Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!

Nothing ever happens: A rant.

MisterMysteryMan

Active member
Joined
Aug 9, 2024
Messages
101
Gho_YHpX0AEg4mk.png

Not too long ago, I made a discussion thread on whether or not we should have a gear wipe going into V3, where I argued in favour of this position, stating that extreme rebel activity going into V3 will disrupt roleplay and make life for the average slummer much harder. In hindsight, this was an absolutely TERRIBLE decision for me to hold because the reality was the complete inverse. Ever since the beginning of V3, there has been little to no action between the Combine and the Rebels; nothing has happened because the server won't LET anything happen. Hear me out:

(NOTE: I will be arguing from the rebel main point of view since I haven't played on CivPro in over two years. So I hope and expect some clarification for CivPro mains.)

SECTION 1: THE DEATH OF SHOT-COPS:

As mentioned above, there has been essentially zero conflict between Civil Protection and the resistance members of City 24; it feels almost as if Loyalists receive more flak from CivPro than suspected terrorists do these days; both factions are content with simply ignoring and just tolerating each other's presence. You'd think with the extremely obvious and horribly hidden rebel bunker that the Combine would at least investigate? Especially with all the people waltzing in and treating it more as a tourist attraction rather than a base of operations. So far, there hasn't been a peep about it, and I'm unsure if this stems from OOC reasons to just leave the place alone, but there's also IC justifications for the bunkers' negligence, that being that Rebels so far haven't really done anything to warrant a response from CivPro. Outside of a very fringe all all-Russian group, Shotcops have been very scarce on main, why is that? Simple

It's. Not. Worth. It.

For a moment, let's compare the average rebel to the average Civil Protection unit. If our Rebel relies solely on his Crafting skills, he'd be able to whip up a Tier-1, 25 armour kevlar for himself, a gasmask, maybe a crowbar, and his two choices for a firearm will come down to either a Popper or a Makeshift AKM as literally everything else he COULD make is complete dog-shit. Now let's look at the average Civil Protection officer, which, if we take into account every single Combine unit, would probably be an i5. The i5 would have a USP, an inaccessible pistol without a blueprint auth, that's objectively the best one you could make, and 50. Fucking. ARMOUR, what the fuck? Why on earth - wait, who am I kidding? I already know why they did this! Remember the Partisans, ladies and gentlemen? Because I do. Long story short, the Partisans were running amok, so the Devs raised the standard armour from 25 to 50 and then spammed sweeps until they were dead, which is the equivalent of turning on God-mode on a boss you can't win, but I mean... It worked?

Okay, now that the partisans are all dead, why is it still 50?! This should've been a temporary solution to a temporary problem! You have an additional 25 armour, 50% more than what rebels can make, AND the best pistol in the game. The Power disparity between the average Combine unit and the average Rebel is overwhelming. In a 1v1, the i5 takes it 9/10 times, with the only loss coming from a frame/skill issue.

>"B-but Mystery Man! i5s HAVE to have 50 armour so they don't get shit-stomped by rebels!"
Okay, when was the last time the Combine faction suffered an extremely humiliating, embarrassing defeat on main since the Partisans were wiped out? Struggling to remember? Thought so.

Now, let me offer a solution to the problem of over-equipping the Civil Protection units could possibly be to have set "Tiers" in response to rebel activity. Similar to the system of STABLE-MARGINAL-CRITICAL, we have now, just long-term. It would be set by a ratio of rebel activities to Combine defeats. So, for example:

Low RA/CD: 25 armour, standard weaponry
Medimun RA/CD: 50 armour, standard weaponry
High RA/CD: 50 armour. better weaponry.

As you can see, this is in a very rough draft phase. I would just like a system to establish to prevent Combine leads from slapping on Riot gear and assault rifles whenever they feel like it.

The rebel also has much more to lose if he fails to win this fight; if the i5 dies, he loses his rank (Or just remains an I5, Doubt they force him to be a recruit again) and some cash. If the rebel dies, he loses EVERYTHING and has to start over again. Is this inherently a bad thing? No, he took his chances and went ahead with the attack, knowing that there's a good chance he would've died, but I'm merely highlighting how much more is at stake for the rebel compared to the Civpro officer. In summary

When you're shot-copping your facing:
-Enemies that, at their lowest, will often be better equipped than you
-Will outnumber and swarm you (I believe there's a rule that says if four cops go down, you need to retreat)
-Have a lot less to lose than you and suffer fewer consequences for doing so

This isn't even taking the recent ammo nerf into consideration, which further punishes you for doing what you're supposed to do as a rebel. You used to get a box of 120 SMG rounds, now you get 45, that's almost 1/3 of what you used to get. What am I supposed to do with a clip and a half? That's absolutely nothing. With the odds weighed extremely in the Combine's favour, why even shootcop? What's the point in risking an entire army storming into the slums because you want a free MP7? It's just not worth it, and it's why Rebels relegate their bloodlust to the weekly quests Nath or Cocohop holds since it's far less risky and rewards decently.

>"I mean okay... But what's so important about shot-copping anyways?! What are you, some PK hungry script-whore that wants to play COD on a roleplay server?! Why do we NEED shotcops?!"

Because HL2RP, at its core, is about the struggle for humanity's liberation, which "PREDOMINANTLY" Includes engagements and skirmishes between the two sides, the rest mostly being espionage. If you remove this from the equation, then what exactly are you left with? Boring, mundane city roleplay and "Politics". If this is what you're left with, why even HAVE Civil Protection? what are you protecting them from? Themselves? Without rebel intervention in the city, Civil Protection units turn into glorified mall cops that are just kinda mean to you on occasion. So if this conflict is so important, why don't rebels do anything?

SECTION 2: Nothing ever changes.:

chudd-1.jpg
Remember that little feud between City 13 and City 24? Y'know, when their president or whatever got assassinated and the city broke out into chaos with constant shellings and riots? Within that week, around 10 officers were killed in S2K ALONE, not even factoring in the other off-screen deaths from CivPro suffered around this time. You'd think that with casualties as high as this would place a great strain on their numbers? Nope! This series of catastrophic events had no effect on their forces whatsoever (At least visibly). If this is the case, why even bother to shoot-cop if you don't even put a dent in their numbers?

>"B-but Mysteryman! The Combine has a large number of units at its disposal!"

No, they don't. The Combine doesn't have a secret cloning lab (They probably do, now that I think about it) or an infinite supply of recruits. The population on Earth is probably less than one billion, and out of that number, how many do you think signed up to be a Civil Protection unit? The Citizen to CivPro ratio is immense. Even more so for Overwatch units, which is why when a CP dies, it's not enough that they just get de-ranked, because that's at worst an annoyance. There needs to be MORE IC and OOC punishment for failure, the Combine has your family as hostage for Christ's sake.

I've toyed around with the idea of facing a De-Whitelist for getting PKed as a CivPro/OTA unit (With getting WLed again being much easier than someone who never got the WL in the first place). I know that the French Server does something a little similar to this, with recruits playing on Iron Man mode until they rank up. But losing some cash and one rank is not good enough; there actually needs to be some weight behind their deaths. otherwise, what are they shot-copping for? Loot? Go do an Expo, it's much safer, and the rewards are about the same.


>"But MysteryMan! What if I want to cause bodily harm that'll scar a cop for life!"

Sure! Unless, of course, they have an insurance token, magically healing all of their wounds and basically making them unkillable, but you go do that!

The problem of nothing ever changing doesn't just stop when it comes to CivPro deaths, but to city life itself. Blow up an RDT? fixed within a week. Want to spray some graffiti on the Nexus? Cleaned and forgotten within a week. Want to blow up a camera? CivPro equips riot gear and spam sweeps until the group is wiped out. The labs on C24 V4 were blown up TWICE, and nothing came of that; contrast that with what happened on I-24, when the lab was blown up once, and that caused a serious xen infestation for 2-3 weeks. Now look, I understand that the Server council wants to maintain a status quo; the last time any meaningful change happened was when the LFL and the Krah blew out some thumpers and forced a map change. I can understand how frustrating it can be for some shitrebs to throw a wrench in your plans and scramble for a new map. But if none of the actions I take on the main have any meaningful effect... Why bother? I really want to hammer this point in about the doomer mindset rebels are in right now. Rebels these days just PassiveRP in the meta bunker and wait for Expos. This is not good for the overall server health, and there needs to be some changes soon.

In summary:
-CivPro players should be punished more for deaths/failures
-Actions taken on the city need to hold more weight
-A suggestion I heard was that if too many OTAs die in a short period of time, they're unable to deploy for a while since their numbers are extremely low compared to CivPro. I like this idea and think it should be looked at.


MISC COMPLAINTS:
(for complaints that don't deserve their own thread)

Credit Tax:
This has been irking me for so long, and I just really gotta moan about this. Whenever you make a purchase, you get taxed a couple of credits each time you do it... WHY?! Credits are a completely fake and worthless currency; they're just numbers displayed on a screen, so why the hell do they need to tax me?

>"Oh, so they can use that money to pay workers and -"

With the money THEY make? It's so stupid and clearly wasn't thought out at alll. The only logical explation for this is that the Combine just want to spite you, even then, it's still a completely shit reason as they have many other ways to do this, so in conclusion:: #TAXATIONISTHEFT.

Blueprints:
I understand that Blueprints are basically in their infancy/testing phase, but regardless, the system currently is not good. The only things you can make with these blueprints are pistols. With one of them being the clear meta, correct choice. That's not even that much better than the choices you originally had. There are plans to make blueprints for mid-tier items like SMGs and T2 Kevlar, which is good. I talked about this idea here:
Oh, and while we're here. Any chance we could have something like the MP5 take pistol ammo? Makes it a little more versatile and helps with the great ammo depression we're going through, thanks to the nerf.

VORTS:
I touched on this topic a little on the Rebel discord, but essentially what I was saying was Vorts are incredibly clumsy and do a lot of stupid shit, but the problem is that these Vorts can't really be held accountable for their actions or told "No" because they will absolutely stomp any rebel in a 1v1, regardless of the gear they have. Also doesn't help that because of their hive-mind, if you have beef with one of them, you've got beef with all, so it simply isn't worth the hassle to try and control them. So I guess nerf Vorts...? I dunno, more of a player thing then a server thing I guess.

That's all, folks. Enjoy arguing in the comments.
 
In my opinion, the CityRP's rebellion should operate like the IRA did or other terrorist cells.
Instead of a direct gunfights, they should use underhanded tactics to get their way.
such as sabotage, intimidation, kidnapping, and political violence, heck, maybe a shotcop from time to time if the cps push their luck around the slums.
I can't make myself clear enough when I say "time to time", and "push their luck around the slums"
I think a little more attrition would be beneficial, but nothing crippling because as you mentioned it risks an uprising.
See, if you do any of those you get the jolly good rebels that say "NOOO THEY ARE HUMANS TOO, DONT ATTACK OUR OWN" And end up trying to stop YOU.

It simply doesnt work.
 
CityRP's biggest problem is the status quo needs to stay solid to function. That's why you can't ever really have the Combine (or, Cops, mainly) actually 'lose' or suffer attrition. Push it too far and you end up in an Uprising and then the server ends and resets.

Which would be fine, but Willard relies on CityRP to stay afloat and a reset risks pushing people away because they lose all their progress.

The downside of this, though, is it makes rebels feel like they can't do anything or make major change - which on a grand scale, beyond personal narratives, they can't.
I agree with this person.

The way I have been trying to push the rebel scene is to make impact on the world map instead of on main. An example is the upcoming Comms Center expo.
Mind you, while this WAS driven by an event character (Myself as Nullwick), the actions of people in the bunker last night decided whether we even do this assault or not. Some people were thinking of siding against my character, in which case we would have had a completely different expo had he been put down.

Personally, this is the only way I can think of to maintain cohesion of the city, while still giving rebels something to do. At least until red letter day and death of the combine.

Happy to be challenged on this!
 
See, if you do any of those you get the jolly good rebels that say "NOOO THEY ARE HUMANS TOO, DONT ATTACK OUR OWN" And end up trying to stop YOU.

It simply doesnt work.
Tuki TrvthNvke

I agree with this person.

The way I have been trying to push the rebel scene is to make impact on the world map instead of on main. An example is the upcoming Comms Center expo.
Mind you, while this WAS driven by an event character (Myself as Nullwick), the actions of people in the bunker last night decided whether we even do this assault or not. Some people were thinking of siding against my character, in which case we would have had a completely different expo had he been put down.

Personally, this is the only way I can think of to maintain cohesion of the city, while still giving rebels something to do. At least until red letter day and death of the combine.

Happy to be challenged on this!
The recent Expos have been great, and the impact we have on the world map and the surrounding areas of Geneva is great. HOWEVER, we are neglecting the main server itself in favour of admittedly cool expos. I think once the assault on the Tyrant is done, the Geneva resistance must stop to decide on what they want to do about City Twenty-four, maybe finally begin planning operations to take place in the city.
 
Tuki TrvthNvke


The recent Expos have been great, and the impact we have on the world map and the surrounding areas of Geneva is great. HOWEVER, we are neglecting the main server itself in favour of admittedly cool expos. I think once the assault on the Tyrant is done, the Geneva resistance must stop to decide on what they want to do about City Twenty-four, maybe finally begin planning operations to take place in the city.
Yeah uuuuuuuh, bomb the city for the 9th time, new map change guys, WOOOOOO!!!
 
Yeah uuuuuuuh, bomb the city for the 9th time, new map change guys, WOOOOOO!!!
Lets hope SC don't decide to change the map on a whim when gutsy 2.0 blows up the refrigerator.
 
VORTS:
I touched on this topic a little on the Rebel discord, but essentially what I was saying was Vorts are incredibly clumsy and do a lot of stupid shit, but the problem is that these Vorts can't really be held accountable for their actions or told "No" because they will absolutely stomp any rebel in a 1v1, regardless of the gear they have. Also doesn't help that because of their hive-mind, if you have beef with one of them, you've got beef with all, so it simply isn't worth the hassle to try and control them.
Yeah, vorts are strong, the point is to take them by surprise and bring multiple people. If you take a vort by surprise with 2 USP rebels you should be able to win, since they can't get in some cheesy kill corridor and USPs fucking OBLITERATE. Seriously, one mag from a USP - and with that thing's ROF? Easy job for a 2v1.

As for the hivemind, they don't magically know. Unless the vort was coterminous, but if a coterminous vort is doing something silly you should message me. Literally nobody will know it was you if you leave no witnesses.

As a certified combine loyalist who has had to attack multiple vorts, they're far less likely to win if they aren't expecting a fight. Just gun them down!
 
Occupy Triumph.
Issue an ultimatum by gathering every rebel and besieging the streets, and eventually, the Nexus.
Either every rebel dies due to an overwhelming OTA response, and the server dies with them.... or we get some damn cool RP.
I mean, they can't kill ALL of us, right?
Who would win: One Overwatch Grunt or Six Slummers with Bastard SMGs
 
Agree with 99 percent of this post. Only thing I don't agree eoth is nerfing vorts. Vorts, at the moment, can be killed with a single magazine from an MP5 or MP7 before they can even get a single beam off. Vorts have gone from the rebel equivalent of OTA to the equivalent of a rebel with a pistol.
 
Occupy Triumph.
Issue an ultimatum by gathering every rebel and besieging the streets, and eventually, the Nexus.
Either every rebel dies due to an overwhelming OTA response, and the server dies with them.... or we get some damn cool RP.
I mean, they can't kill ALL of us, right?
Who would win: One Overwatch Grunt or Six Slummers with Bastard SMGs
That will be voided and forgotten about within a week, lol.

Agree with 99 percent of this post. Only thing I don't agree eoth is nerfing vorts. Vorts, at the moment, can be killed with a single magazine from an MP5 or MP7 before they can even get a single beam off. Vorts have gone from the rebel equivalent of OTA to the equivalent of a rebel with a pistol.
Nerfing them was probably the wrong idea. But I think the point of Vorts doing stupid shit and not facing any repercussiions from it still stands.
 
That will be voided and forgotten about within a week, lol.


Nerfing them was probably the wrong idea. But I think the point of Vorts doing stupid shit and not facing any repercussiions from it still stands.
I agree with vorts being held to a higher standard and not causing shit without proper cause
But I also concur that the nerf wasn't really grounded because vorts, even if their beams do high damage, are not able to shoot their beams while sprinting anymore, and their beams are also rather slow in rate of fire, so by themselves vorts really aren't that powerful
 
I think that if the rebel scene gets nerfed any more it’ll break. Maybe im a dramatist but it has felt harder and harder each wipe to bounce back. Plus the scenery had changed over the time so it’s different now, but the resistance as a whole definitely I can say is trying to do more passive things right now. With expos being a source of action it’s allowed for more serious conversations in our communities about passive, our short coming is we have a small portion of us that are radical and play at very awkward times so they can’t be handled very well by the group, and they continue to target us while we ignore them. So it’s really hard to do anything with other rebels packing us as well as cops. Just saying.
 
tl;dr for below: Factions lack goals because they're not allowed to change anything about their circumstances, meaning players only care about their individual characters and not a wider storyline, and as a result will prefer to avoid engaging in any roleplay that might cause them to lose their characters.

The setting of Half-Life 2 is honestly a really bad one for roleplay. All of humanity is hopeless to rise against a force with practically unlimited resources until a messianic figure arrives and collapses the entire thing in a handful of weeks. Because Willard is set in the time period between Half-Life 1 and Half-Life 2, you cannot majorly change the story because that would mess with the canon of the actual game. Because of this, the rebel faction in Willard cannot actually make a noticeable change on the server, since

Since our server is set before events of Half-Life 2, the player's actions on the server cannot change the canon, otherwise HL2 wouldn't occur and we'd no longer be an HL2RP server. For this reason, the server must operate off of 4 unchangeable facts of the setting:
  1. The rebels must fight a better-armed and better-equipped faction with unlimited resources.
  2. The Rebel faction may not capture the city or force a change in the political situation, because then the Combine, which possesses unlimited resources, would quickly crush them with overwhelming firepower.
  3. The Citizen faction’s characters are always one misplaced cough away from being PK’d, because the Combine plan to kill off the human race anyway.
  4. The Civil Administration faction may not shift the politics or loyalties of the city as a whole away from anything but total obedience to the Combine; otherwise, they would be executed or destroyed with overwhelming force.
Because the server's setting is before Half-Life 2, no significant changes to the political landscape may occur, and the Rebels cannot achieve any actual goals. Otherwise, the canon story of Half-Life 2 would be altered. This leaves the majority of factions without any end-game goals:
  • Since the Combine are still around and cannot be removed from the city, the Rebels' only long-term goal is to survive.
  • Since the city will always remain under Combine control and they don't value life, the citizens' only long-term goal is to survive.
  • Since the city government is still beholden to the Combine Overworld, the civil administration's only long-term goal is to survive. Best way to do that? Never develop any coherent politics outside of "Combine good."
This leaves us with only the Civil Protection and Overwatch with any sort of goal, which is some kind of vague "keep control" and "fight rebels." Both of which you don't really have to do because you can never lose control nor can the rebels ever take over the city.

Back when V3 was being designed, I suggested setting the server several years after Episode 2.
  • City 24 has lost contact with the Overworld and can no longer rely on reinforcements.
  • Lambda has collapsed into regional rebel groups with the disappearance of Gordon Freeman (see Laidlaw's Epistle 3).
  • Several cities across the globe have either fallen to one of the many new rebel groups, been destroyed in the fighting, or gone rogue as city-states that look to hold onto their power.
  • Most cities still pledge loyalty to the Combine, either hoping they will eventually return or perhaps attempting to revive teleportation technology to facilitate their return.
  • The Combine's genocide against humans, the ecological damage done to Earth, and the years of fighting in the post-Ep 2 era have led to humans becoming an endangered species in a sense. Suppression Fields continue to exist in many places across the planet, with city governments unwilling to destroy their citadels to shut them off. The value of human life has now grown exponentially.
This fixes numerous problems:
  • Rebels can now work towards removing the Combine from City 24.
    • If the Rebels somehow take the city, congrats, the Combine are now the rebels.
    • Also have fun dealing with the politics of nation building. (Legit, have fun, imagine the rebel politics and infighting that would result.)
  • PKs for citizens are likely to become less common since the excuse that the Combine are just going to wipe all humans out anyways no longer applies.
    • Meaning citizens no longer have to kiss ass 24/7. Imagine the CWU going on strike for better pay and not just being gunned down immediately.
  • Civil Administration can actually play politics, with different factions rising to decide the city's next course of actions, attempting to hybridize human and Combine ideologies, etc.
  • The Civil Protection and Overwatch now run the risk of losing control of the city.
When I suggested this on the lore writing team, it was immediately shut down and I was told it would never happen with no explanation aside from "it wouldn't work."
I disagree with the whole "Nothing major can happen, since it takes place before HL2", because Swelter does something similar and yet it works.

Considering Willard often takes place beyond C17, and also, has lots of differences as is, I do not agree some big things in other regions cannot happen.
 
wtf something happened?
i don't buy it nothing ever happens
 
Back
Top