- Joined
- Sep 11, 2021
- Messages
- 84
- Thread Author
- #1
At the moment, I am writing a bit of a conceptual theory for how best to operate the HL2RP framework, using over a decade of experience I have in being a member of multiple communities, both as a player and as a staff member. While this design theory isn't specifically for Willard Networks, I do believe its the community that has the best chance of actually successfully implementing any ideas I throw out into the ether.
One of the ideas I've had is to essentially pivot the Citizen faction away from being the "starter" and almost seemingly non-aligned faction of the server, and instead have the Citizen faction become the foundation on which the other factions are sustained and enriched. Willard Networks has made relatively great strides in this already, with things such as City politics, non-CWU run shops, and having dedicated game masters and event managers. However, the citizen faction still suffers from being a mostly undesirable faction to play for the majority of the server, with players rushing to either join a Rebel faction or become Loyalists and join the CWU/CMU/Government/Conscripts. This leaves a major gap in the server, as run-of-the-mill average citizens become increasingly scarce.
Part of the concept is the framework of the "Server Triad," a very basic design philosophy that prioritizes creating the majority of systems and storylines in an HL2RP server with Citizens in mind first, and then figuring out how the Citizen faction can then fuel the system/storyline for the other two major factions. In the spoiler are a couple of very basic graphics elaborating further, but that's not what this thread is about.
Even if an HL2RP server is run with the Citizen faction taking center stage, I can imagine a majority of players will still find the faction incredibly boring and unfulfilling, leading to the server collapsing as the most fundamental building block of said server grows scarce.
While I have ideas on how to combat this, I am curious what others have to say.
If you're a player who does not enjoy playing the Citizen faction, what could be done to the faction to increase the likelihood of you becoming a more regular player? Preferably, things that can be controlled for, like more mechanics or jobs, and not things like "better roleplayers."
One of the ideas I've had is to essentially pivot the Citizen faction away from being the "starter" and almost seemingly non-aligned faction of the server, and instead have the Citizen faction become the foundation on which the other factions are sustained and enriched. Willard Networks has made relatively great strides in this already, with things such as City politics, non-CWU run shops, and having dedicated game masters and event managers. However, the citizen faction still suffers from being a mostly undesirable faction to play for the majority of the server, with players rushing to either join a Rebel faction or become Loyalists and join the CWU/CMU/Government/Conscripts. This leaves a major gap in the server, as run-of-the-mill average citizens become increasingly scarce.
Part of the concept is the framework of the "Server Triad," a very basic design philosophy that prioritizes creating the majority of systems and storylines in an HL2RP server with Citizens in mind first, and then figuring out how the Citizen faction can then fuel the system/storyline for the other two major factions. In the spoiler are a couple of very basic graphics elaborating further, but that's not what this thread is about.
Even if an HL2RP server is run with the Citizen faction taking center stage, I can imagine a majority of players will still find the faction incredibly boring and unfulfilling, leading to the server collapsing as the most fundamental building block of said server grows scarce.
While I have ideas on how to combat this, I am curious what others have to say.
If you're a player who does not enjoy playing the Citizen faction, what could be done to the faction to increase the likelihood of you becoming a more regular player? Preferably, things that can be controlled for, like more mechanics or jobs, and not things like "better roleplayers."

