Welcome!

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

SignUp Now!

Implemented PK rule change

Joined
Jul 13, 2021
Messages
45
Hey,

quick one that doesn't need much explaining.

Can we consider/look into expanding the Slums/Sewers PK zone to also apply to CPs?

This would achieve the following:

a) Slightly balance out the risk/reward of entering these areas
b) Force CPs to be more careful/mindful when operating in these areas, focusing on the objective instead of loitering, prioritizing wounded cohorts over pwning rebels
c) Reduce the frequency of injections/sweeps for minor inconveniences due to the risk, focusing on necessary operations only

I thoroughly believe this would be helpful for the server balance and a welcome risk to CP forces, adding some extra risk and tension to sweeps and injections.

Thanks xoxo
 
I support this, but in my opinion PKs in general should apply everywhere on the map. If the RP is legit (no rules broken) and it ends in deaths, they should be permakills, excluding S2K obviously.

The reason I think this should be the case is because, simply put, I believe that it's only fair that CPs get PK'd, as does everyone else.
If you were to, as a citizen, attack another citizen with the intent to kill them, upon death you would get PK'd.
I think the same should apply for CPs -- if you get killed in any form of combat, even with NPCs (afaik non-cps get pkd upon death against npcs), your character should be permakilled, be it in sweeps, whatever. If you get attacked and manage to die, you should be permakilled (that is if no rules were broken, once again). And if you feel it was unjust, just appeal on the forums.
Like OP said, it would create tension and cause CPs to be more mindful of what they do.

I think this would benefit roleplay greatly. Actions should have consequences, after all. What the consequence of a CP PK would be, is up to the leads, whether it's a simple character change with the rank remaining or a full-on reset to i5/RCT with a new character.
 
I support this, but in my opinion PKs in general should apply everywhere on the map. If the RP is legit (no rules broken) and it ends in deaths, they should be permakills, excluding S2K obviously.

The reason I think this should be the case is because, simply put, I believe that it's only fair that CPs get PK'd, as does everyone else.
If you were to, as a citizen, attack another citizen with the intent to kill them, upon death you would get PK'd.
I think the same should apply for CPs -- if you get killed in any form of combat, even with NPCs (afaik non-cps get pkd upon death against npcs), your character should be permakilled, be it in sweeps, whatever. If you get attacked and manage to die, you should be permakilled (that is if no rules were broken, once again). And if you feel it was unjust, just appeal on the forums.
Like OP said, it would create tension and cause CPs to be more mindful of what they do.

I think this would benefit roleplay greatly. Actions should have consequences, after all. What the consequence of a CP PK would be, is up to the leads, whether it's a simple character change with the rank remaining or a full-on reset to i5/RCT with a new character.
Currently CP PK is a character change with reset to RCT and a fast-tracked training to i5, at least that's what happened when my unit got PKd last time.
 
People seem to forget one very big difference in situations like these; rebels are never forced into a situation they could get PK'd in. There is no equivalent of a sweep for rebels, where they have to load up and go topside to potentially fight cops.

CP PK's for doing their faction duties is either going to cause people to flag off to avoid being forced into a PKable situation (as things have to be responded to for server balance they can't opt out) or you will get rebels who realise they can bait sweeps in to get them PK'd and damage the faction. You can't even punish the rebels for doing this as it is a technically valid tactic.

It may look very good on paper for the sake of fairness but you end up with more issues than you start with.
 
People seem to forget one very big difference in situations like these; rebels are never forced into a situation they could get PK'd in. There is no equivalent of a sweep for rebels, where they have to load up and go topside to potentially fight cops.

CP PK's for doing their faction duties is either going to cause people to flag off to avoid being forced into a PKable situation (as things have to be responded to for server balance they can't opt out) or you will get rebels who realise they can bait sweeps in to get them PK'd and damage the faction. You can't even punish the rebels for doing this as it is a technically valid tactic.

It may look very good on paper for the sake of fairness but you end up with more issues than you start with.
Its on CPs and dispatch to recognize a trap/bait. IC issue.

CP PK does not even hurt that much as it is genuinely just a rank reset right now. Who knows what it will look like with the upcoming changes, of which I know next to nothing official, but I can only speak from the current standard.
 
Its on CPs and dispatch to recognize a trap/bait. IC issue.
The majority of examples of baiting are not obvious traps, they're the same things cops are deployed to sweep for now - that's the point of it and why it causes so many issues.

Cops have to respond for sever balance so telling them that "you could get PK'd/your rank reset for doing what your faction is forced to do" is only going to encourage people to avoid it. That's a universal truth across any community that has tried Cop PK's in similar circumstances.

At that point you embolden rebel players to keep baiting and trying to wipe sweeps (because they're wiping out units with guns and forcing resets) and you have a faction that is no longer in a position to keep the proper balance because they stop wanting to respond to anything in the slums or sewers.
 
People seem to forget one very big difference in situations like these; rebels are never forced into a situation they could get PK'd in. There is no equivalent of a sweep for rebels, where they have to load up and go topside to potentially fight cops.

CP PK's for doing their faction duties is either going to cause people to flag off to avoid being forced into a PKable situation (as things have to be responded to for server balance they can't opt out) or you will get rebels who realise they can bait sweeps in to get them PK'd and damage the faction. You can't even punish the rebels for doing this as it is a technically valid tactic.

It may look very good on paper for the sake of fairness but you end up with more issues than you start with.
No one is forced to do anything. You aren't forced to be on your CP. If you don't want your character to die, simply don't play, that's just my opinion on that matter. Also, regarding the sweeps, CPs have been told that they shouldn't care about what goes on in the slums, so if they get baited somehow, then they deserve it, imo. Seriously though, it's just a character. You don't lose your entire whitelist over dying.


The majority of examples of baiting are not obvious traps, they're the same things cops are deployed to sweep for now - that's the point of it and why it causes so many issues.

Cops have to respond for sever balance so telling them that "you could get PK'd/your rank reset for doing what your faction is forced to do" is only going to encourage people to avoid it. That's a universal truth across any community that has tried Cop PK's in similar circumstances.

At that point you embolden rebel players to keep baiting and trying to wipe sweeps (because they're wiping out units with guns and forcing resets) and you have a faction that is no longer in a position to keep the proper balance because they stop wanting to respond to anything in the slums or sewers.
Again, if you're afraid of losing your character, don't play, imo. I believe that PKs should be fair for everyone, if citizens get PKd for comitting crimes, CP's should be able to get PK'd for going against them (citizens comitting the crimes, that is)
 
CP PKs need to be more common. Personally I’ll admit I’ve thrown myself into situations knowing I won’t be PKed if I die, and that decision has almost certainly affected the outcome of the situation. There needs to be more risk. CPs are characters just like everyone else and, if a death could’ve been reasonably avoided and wasn’t a ‘die if you do, die if you dont’ sorta thing should always, always result in a PK for CPs.
 
Last edited:
Right now a rebel, anti-citizen or even citizen can be PKed for entering the sewers, 'doing their job' in a resistance cell, be PKed from PK auths, pked by CPs, npcs, ota, etc etc.

CPs can only really get pked right now if someone has auths on them-- which is of course next to impossible right now anyway, or I assume situations such as severe IC punishment, or the broader terms of PKing.

I agree with the suggestion, and it could even result in some roleplay. Consider the fact that the CPs get ordered by Dispatch to essentially go in on a suicide run into the sewers with the risk of a PK, how will that change their conduct? Will some units refuse? Flee? I think it's only fair every faction gets the same rules in terms of this, and it should hopefully keep them out from sweeping as much too.
 
Five CPs die during an ambush, they all get reset to i5?
That'd be ridiculous and would only damage the faction OOCly. I'm fine with this if the PK doesn't affect rank if you didn't actively fuck up or do something wrong yourself.
CPs aren't there just for sweeps, remember that
 
This is a good suggestion that eliminates the typical "pls let me sweep omg!!" CP unit and gives the faction a big reality check on what it means to be a civil protection functionary. CPs must feel oppressed in their own way. They should not like dispatch but fear it, after all, it is the same AI that orders them to lock down their location and die if it must be.

A rank reset?
A rank demotion (eg. from i3 to i4)?

The leads will decide, but IMO, punishment is necessary and fair.
 
Five CPs die during an ambush, they all get reset to i5?
That'd be ridiculous and would only damage the faction OOCly. I'm fine with this if the PK doesn't affect rank if you didn't actively fuck up or do something wrong yourself.
CPs aren't there just for sweeps, remember that
Dying because of a ‘/me shoots all CP from above, react 2 dying!!’ wouldn’t and shouldn’t be a PK. That was an unavoidable death which even civs wouldn’t be PKed for. But CPs shouldn’t get massively special treatment. They drop their gun and get shot in the face? That’s their fault. They fuck in TBC and get their throat slashed despite having a chance to escape? Dead.


Also, rank resets are retarded. I completely disagree with that. You’re promoted because you can do CP Roleplay well. Your rank is there to show you OOCly know what you’re doing. Why get demoted? Keep the rank, lose everything else on PK.
 
Also, rank resets are retarded. I completely disagree with that. You’re promoted because you can do CP Roleplay well. Your rank is there to show you OOCly know what you’re doing. Why get demoted? Keep the rank, lose everything else on PK.

Keeping the rank makes no sense. If you think the rank is not 90% of the cp whitelist then ur dreaming.
PK is both an OOC and IC punishment. If I got pked and kept my rank I would honestly not give a damn, call me a bad roleplayer or a rational person.

Reminds me of OFC-301 who got PKED during an event. Nothing happened, you now have OFC-302 fresh from the Moe Cloning Facility
 
Last edited:
Keeping the rank makes no sense. If you think the rank is not 90% of the cp whitelist then ur dreaming.
PK is both an OOC and IC punishment. If I got pked and kept my rank I would honestly not give a damn, call me a bad roleplayer or a rational person.

Reminds me of OFC-301 who got PKED during an event. Nothing happened, you now have OFC-302 fresh from the Moe Cloning Facility
He is a lead so I can understand that. However, I agree with rank resets and demotions for non-lead units
 
FOR ONCE, I'm on the Webel side. Civil Protection should receive equal risk as of Anti-Citizen anywhere, be it the streets or Slums. Simply put, there'll be a risk for wannabe heroes on the CP side and to remove the 'God Complex' on most low-level CP Functionaries so they'll actually FearRP as you wouldn't want to in the situation IRL. Also, I suggest implementing a temporary revoking of CP Whitelist of a fella that was recently PK'ed for a couple of days as well.

+SUPPORT
 
FOR ONCE, I'm on the Webel side. Civil Protection should receive equal risk as of Anti-Citizen anywhere, be it the streets or Slums. Simply put, there'll be a risk for wannabe heroes on the CP side and to remove the 'God Complex' on most low-level CP Functionaries so they'll actually FearRP as you wouldn't want to in the situation IRL. Also, I suggest implementing a temporary revoking of CP Whitelist of a fella that was recently PK'ed for a couple of days as well.

+SUPPORT
Agree aside from the dewhitelist. The whitelist was earned as a player, not a character.
 
I have never been against PK's for CP's, and CP's follow the standard PK criteria for the vast part of it. Point is simply due to how CP works, it is very hard to nail them. The few exceptions there are in the PK policy to me are justified by the fact that the CP faction also has rules governing what they can and cannot do IC'ly - and breaching those rules immediately invalidates any PK's they carried out. You can not demand that CP's take on more risk while also demanding their hands stay tied when retaliation, even if that retaliation is preemptive. Or complain if their response is much heavier.

The only big exception to the PK policy are sewers sweeps, which is a grey zone otherwise. CP's do not get a choice to do those, and thus it kind goes against the first PK criteria (which is required regardless of this being a 'pk by default' scenario or not). They are forced to do this at figurative gunpoint - which isn't a PK for citizens either (e.g. a loyalist gets forced into the sewers at gunpoint and dies in a way that would be an NLR outside the sewers).

If you want to balance rebel vs CP RP for this, the only condition on which I'd ever agree to consider this is if all OOC restrictions on CP's to hunt down rebels get lifted. You can talk about making it a fair fight, but just making it PK's for CP as well makes the fight squarely unfair for CP's. The means sweeps whenever CP's want, patrols in the slums whenever CP's want, undercover operations, etc. are to be allowed. Rebel vs CP right now isn't a symmetrical fight - rebels also get a lot of protection from being rolled over. The main protection is that CP cannot willy nilly do stuff that could get rebels PK'ed. They need a reason to do anything, which squarely puts them in a defensive/reactionary position. Extend that to PK's... imagine PK's auths were one-way: someone can PK you but you cannot PK him unless he tries and fails to PK you - otherwise it is NLR for the 'someone' if you kill him. Would you like to be a sitting duck here?

Thirdly, expect much heavier consequences against the rebels for any CP death. Right now we easily forget about a CP getting NLR'ed. This in no way will be the case if there are PK's (and because NLR and PK from IC point of view are still the same - a CP died - NLR's will get a much heavier response as well, we cannot IC'ly discriminate against NLR). And just to elaborate a bit on what this could entail: heavy lockdowns on the slums, multiple sweeps including OTA sweeps. Why? You just increased the risk a lot for CP, so I feel it is only right that the risk is proportionally increased for rebels as well to avoid CP PK's being too common.

Lastly, there is this entire big mess of ranks. You can argue a lot both ways, thing is the CP is a faction with OOC demands on it. We are upheld to a standard that your average player isn't. One unit makes a mistake - entire faction gets blamed. Hence ranks aren't a pure IC thing, they are also an OOC indication of trust, experience and quality. Revoking OOC things due to IC events has never been a thing (you can't PK someone out of his faction lead role). Deranking on PK is just too big of a risk to cause instability. But on the other hand I understand that PK's without a derank just will have people remake the same character.

Keeping the rank makes no sense. If you think the rank is not 90% of the cp whitelist then ur dreaming.
PK is both an OOC and IC punishment. If I got pked and kept my rank I would honestly not give a damn, call me a bad roleplayer or a rational person.
A PK can never be a form of punishment. They are a narrative tool to keep things going and continue other character's their story in a realistic manner. Problem is with CP's - one dies and another one takes his place, the PK usually has very little impact on the story. I will definitely not allow PK's to be applied as any form of OOC punishment.

Reminds me of OFC-301 who got PKED during an event. Nothing happened, you now have OFC-302 fresh from the Moe Cloning Facility
You cannot remove a lead from their position by PK'ing them. Faction lead is an OOC position, and the position of OfC is tied to that. IC'ly it matters very little anyway - hence why these deaths often do not even meet the PK criteria and the digit change is more of a courtesy to at least give you some bragging rights.

FOR ONCE, I'm on the Webel side. Civil Protection should receive equal risk as of Anti-Citizen anywhere, be it the streets or Slums. Simply put, there'll be a risk for wannabe heroes on the CP side and to remove the 'God Complex' on most low-level CP Functionaries so they'll actually FearRP as you wouldn't want to in the situation IRL. Also, I suggest implementing a temporary revoking of CP Whitelist of a fella that was recently PK'ed for a couple of days as well.

+SUPPORT
I will not ever revoke whitelists (even temporarily) for IC events. A whitelist is an OOC thing, not an IC thing - let us not mix the two even more. You do not get banned from making new citizen characters either when you get PK'ed on a citizen.

This is a good suggestion that eliminates the typical "pls let me sweep omg!!" CP unit and gives the faction a big reality check on what it means to be a civil protection functionary. CPs must feel oppressed in their own way. They should not like dispatch but fear it, after all, it is the same AI that orders them to lock down their location and die if it must be.

A rank reset?
A rank demotion (eg. from i3 to i4)?

The leads will decide, but IMO, punishment is necessary and fair.
No CP is asking to sweep just because they want to. Sweeps only happen because CP has to. Usually it means a rebel crossed a line and did something that the Combine simply cannot ignore. You can argue a lot about where that line should be drawn, but that changes nothing to the discussion here. In the end, we give rebels a hand by not steamrolling over them, while also making sure they don't take the whole arm. Part of this is also for server balance reasons and not because we as a faction want to (imagine rebels attacking loyalists on the plaza because no CP wants to respond and get PK'ed). Nobody is asking rebels OOC'ly to attack CP's, but we are asking OOC'ly for CP's to deal with rebels when they start doing stupid stuff - otherwise I get complaints that my faction isn't functioning properly if we do not respond.

Hey,

quick one that doesn't need much explaining.

Can we consider/look into expanding the Slums/Sewers PK zone to also apply to CPs?

This would achieve the following:

a) Slightly balance out the risk/reward of entering these areas
b) Force CPs to be more careful/mindful when operating in these areas, focusing on the objective instead of loitering, prioritizing wounded cohorts over pwning rebels
c) Reduce the frequency of injections/sweeps for minor inconveniences due to the risk, focusing on necessary operations only

I thoroughly believe this would be helpful for the server balance and a welcome risk to CP forces, adding some extra risk and tension to sweeps and injections.

Thanks xoxo
I am not certain if this is what would be achieved... it is one way you can see it go, but that implies we don't tackle the slums/sewers in a new manner to deal with the added risk. I really would consider just wiping all contraband from the slums to ensure only very few people actually have the weapons to attempt a serious attack in CP - and make sure that those few people are anything but interested in doing so. I do not believe that is what rebels want to happen, but really up to them to decide if they consider Pk'ing CP's is worth lifting all the restrictions.
 
What I can say there's a big difference between a brand new Citizen compared to a CP.

For starters as a RCT, you straight away get scripts while the normal Citizen has to go through all the channels again to be a chad Webel character.
 
I have never been against PK's for CP's, and CP's follow the standard PK criteria for the vast part of it. Point is simply due to how CP works, it is very hard to nail them. The few exceptions there are in the PK policy to me are justified by the fact that the CP faction also has rules governing what they can and cannot do IC'ly - and breaching those rules immediately invalidates any PK's they carried out. You can not demand that CP's take on more risk while also demanding their hands stay tied when retaliation, even if that retaliation is preemptive. Or complain if their response is much heavier.

The only big exception to the PK policy are sewers sweeps, which is a grey zone otherwise. CP's do not get a choice to do those, and thus it kind goes against the first PK criteria (which is required regardless of this being a 'pk by default' scenario or not). They are forced to do this at figurative gunpoint - which isn't a PK for citizens either (e.g. a loyalist gets forced into the sewers at gunpoint and dies in a way that would be an NLR outside the sewers).

If you want to balance rebel vs CP RP for this, the only condition on which I'd ever agree to consider this is if all OOC restrictions on CP's to hunt down rebels get lifted. You can talk about making it a fair fight, but just making it PK's for CP as well makes the fight squarely unfair for CP's. The means sweeps whenever CP's want, patrols in the slums whenever CP's want, undercover operations, etc. are to be allowed. Rebel vs CP right now isn't a symmetrical fight - rebels also get a lot of protection from being rolled over. The main protection is that CP cannot willy nilly do stuff that could get rebels PK'ed. They need a reason to do anything, which squarely puts them in a defensive/reactionary position. Extend that to PK's... imagine PK's auths were one-way: someone can PK you but you cannot PK him unless he tries and fails to PK you - otherwise it is NLR for the 'someone' if you kill him. Would you like to be a sitting duck here?

Thirdly, expect much heavier consequences against the rebels for any CP death. Right now we easily forget about a CP getting NLR'ed. This in no way will be the case if there are PK's (and because NLR and PK from IC point of view are still the same - a CP died - NLR's will get a much heavier response as well, we cannot IC'ly discriminate against NLR). And just to elaborate a bit on what this could entail: heavy lockdowns on the slums, multiple sweeps including OTA sweeps. Why? You just increased the risk a lot for CP, so I feel it is only right that the risk is proportionally increased for rebels as well to avoid CP PK's being too common.

Lastly, there is this entire big mess of ranks. You can argue a lot both ways, thing is the CP is a faction with OOC demands on it. We are upheld to a standard that your average player isn't. One unit makes a mistake - entire faction gets blamed. Hence ranks aren't a pure IC thing, they are also an OOC indication of trust, experience and quality. Revoking OOC things due to IC events has never been a thing (you can't PK someone out of his faction lead role). Deranking on PK is just too big of a risk to cause instability. But on the other hand I understand that PK's without a derank just will have people remake the same character.


A PK can never be a form of punishment. They are a narrative tool to keep things going and continue other character's their story in a realistic manner. Problem is with CP's - one dies and another one takes his place, the PK usually has very little impact on the story. I will definitely not allow PK's to be applied as any form of OOC punishment.


You cannot remove a lead from their position by PK'ing them. Faction lead is an OOC position, and the position of OfC is tied to that. IC'ly it matters very little anyway - hence why these deaths often do not even meet the PK criteria and the digit change is more of a courtesy to at least give you some bragging rights.


I will not ever revoke whitelists (even temporarily) for IC events. A whitelist is an OOC thing, not an IC thing - let us not mix the two even more. You do not get banned from making new citizen characters either when you get PK'ed on a citizen.


No CP is asking to sweep just because they want to. Sweeps only happen because CP has to. Usually it means a rebel crossed a line and did something that the Combine simply cannot ignore. You can argue a lot about where that line should be drawn, but that changes nothing to the discussion here. In the end, we give rebels a hand by not steamrolling over them, while also making sure they don't take the whole arm. Part of this is also for server balance reasons and not because we as a faction want to (imagine rebels attacking loyalists on the plaza because no CP wants to respond and get PK'ed). Nobody is asking rebels OOC'ly to attack CP's, but we are asking OOC'ly for CP's to deal with rebels when they start doing stupid stuff - otherwise I get complaints that my faction isn't functioning properly if we do not respond.


I am not certain if this is what would be achieved... it is one way you can see it go, but that implies we don't tackle the slums/sewers in a new manner to deal with the added risk. I really would consider just wiping all contraband from the slums to ensure only very few people actually have the weapons to attempt a serious attack in CP - and make sure that those few people are anything but interested in doing so. I do not believe that is what rebels want to happen, but really up to them to decide if they consider Pk'ing CP's is worth lifting all the restrictions.
All very good points. But for example, as you can see in the recent PK appeal, we sweeped the Slums because someone was reported with a machete yesterday, which feels really willy nilly considering we're supposed to not care. One dude with a machete, due to a request, which doesnt have any proof attached to it (by design), caused something that could potentially get a lot of people PK'd and did get two people PK'd in the end - one of which was a guy he just met and was hiding with.

That does feel rather unproportional. Another time we injected to repair cameras and while there, part of the team conducted random searches and whatnot instead of focusing on the camera. If we want to keep it PK-less, we need to be more strict about our objectives.
 
All very good points. But for example, as you can see in the recent PK appeal, we sweeped the Slums because someone was reported with a machete yesterday, which feels really willy nilly considering we're supposed to not care. One dude with a machete, due to a request, which doesnt have any proof attached to it, caused something that could potentially get a lot of people PK'd and did get two people PK'd in the end - one of which was a guy he just met and was hiding with.

That does feel rather unproportional. Another time we injected to repair cameras and while there, part of the team conducted random searches and whatnot instead of focusing on the camera. If we want to keep it PK-less, we need to be more strict about our objectives.
This falls under the 'where should CP draw the line' discussion I mentioned. I do not think making this PK's for them will change much to what they will sweep for.

In fact, if the guy with the machete becomes a risk to them, I would be more interested to go deal with him. The only change is that I'd bring more units so we can check the entire slums and avoid being jumped on by surprise.

The proper solution to the above problem is to establish better criteria of what needs to be a sweep and what shouldn't - I think that is far more effective.
 
Back
Top