destroy the enemy. This is a very big goal to work towards, that is always present. This is not including the various goals that may be presented by individual groups and their agendas, along with other problems that may occur.

9. It doesn't stagnate, and it doesn't grow old.
The Map is always changing and so is the state of your character. City RP suffers from the fact that change requires months of progress, or else it disrupts the theme and purpose of the server. Every week, there is something new. The map is restricted by who occupies it, and in doing so, you allow players to really work into a location, before being presented with a new set of locations later on, or being forced to rework and re-engage to accomodate a smaller set of locations. When players return to said locations, they may be different. An apartment complex once held by the Free Denizens may be damaged or repurposed by the time you take it back. With an ever changing world, and the important parts remaining long term (character development), you have an overall engaging server that won't tire of the same ol same ol.

10. Appears to require more by its staff than it actually does.
It could be said that this may look like it requires a ton of oversight by a staff team to run, but in execution, it shouldn't require more than servers already have. Yes, there is a lot of propping involved, but said propping isn't required all the time. When Sunday rolls around, a new contested zone will be propped up, but only just a zone, while one could allow players to clean up and rennovate the old contested zone to fit their needs. Aside from propping, the staff can dedicate themselves to aiding player RP and moderation. The only times that require a good staff oversight presence is in the Active Period, where staff members should be observing combat, and noting who wins major conflicts within the Contested Zone, as well as overseeing conditions and whatnot. This isn't difficult so long as they are allowed to do so without interruption, which is what a team is for. In conclusion, you don't need more staff than you already have.

Potential Usage on WN?​
I know I said in the disclaimer at the beginning that this is not a suggestion or even a discussion of "what if?", but I will say that, given WN is dedicated to having a changing world- it is only a matter of time before you reach the Uprising. This right here is your answer to "What do we do after the Uprising of City 24?" One could use a system like this in Short Stories as well to run a beta test before it even starts. That's all I have on it. Just consider using such a system should WN enter a post-uprising setting. That is what this was made for.

Conclusion
Thank you for reading this! I know it's a lot, but it takes a lot of writing to describe an entirely new gamemode. This was done out of personal desire, since I like conceptualizing stuff like this, and thinking "What if?" Please post comments, concerns, or questions down below. They help me iron out issues in this gamemode, while also dispelling any worries one might have.
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I mean, there is one mod that takes place after HL2:EP2 or at least maybe a few years after which is Thunder's Leaves
The premise is the resistance using combine tech and the combine has found a way to mess with it, in my opinion, I think it's opened a window as to how a world post-occupation could look like.
I'm gonna leave the mod page here if you are interested in it yourself:
 
Combine dont care if gordon freeman rebels or not and post-uprising would be essentially a human vs human war just like old times
 
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