Janek
Member
- Joined
- Nov 13, 2021
- Messages
- 67
- Thread Author
- #1
Why, what and how?
Why?
First off, it is important for me to state the reasons, as to why I am making this suggestion in the first place. After spending hours of time inside the subway system, it has become clear just how rewarding the subway system is, compared to how little dangerous and penalizing it is. There is a good set of options, when it comes to traders. They are a craft-specialist's best friend, as they have absolutely everything a craftsman could desire. There are so many loot locations, and we even have some wooden containers among them.
It is funny to say this, but the barnacles, the rarely occuring xen creatures on two or more legs, as well as the "toxic" gas, are less of a threat to anti-citizens than a civil protection unit. Not to mention, the gas, is not life threatening at all. Yes, you get some stinky vision that lasts for however long, but with enough to do above, you will have no problem waiting it out. How about my character? Would she not stink and be riddled with sickness, since she spends more than half her day, without any protective equipment in an alien filled gas environment? It is not apparent, and one can subjectively decide, if they smell like fresh cut grass and red roses on a shiny day, after a trip in the subway.
We need to increase the danger, and the penalties that come with the subway system. It should not take mere minutes to speedrun an entire subway system, due to running not increasing the rate at which gas is inhaled, as well as the subway system having basically zero dangers. Sure, go through the system without a flashlight, and get caught by a barnacle, or get crabbed. However, that is the only thing you need for a trip throughout that system. A flashlight. You don't need a melee weapon, and sure as hell not a gun.
What?
What to do about it? There are a myriad of things which can be done about this. We already have some stat penalties in place, some coughs and etc., but when does that actually have an effect on you, and others' roleplay experience? When does it change the playstyle and risk-approaches to the system? How many mistakes are there really to be learnt from? The most obvious thing is to implement more factors/penalties. Things that will have an effect on how other characters perceive and interact with your character. I am sure, my character's morale would dive lower than the subway system, due to how disgusting her clothes would be, as well as the smell that would surround her. Her ability to be social comfortably, will decrease significantly. Planning will become more tedious, as one has to plan how long they would spend in the system, as well as what gear they are willing to risk, to increase their chances of survival. Bringing medical items and at least a melee weapon, should be the minimum. The most important thing isn't to make the deal with the trader, or find a few bags of metal scraps, for damned be the loot, if you can't get out with it alive in the first place.
How?
So, how do we increase the dangers and penalties of the subway? I would like to propose a few concepts.
1. Increase the rate, at which toxic gas is inhaled, depending on movement behavior throughout the subway system.
Activities, such as running and jumping, should increase the rate at which gas is inhaled. This will prevent people from speedrunning the subway system, and be mindful about their movement. Jumping over multiple obstacles is a tedious task, and should also increase the rate at which gas is inhaled.
Running is another matter. When you decide to run, is up to you and the danger of the situation you're in. If you're not careful, the amount of running you'll have to do will increase significantly. Spending too much time in the subway system and lacking normal oxygen, will force you to use the remaining time you have left, running out of the system, due to the risk of dying. Attracting the attention of dangerous creatures, will force you to either run away or fight. There's a risk to both choices, as you either limit the amount of time you can stay in there, or risk becoming injured by the creature, possibly dying depending on preparedness and luck.
2. Raise the short-term damage from toxic gas inhalation.
Currently, we have some stat penalties, which last until you are cleansed from the gas. Your vision is also affected, and to a good degree. However, I believe there is not enough consequence to the stat penalties. Instead of a level based penalty, it should be percentage of level based. I will refer to that as well in the next point. The reason for it to be percentage based, is due to the agility level cap. You can achieve level 50, and run faster than someone who's half your level, while still suffering from weeks of toxic gas inhalation, due to the penalty being nothing more than 10 levels. I propose a penalty ranging between 1-20% for agility, strength and perception, and a 1-10% penalty for any crafting related stats.
3. Implement long-term damage from toxic gas inhalation.
It is important to have long-term consequences for a lack of preparation. Even people who are well-prepared will suffer consequences depending on their preparedness. Unless you have a type 2 chem suit or alike, you will not negate 100% of the toxic environment. It is for that reason, the total amount of time you decide to spend in the subway, should have a severe consequence. It would be ideal for the long-term damage to last for either weeks or months, if not permanent. The penalties should be very subtle compared to the short-term, but amount to a relatively high stat penalty, level percentage based, if not one or more chronic illnesses.
4. Increase the presence of Xen spawns, not Combine.
What is fundamental to a Xen infested area, is the presence of Xen spawns. In Half Life: Alyx for example, Xen creatures are everywhere. The presence of Combine units depend on various events that may take place. The presence of zombies, while in very low amounts, would especially be present around the subway trains or in seating areas. To my experience navigating the subway, there's currently no way for any Xen creatures to migrate into the city from the subway, unless they learn how to climb walls and ladders. In that conclusion, Combine has zero reason to risk their units down there, unless it is in a very important mission. (Most logical to me and my experience with civil protection.) The increase of headcrabs should be very mild. Majority of headcrabs would already have found their hosts before the invasion was completed, it however adds the extra risk, if a person is not wearing any head protection.
5. Implement hygienic and illness statuses.
Hygiene and illness is especially important when it comes to RP. It differentiates the poor from the rich. The two different financial classes should have their differences, and they do through clothing, behavior and etc. This should be especially noticable, when it comes to subway dwellers. With hygiene not being present on the server, people would have no idea, that the person they stand next to, is riddled with toxic alien spores, smelling like who knows what, and constantly has breathing problems and coughs all over the place. It'll further push the poor to become outcasts, or to take precautions as to avoid the bad hygiene and illness. We have stat penalties due to the environmental exposure of the subway, so adding to the roleplay aspect would force dwellers to make further choices. People riddled with illness would either suffer the stat penalty and the status as an ill person, or head to the CMU and receive treatment. The same goes for hygiene. People who's clothes are filled with spore particles from the subway, would either have to clean them, get rid of them, or sleep knowing what they're wearing. Server-side sounds such as coughing, sneezes and heaving, will aid well in determining illness in another person, and will prompt people to make decisions according to a character's moral compass. Whether that be to stay away from that person or not.
As others have mentioned, some things, if not all, will have to be discussed. However, I believe that these five points, will not only decrease the amount of grindsetter, but also allow for a more consequent and challengefilled experience both in- and outside of roleplay.
While this was written with a relatively narrow perspective, due to the small amount of time that was spent writing, I hope this can still be expanded upon, and concepts be fitted and introduced on the server.
Thank you for reading.
Why?
First off, it is important for me to state the reasons, as to why I am making this suggestion in the first place. After spending hours of time inside the subway system, it has become clear just how rewarding the subway system is, compared to how little dangerous and penalizing it is. There is a good set of options, when it comes to traders. They are a craft-specialist's best friend, as they have absolutely everything a craftsman could desire. There are so many loot locations, and we even have some wooden containers among them.
It is funny to say this, but the barnacles, the rarely occuring xen creatures on two or more legs, as well as the "toxic" gas, are less of a threat to anti-citizens than a civil protection unit. Not to mention, the gas, is not life threatening at all. Yes, you get some stinky vision that lasts for however long, but with enough to do above, you will have no problem waiting it out. How about my character? Would she not stink and be riddled with sickness, since she spends more than half her day, without any protective equipment in an alien filled gas environment? It is not apparent, and one can subjectively decide, if they smell like fresh cut grass and red roses on a shiny day, after a trip in the subway.
We need to increase the danger, and the penalties that come with the subway system. It should not take mere minutes to speedrun an entire subway system, due to running not increasing the rate at which gas is inhaled, as well as the subway system having basically zero dangers. Sure, go through the system without a flashlight, and get caught by a barnacle, or get crabbed. However, that is the only thing you need for a trip throughout that system. A flashlight. You don't need a melee weapon, and sure as hell not a gun.
What?
What to do about it? There are a myriad of things which can be done about this. We already have some stat penalties in place, some coughs and etc., but when does that actually have an effect on you, and others' roleplay experience? When does it change the playstyle and risk-approaches to the system? How many mistakes are there really to be learnt from? The most obvious thing is to implement more factors/penalties. Things that will have an effect on how other characters perceive and interact with your character. I am sure, my character's morale would dive lower than the subway system, due to how disgusting her clothes would be, as well as the smell that would surround her. Her ability to be social comfortably, will decrease significantly. Planning will become more tedious, as one has to plan how long they would spend in the system, as well as what gear they are willing to risk, to increase their chances of survival. Bringing medical items and at least a melee weapon, should be the minimum. The most important thing isn't to make the deal with the trader, or find a few bags of metal scraps, for damned be the loot, if you can't get out with it alive in the first place.
How?
So, how do we increase the dangers and penalties of the subway? I would like to propose a few concepts.
1. Increase the rate, at which toxic gas is inhaled, depending on movement behavior throughout the subway system.
Activities, such as running and jumping, should increase the rate at which gas is inhaled. This will prevent people from speedrunning the subway system, and be mindful about their movement. Jumping over multiple obstacles is a tedious task, and should also increase the rate at which gas is inhaled.
Running is another matter. When you decide to run, is up to you and the danger of the situation you're in. If you're not careful, the amount of running you'll have to do will increase significantly. Spending too much time in the subway system and lacking normal oxygen, will force you to use the remaining time you have left, running out of the system, due to the risk of dying. Attracting the attention of dangerous creatures, will force you to either run away or fight. There's a risk to both choices, as you either limit the amount of time you can stay in there, or risk becoming injured by the creature, possibly dying depending on preparedness and luck.
2. Raise the short-term damage from toxic gas inhalation.
Currently, we have some stat penalties, which last until you are cleansed from the gas. Your vision is also affected, and to a good degree. However, I believe there is not enough consequence to the stat penalties. Instead of a level based penalty, it should be percentage of level based. I will refer to that as well in the next point. The reason for it to be percentage based, is due to the agility level cap. You can achieve level 50, and run faster than someone who's half your level, while still suffering from weeks of toxic gas inhalation, due to the penalty being nothing more than 10 levels. I propose a penalty ranging between 1-20% for agility, strength and perception, and a 1-10% penalty for any crafting related stats.
3. Implement long-term damage from toxic gas inhalation.
It is important to have long-term consequences for a lack of preparation. Even people who are well-prepared will suffer consequences depending on their preparedness. Unless you have a type 2 chem suit or alike, you will not negate 100% of the toxic environment. It is for that reason, the total amount of time you decide to spend in the subway, should have a severe consequence. It would be ideal for the long-term damage to last for either weeks or months, if not permanent. The penalties should be very subtle compared to the short-term, but amount to a relatively high stat penalty, level percentage based, if not one or more chronic illnesses.
4. Increase the presence of Xen spawns, not Combine.
What is fundamental to a Xen infested area, is the presence of Xen spawns. In Half Life: Alyx for example, Xen creatures are everywhere. The presence of Combine units depend on various events that may take place. The presence of zombies, while in very low amounts, would especially be present around the subway trains or in seating areas. To my experience navigating the subway, there's currently no way for any Xen creatures to migrate into the city from the subway, unless they learn how to climb walls and ladders. In that conclusion, Combine has zero reason to risk their units down there, unless it is in a very important mission. (Most logical to me and my experience with civil protection.) The increase of headcrabs should be very mild. Majority of headcrabs would already have found their hosts before the invasion was completed, it however adds the extra risk, if a person is not wearing any head protection.
5. Implement hygienic and illness statuses.
Hygiene and illness is especially important when it comes to RP. It differentiates the poor from the rich. The two different financial classes should have their differences, and they do through clothing, behavior and etc. This should be especially noticable, when it comes to subway dwellers. With hygiene not being present on the server, people would have no idea, that the person they stand next to, is riddled with toxic alien spores, smelling like who knows what, and constantly has breathing problems and coughs all over the place. It'll further push the poor to become outcasts, or to take precautions as to avoid the bad hygiene and illness. We have stat penalties due to the environmental exposure of the subway, so adding to the roleplay aspect would force dwellers to make further choices. People riddled with illness would either suffer the stat penalty and the status as an ill person, or head to the CMU and receive treatment. The same goes for hygiene. People who's clothes are filled with spore particles from the subway, would either have to clean them, get rid of them, or sleep knowing what they're wearing. Server-side sounds such as coughing, sneezes and heaving, will aid well in determining illness in another person, and will prompt people to make decisions according to a character's moral compass. Whether that be to stay away from that person or not.
As others have mentioned, some things, if not all, will have to be discussed. However, I believe that these five points, will not only decrease the amount of grindsetter, but also allow for a more consequent and challengefilled experience both in- and outside of roleplay.
While this was written with a relatively narrow perspective, due to the small amount of time that was spent writing, I hope this can still be expanded upon, and concepts be fitted and introduced on the server.
Thank you for reading.
