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Proposals & A Vision for V3

  • Thread starter Thread starter Merlinsclaw
  • Start date Start date
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Merlinsclaw

Guest
I was asked to present a vision for HL2RP and Version 3.
This presentation includes quotes and ideas from several posts, reforms, and ideas over the past few years.
I present this as something for other people to argue for.

This does not take into account certain problems like RP Quality.





:Server Mentalities:
This section primarily puts up some baseline ideas around server mentalities that are the core fundamentals to later parts of this vision.


Focusing on the Citizen & Player:
Foremost on the issue of focusing on the citizen. The server needs to focus on making the DAY to DAY gameplay of the citizen interesting. Inherently, the CORE of the server is the citizen faction. All other factions (CP, CCA, BRI, CWU, DOB, etc.) all builds around the citizen. To quote: "With a strong citizen focus, the server should become more active, new characters can (on day one) have loads of options that don't require writing an application, buying some rebel gear, or getting immediately murdered for a minor crime on the server like assault."

Ironman Mode:
Encourage a one life approach to PK's and lives. Appeal only if a rule has been broken or there's been a glitch. In the ideal world, if someone dies they take the loss and move on. It's a hard mentality to cultivate however.

Play to Win Mindset:
Both Rebels and the Combine, but moreso the Combine, suffer from a play-to-win mentality. The Combine inherently 'have to win.' Instead of promoting RP, the general consensus is to shut it down and 'win' against the rebels. The same mentality exists on the other side, but generally, this needs to be broken. More on this will be explored in the Setting/Lore Section (see; Combine Afghanistan).




:Setting & Lore:
This section will focus largely on the lore and setting. It's primary emphasis is towards a less lore-heavy server and a different setting.

'The Combine's Afghanistan'
"The Combine view Earth (Sol 3) as a distant and restless backwater, a constant thorn in larger, unknown plans, and an endless drain on resources that are needed elsewhere. An alien Afghanistan. The Combine hate Earth, not for any spiritual or philosophical reason, but because they are annoyed by it. Mildly inconvenienced by skirmishes on the distant edge of their empire, unwilling or unable to figure out an exit strategy to this seemingly endless occupation." Half Life Zero: An Alternative View of HL2RP

The first major change in the setting needs to be to waive this belief that the Combine are this huge infallible, infinite force. "The Combine wants you, the player, to think their state’s resources are infinite. After all, that is what every empire wants to show their enemy, as we have seen in Afghanistan..." The Combine, on Earth, can be beaten. The initial invasion of the Combine from the 7 Hours War is gone. What has replaced it is a loose, occupational government that is inherently ran by Humans (CCA, Transhumans, Metrocops, etc.) with minor support from the Combine's technology and some oversight (Advisors, Striders, Hunters, etc.) In HL2, the Combine don't call in reinforcements until the Citadel has collapsed and been destroyed. It's clear by the hasty retreat of the Advisors themselves that even an uprising as big as the end of HL2 seemed to believe the situation was under control. Earth, in this vision, is a backwater, restless, and distant colony. Uprisings are common across Sol. III. There's been a war on the Amur River that's been going on for years. Cities, at times, are in open uprisings. The Occupational Government infights, often. The Combine, ultimately, are not infallible and, more often than not, lose.


Refocusing on the Half Life aesthetic.
This section is brief. Refocus on the Half Life aesthetic. Have the Combine always working. Striders hauling this or that. Dropships flying over head. New structures being placed. A wall here. Cables hanging. A massive depot with green energy (such as the HL:A Vault) shooting green energy from here to there. Random poles being turned into Combine structures. This or that. Utilize what the Combine does and hone in on it. Beta or HL:A aesthetics. Don't just play off a 'we have infestation control' or this or that as the only way to display Half Life 2 style.

Moving Away from Hard Occupation
Hard Occupation, by definition, is generally defined as the 'middle' of the occupation. It's not Early Occupation nor is it Post-Occupation. It's the period where the Combine have full control and are at the peak of their power. In V3, or this vision, this would change. My personal opinion that the server should take place in the waning hours of the Occupation, after the fall of the Citadel, but in an occupied City. The Combine are on the retreat, backpedaling, and can easily lose BUT they still control the City that the server takes place in. Put the servers setting far away. North America, for example. Contact is cut with Europe. Something is going on. But it's not a WW3RP-esque setting. It's City RP with a twist. It also gives rise to interesting gameplay or events. On the flipside, you could set it during the early occupation, though the same sorta thing may not be done.

Lore: Show, Not Tell.
The lore should exist in only what the player can see. This notion is controversial, but ultimately, it should be true. The Lore Map (and the extensive lore that Willard has had and built on since 2019) has resulted in a mass of problems. Some lore is horrific and hard to read. Some of it is good. But it also constricts the Creative Team and players. A place may be constrained to a certain lore that may, infact, never be used. Rehauling the lore is a fucking massive pain. And a player may be constricted in the type of character they play due to X or Y being or not being in the lore. My suggestion is this: Remove the loremap (I know, a heretical act) and instead have a small writeup about the general consensus on lore. Important dates, information on here and there, and all done by the best writers. If something specifically is done (ala an event in Alaska), it will be committed to lore internally by the CT/Lore Team. Instead show lore through newspapers, broadcasts, and character stories. Furthermore, don't do a time rewind. Do a new timeline and have people pick out what they want.



:Factions & Gameplay:
This section will goes over factions. I'm going to cut down on this slightly but, it's wanted, I will explore it more.
The Map:
Pick a small, compact map. Set it somewhere that isn't Europe or Japan. Per HLZ: Limit factions to small, semi-permanent HQs (Factions setting up shack stalls in the plaza or bombed out buildings). This applies to cops (and CCA) too, who have a shitty set of a couple of rooms in something like a mostly collapsed apartment block.

Citizens & 'Rebels'
Citizens, the focus of the server, are made up of a whole variety of classes. Loyalists. Regular people. Criminals. Rebels. All of these need to be examined. In particular, I believe that citizens should steer away from storefront RP and the like and be steered towards different forms of RP that don't require auths, becoming a rebel, farming, or getting insta-killed for assault. The mentality shouldn't be being afraid of doing crazy shit, it should be encouraging it. Gangs should be operating in broad daylight, without cop intervention, in the slums as they fight over gray markets that are overlooked by the State because, ultimately, the Combine are more concerned about resistance against the regime itself, etc.


On Loyalism: "Being a collaborator for an authoritarian alien regime shouldn't be an easy thing. At a certain point, you should be selling your soul to the regime for benefits but, alongside it, losing your freedoms of not being under the direct light of the regime. This reform, Gradient, seeks to scoop out the deeply rooted 'farming' to be an easy loyalist. You should be benefited with loyalism by developing your character rather than grinding. Alongside this, the very definition of Loyalism (at least how we usually look at it) should be reinvented. Conformity, or general acceptance of the Combine, (ala showing up to workshifts, generally following laws, etc) should be heavily contrasted to Loyalism. Loyalists should have genuine belief in the Combine. They should be beating their fellow citizen, burning books, attending rallies, and ratting out their neighbors. Furthermore, there should be a great disparity between the top and bottom. The ability to differentiate between the Loyalists and the lowest of Society should exist. With any luck, this 'class difference' will also help create RP." Willard already does this fairly well to a degree but I think the real killer to the grind would be the removal of SC from things like workshifts and the workdesk.

On Rebels: The term rebel (terrorist, freedom fighter, protester, insurgent, etc.) has been lost to instead mean someone with gear that sits in the slums and does nothing. I will call out names (because I don't care): Pathfinder & Devi are the two characters that shoot to the top of my mind when I think of circlejerk rebels that do nothing. The "resistance" does nothing outside of events or quests. Go infiltrate the Combine. Go start a riot!! Do something!! We need to encourage this instead of the weird circlejerk that exists, and I think, the best way to do this is by having rebels be inside the general city population. A wipe would also be beneficial (which is actually coming!)

CWU, DOB, CMU, and BRI
CWU: Changes detailed below. The CWU are not the workshift machine. They are a trade union that doesn't always get along with the leadership of the City. They'll go on strike. They'll shut down production. They'll do this and that and aren't just le workshifts.

  • "A trade union that will advocate on behalf of workers to the city's leadership and civil protection. An organization that supports private business. A collection of tradies of varying quality.
  • In general - workshifts are a terrible way of engaging with citizen players, the majority of them will avoid at all cost unless they are after a loyalist point. Try the other things instead of workshifts - and if you want to run a factory then recruit a roster of actual employees for the factory, that can have all sorts of character building over the usual workshift bullshit." - Citizen.
DOB: The DOB needs to be removed but it isn't inherently the problem. The problem is this mentality that every single shop needs to be regulated down to the teeth. You need a permit for that!! You need a POS Device!! You need this and that!! Kill the mentality in the wipe.

CMU: Use a poorly funded clinic model of RP. Shitty place but overall and alright faction.

BRI: "Adopt the Union Medical model and become broke. Have you been to real life labs? Most departments don't have a lot of resources. The science done here should be not-so-sleek or professional, it's a hangover from the willard days of space lasers, get right back to a mindset of a severely underfunded regional lab, some provincial institute of science made from some old eastern block university." - Citizen.



Civil Protection, OTA, & Dispatch
I played cop for the first time the other day and while I'd say it went fairly well, I did have a moment where I was just like 'what the fuck.' That moment came when a transaction appeared on the CP Hud and the Cop standing beside me checked it because it was in the slums. I think I nearly shot myself.

There's already some threads where these ideas have been discussed:


Basically here's my tl;dr:
- No Dispatch / Very Limited Dispatch that can be manually turned on and off.

- Desk Sergeant that acts as human dispatch. Corruptable.
- Rehaul Punishments. Make the only thing you are getting shot over be Combine tech, having a gun, or something along those lines. The default should be 'beat someone, take a bribe, extort them, etc.' (that means riots too!!)
- Encourage cop infighting. Fragging your fellow officers, etc.
- New taglines?
- Detectives
- Riot Cops & The Police Chief
- OTA are an event faction.


CCA
The CCA is alright but it promotes the status-quo. Heartwick and Mulligan being in power for five quadrillion years hasn't helped anything. I'm going to give three outlines for what the CCA could be:

1. Electoral C.C.A
This C.C.A is meant to be wildly political with varying power. Ideally, every three months the position of C.A would go up for election. The individual would come from the District Congress / Loyalist Congress / whatever the fuck we call it with some quality control. Either the Congress itself or the entire City would vote (via the forums) on the issue. (note: you have to make the vote public to look out for alts, nonplayers, etc.). From here, the C.A is elected and is in power for three months. It gives variety and some crazy political shit can go on as people go for the highest position possible. The CCA Lead (and Co-Lead?) would be the Sector Administrator and/or Arbitrator.

2. District Administration C.C.A
This C.C.A would have less amounts of power but would be wildly different. In this model, a map would be split in 2-3 districts (such as the Terminal Map rn) with each 'District' having a District Administrator. (D.A) Each D.A would control a predetermined section of the City (slums, normal area, loyalist area, w/e) and would have complete control in their district solely. They'd have no power over each other or otherwise. Maybe one section has prohibition and the other doesn't. Maybe one D.A controls the C.W.U factory and uses them as leverage against the others. It allows infighting and cool scenarios. In this system, the CCA Lead and Co-Lead would be the C.A and V.A, just in another district.

3. Junta C.C.A
The Military Junta C.C.A, like other factions, would operate out of a 'temporary H.Q' like a bombed out building and may fit in some setting better than others. The Junta would have a great deal of power and membership would vary based on the players. Civil Protection Rank Leaders, Influential Citizens, former CCA members, or whatever else anyone could think of. There'd be no application process and no predetermined leadership. The Council would be as large as the Council, and the server, allowed it to be. The Junta would have supreme control but their power, inherently, would come out of the barrel of a gun. They'd be encouraged and expected to utilize CPs on their payroll or a militia of their own to secure power. The man with the biggest stick wins and once they secure power, they'd be de-facto leader of the city. However, leadership only goes as far as people are willing to support it. You may be able to control the CPs or you may not. You may be the 'leader' one day and the next day a guy with an armed militia rolls into the building and overthrows you. The entire purpose is to give conflict that bleeds out to the rest of the server. (maybe give coupons for sterilized credits that cops can redeem?) The CCA Leads would likely be OOC quality control.


Other Changes
I'll add to this list if I think of anything:

- Add a physical currency. Maybe 'Tokens' that can be stacked (like metal/plastic/w.e) in stacks of 100. You could have some exchange terminal to turn S.C into Credits and vice versa. This promotes a gray market that can't exactly be monitored.


- I think a permanent move away from TBC would be beneficial.
- The edit of the combat system around moving away from TBC (ala, change guns damage, etc)
- The removal of radiobob, bonk soda, etc.
- The removal / renaming / restructuring / addition of the drugs. Add irl drugs too. Maybe a new drug system?
- Possibly rework how food works. Remove any stat boosts from food and solely have stat boosts come from drugs.



Ok. Thanks.
Argue below.



 
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What we really need is how to fix the fucking timing out bug-
 
THERE IS NO SHELTER FOR THOSE WHO APPOSE THE IMPERIUM OF MAN
 
Would be a good idea but:

Ironman Mode:
Encourage a one life approach to PK's and lives. Appeal only if a rule has been broken or there's been a glitch. In the ideal world, if someone dies they take the loss and move on. It's a hard mentality to cultivate however.

Play to Win Mindset:
Both Rebels and the Combine, but moreso the Combine, suffer from a play-to-win mentality.
These points contradict themselves. If we are doing PK's every death, it will have to be play 2 win. You can not avoid that.
 
Would be a good idea but:


These points contradict themselves. If we are doing PK's every death, it will have to be play 2 win. You can not avoid that.
Not sure if you read the rest but uh

It’s fairly easy to play death as a PK, which is usually the case, and not play to win / crush others fun. The entire goal should be to promote RP and have fun, not to win.
 
Ironman Mode:

Already a thing, straight up.

'The Combine's Afghanistan'

This is bad as it feeds into the notion that the Combine are some standard solar empire that you may find in something like Mass Effect. The Combine's power is unequalled, and it cannot be matched or bested by any known force or entity within the Half Life universe. It has dusted, with ease, every single entity it has come across without any issue or hiccups. The only real reason that humanity even exists is because they have one thing that they want. If the Combine wanted to, they could have mankind slaughtered to the last within mere hours. There is no real struggle for the greater empire, only the local force present - which in is nothing more than a police force when compared to the Combines true power. The reason they don't is not only because Earth itself if of meager importance but because they are dealing with Breen in order to get what they want.

Diluting the Combines power to make them a CCCP style empire that constantly gets tossed around in any macro sense heavily deflates the setting, removing much of what made Half Life interesting.

Refocusing on the Half Life aesthetic.

Mostly meh, though I will note you only have two options with something like this.
1. These constructs actually matter in which case the rebels will quickly find themselves completely overburdened and overwhelmed with the amount of influence the Combine constantly exert.
2. They don't matter and this all basically just comes to window dressing.

Not a problem in the case of two, but 1 could rapidly turn to an issue. The idea of the Combine constantly doing stuff is fine enough, and it makes sense, but dive too deep into this and rebels will literally not be able to keep up and will drown either directly or indirectly as a result.

Moving Away from Hard Occupation

This is not nearly as different as many try to claim. I mean hell, the Combine in Version 2 have consistently been portrayed as laughably weak. We straight-up have been watching them backpaddle for 2 years straight and it really didn't add, but rather took away from the experience. When you start with the Combine already having lost, it just means the story has very little room to progress and the objectives of each faction become way less impactful. It would be neat to be built up to, organically mind you, but starting at the end is rarely a good idea.

Lore: Show, Not Tell.

Yeah, lots of the lore is HOI player tier writing. But that's a writer issue and not a concept issue. The world lore is useful for grounding everyone on a united perspective of the world and enabling players to use that extensive lore for their character origins and backstory. Provided the writing isn't bad there is no negative element to having an extensive lore. Bad writing will ruin any story though, short or long.


We're likely going to be swapping maps in regulars intervals around the city sort of like we are now, but ideally in a more refined manner.

Civil Protection, OTA, & Dispatch

Some of this is already the case such as
- Encourage cop infighting. Fragging your fellow officers, etc.
- OTA are an event faction.
- Riot Cops & The Police Chief (Overseers and the heavily armed CP's)

The only thing to note is that as far as I know, CP leads don't arbitrary force CP's to kill eachother - which is good. That would be really dumb if you were basically just forced to constantly brawl and had your character lashed anytime you tried to be more passive.


Outside of that, turning CP's into the NYPD is really, really bad. They're a core element of the HL setting within City RP and this is a massive case of 'don't fix what isn't broken.' CP's, despite hiccups that happen, are generally fine as far as I can tell. There is no real need for a massive overhaul, just minor refinements if anything. Most systems the CP's clash with don't even originate from the faction itself, but from issues with how other factions or groups work.
CP's are fine, no need to get goofy with them.


As mentioned before, pretty sure we're swapping maps semi-regularly in V3, with each one being a different and distinct part of the City, so things like DA's will probably be around. Though ideally each part of the city will be different in how it functions so give or take on the other stuff.

------
 
Go start a riot!! Do something!!
A lot easier said then done, and when done something always happens.
Example, the concert incited a riot. No lethal force other then like cp's shooting a single round into peoples feet, until a event rebel with a fucking M249 came out of thin air, and started shooting them, causing a all out war.
So, its not that riots don't happen. Its just, people are to scared to start them in fear a event admin will make it into the battle of the bulge.
 
Already a thing, straight up.



This is bad as it feeds into the notion that the Combine are some standard solar empire that you may find in something like Mass Effect. The Combine's power is unequalled, and it cannot be matched or bested by any known force or entity within the Half Life universe. It has dusted, with ease, every single entity it has come across without any issue or hiccups. The only real reason that humanity even exists is because they have one thing that they want. If the Combine wanted to, they could have mankind slaughtered to the last within mere hours. There is no real struggle for the greater empire, only the local force present - which in is nothing more than a police force when compared to the Combines true power. The reason they don't is not only because Earth itself if of meager importance but because they are dealing with Breen in order to get what they want.

Diluting the Combines power to make them a CCCP style empire that constantly gets tossed around in any macro sense heavily deflates the setting, removing much of what made Half Life interesting.
Having an infinitely powerful antagonize with no weaknesses does not make for a very compelling storyline. The occupational force should be able to be beaten, not the whole empire, just the force stationed on earth. I mean we already know a massive weakness in the occupation, the reliance on humans to run the government and police forces, and the citadel network, one goes down, the whole planet is cut off from the rest of the empire. So, saying that they cannot be beat at all, is just a lie, they have obvious weaknesses.

(Also, most the lore is basically made up with no official source in any of the game, so you can just change whatever you want anyways)
 
I agree that we should pull away from the idea of a all-powerful occupation that can crush anything that even looks like a resistance by blinking at it.

However, I do not think the idea of "Combine's Afghanistan" should represent this situation since I think the combine are somewhat more capable then that to say the least. A overly militant and obvious organization that actively occupies towns while undermining the central government like the Taliban would never work here.

In this case, we should be talking about "Combine's France 1943" where a occupation is still strong to the point where most overly visible resistance organizations are getting blown the fuck up, but there are still many far more effective and highly infiltrated resistance organizations that are all waiting for the right event to occur before taking serious action towards a general uprising.

They will of course still occasionally perform insurgency operations though, but such insurgency operations are more about assisting the build up of the resistance rather then actively trying to bring down the regime which they cannot do under the present conditions.
 
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- No Dispatch / Very Limited Dispatch that can be manually turned on and off.

Dispatch was already dead before the map change, didn't exactly feel much different from now.

Also, how are you supposed to "manually turn off" a City wide AI?

- Desk Sergeant that acts as human dispatch. Corruptable.

Or you can try not doing illegal shit when there's a flying robot around. Or learn how to disguise your illegal activities.

Map already gives plenty of dingy places and Dispatch WL Holders aren't exactly 24/7, not to mention you can see when they're active with your IC hud.

Besides, why force some poor bastard to do Desk Sitting RP when 80% of the time there's nothing happening?

- Rehaul Punishments. Make the only thing you are getting shot over be Combine tech, having a gun, or something along those lines. The default should be 'beat someone, take a bribe, extort them, etc.' (that means riots too!!)

Already a thing.
https://docs.google.com/document/d/1vk5IK3X4_QHcOTFe72mJt0Ek6OqYJJJrDH2l88COzog/edit?usp=sharing

Bribes are useless since CPs swim in money.

- Encourage cop infighting. Fragging your fellow officers, etc.

There's no reason to, unless you're specifically aiming for a Command Unit role and all of the spots are full.

- New taglines?

There's a good 10 or so to pick from, not that it matters, since Squads force taglines unto you. Now it's less what fancy tagline you have, but rather what unique number you have, hence adding more taglines would literally do nothing.

- Detectives

From the guide:
"XRAY - Specializes in public security, with immediate priority and complete authority over all investigations and interrogations."

If we're talking about maskless detectives, just resurrect OSI, that was their gig.

- Riot Cops & The Police Chief

When was the last time we had a riot on a public street that was big enough to warrant Riot Cops existing?

The faction already had specialized units as a mock up SWAT detachment. Guess what, it got disbanded because they did absolutely nothing - simply because there was nothing to do. Why introduce Riot Cops when they'll get used once or never in their entire existence?

As for Police Chief... That's the Captain, unless you mean something else.
 
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Oh damn another discussion thread that's gonna go nowhere?
Daring today aren't we?
My bet is 5 pages till it gets closed for toxicity
 
Oh damn another discussion thread that's gonna go nowhere?
Daring today aren't we?
My bet is 5 pages till it gets closed for toxicity
5 pages, thats bold.
I'd like to think the guy who plays It'Er would know that is very generous. Lets not forget, this is a Merlinsclaw thread.
 
Besides, why force some poor bastard to do Desk Sitting RP when 80% of the time there's nothing happening?
You'd be surprised
Bribes are useless since CPs swim in money.
Yes this a problem. An idea can be that the system on how CP's get their wages is overhauled entirely. How? I've got no clue, but the system should be changed where bribes, whether it be credits, physical items, hell even chips for corrupt cops to trade on the black market becomes a viable idea and concept
There's no reason to, unless you're specifically aiming for a Command Unit role and all of the spots are full.
Police infighting should not just be limited to <::"I want to be the command unit, fuck you."::>. Infighting in the police force depends on IC relations and rivalries etc. When you say "theres no reason to", that might mean that players don't take the initiative, theres no scenarios that make two peopel have a rivalry between eachother, or that players are just boring and be robocops.
because there was nothing
again, thats a roleplay issue, where scenarios and events need to be created for people to take the initiative to riot.
 
Having read through this, I can say I disagree with some of the ideas and points you have made and are seeking to change.

Your ironman idea may not work as intended. Given the current player base and their ideology, it only takes one player to think to themselves "I can make a char and just RP for three weeks, then find someone who I /don't like\ for made up reason and kill them", rendering the victim player at a loss with no way of appealing it. This could be potentially hard to keep track off and negates RP in general.

The combines Afghanistan seems to be moving towards the other end of the spectrum too much, essentially going from the one extremt to the other, with no happy medium in between. Yes I have re-iterated what DeNuke stated, but we spoke at length about it and I feel the same. The combine are a force to be reckoned with and shouldn't be sugar coated or negated in this manner.

I dont see a need for moving away from a hard occupation. Its working well enough at the moment, we just need some RP tweeks here and there to improve on it.

Lore is paramount to the server, whether that be for character creation, event planning, story telling and so forth. I created my first character on Willard and then found the lore, giving me more inspiration as to where they came from, who they were as a character, what drove them to do the things they did, how they acted and behaved. Without it I may not have been as interested in Willard as I became. I want others to feel the same as I did, having this expanse of lore to be inspired by and have the courage granted to them in the form of writing their own. We shouldn't be stifling the playerbase by telling them they cannot be creative, as we all start writing somewhere and at any level.

The map must be of a reasonable size. Too large and we risk the players being spread too thin, too small and it becomes so cramped that any form of rebel RP is negated and forced into a corner, making it much more difficult than it already is. City 24 V3 was a great map, and the first one I experienced on Willard almost a year ago. Its proportions were just right for rebel RP to thrive, with enough underground space to roam around in and many places to hide from those inevitable shadow sweeps. Anything smaller than this and we risk creating more issues than we solve. Incidentally, anything too open and we cannot efficiently have rebels hiding from the civil protection, so again something else to be thought of.

Store front RP is one of the best ways to keep citizens active and engaged. It creates hubs of opportunities, places to converse icly and areas in which people can generally RP in neutrality. As an example, the motel currently being run on the main has a great vibe to it, with characters of all tiers coming together to RP in one central location, creating intrigue and in rare occurrences some level of danger, given the location being so far stretched from the main central area of the district. If we remove storefront RP, we are stifling RP in general.

The unions should be left to their own devices. Unless we one hundred percent went along with your idea's outlined, stifling the workers union, medical union and BRI wouldn't work in a logical sense. There needs to be a fine balance of give and take in RP, bringing a more vibrant, fluid and dynamic method of making this happen. The gears of industry update will hopefully solve this, and in itself create rivalries between the factions.

Dispatch is another ting that wont work unless your ideas are implemented to the fullest extent. Reading one of the previous responses, I am curious as to how an artificial intelligence can be simply switched on and off again. I would estimate that something on this level would spark interest from OCIN and the advisors, creating a string of investigative events from an outside source. We could be looking at a chins event occurring on the main in this scenario. I also dont understand the idea of using a desk sergeant in dispatch's stead. I know from personal experience, having been in the medical union for over eight months now, that standing or sitting in place is immensely boring. No one will want to play a role such as this.

As for the administrators and the ideas being put forwards, number three, being Junta CCA is a no from me. I dont like it and it feels to militaristic in my opinion. The district administration idea is a good one however, it being run in this manner on the main as we speak.

All in all, about seventy-five percent of this proposal I disagree with on the whole. I'm interested in seeing what other people think of it, and perhaps they can also offer some ideas that run along side your own, to maybe improve on them and create something that will ultimately be unique.
 
You'd be surprised

I would be. Most of the time these types of roles aren't exactly active due to the sheer boring-ness, but I digress.

Yes this a problem. An idea can be that the system on how CP's get their wages is overhauled entirely. How? I've got no clue, but the system should be changed where bribes, whether it be credits, physical items, hell even chips for corrupt cops to trade on the black market becomes a viable idea and concept

I agree with the overall idea, but changing how CPs get their wages won't fix it. Bottom line is that there is nothing to spend them on. All cops get their equipment for free. Their rations fully fulfill the hunger/thirst bars. Every reward they purchase in the faction is bought with a completely different currency.

Basically, CPs don't have anything to spend credits on except audio books and flair items.

One way to do this would to implement rewards and services that can only be purchased with normal credits instead of sterilized ones, which would in turn also actually make CPs fine people, since they can do that. Obviously that'd open up a whole different can of worms, such as crime being punished even more due to more regular fines, so the whole thing can't be fixed in one swoop.

Police infighting should not just be limited to <::"I want to be the command unit, fuck you."::>. Infighting in the police force depends on IC relations and rivalries etc. When you say "theres no reason to", that might mean that players don't take the initiative, theres no scenarios that make two peopel have a rivalry between eachother, or that players are just boring and be robocops.

The reason why I said "there's no reason to" is specifically because these things are entirely IC. Placing the in-character relations aside, there is no reason to infight. You aren't made to compete with other units or forced to hate them, it's entirely based on your character and interactions.

This is why the "there needs to be more infighting" thing is stupid. If you want it to be genuine, don't force it.

again, thats a roleplay issue, where scenarios and events need to be created for people to take the initiative to riot.

I disagree. Scenarios and events won't make people potentially throw their characters away simply because we need a justifiable reason to have Riot Cops. Or keep doing it after the first few times fail, for that matter.
 
Overall I like most of the suggestions. Many of them are fairly sound, although...

Loyalists should have genuine belief in the Combine. They should be beating their fellow citizen, burning books, attending rallies, and ratting out their neighbors.

Loyalism tends to be about conformity. There are certainly those who are "religiously loyal" but for the most part in an occupation roleplay setting, the privileged citizens are more often than not simply those who prove useful to the established regime. I think inherently ratting out your neighbors should be enforced by the state while also being rewarded, but the higher up the chain you go, the more obvious the failings of your society become. Few well informed people would truly be loyal to the Combine unless they had a severe mental deficiency. Given the chance I'd like to believe most collaborators and CCA would gladly see the Combine removed from the planet, while also maintaining their privilege's in the new world.

That is not to say breeding loyalty in the isolated masses does not benefit the regime, however.
 
I was asked to present a vision for HL2RP and Version 3.
This presentation includes quotes and ideas from several posts, reforms, and ideas over the past few years.
I present this as something for other people to argue for.

This does not take into account certain problems like RP Quality.





:Server Mentalities:
This section primarily puts up some baseline ideas around server mentalities that are the core fundamentals to later parts of this vision.


Focusing on the Citizen & Player:
Foremost on the issue of focusing on the citizen. The server needs to focus on making the DAY to DAY gameplay of the citizen interesting. Inherently, the CORE of the server is the citizen faction. All other factions (CP, CCA, BRI, CWU, DOB, etc.) all builds around the citizen. To quote: "With a strong citizen focus, the server should become more active, new characters can (on day one) have loads of options that don't require writing an application, buying some rebel gear, or getting immediately murdered for a minor crime on the server like assault."

Ironman Mode:
Encourage a one life approach to PK's and lives. Appeal only if a rule has been broken or there's been a glitch. In the ideal world, if someone dies they take the loss and move on. It's a hard mentality to cultivate however.

Play to Win Mindset:
Both Rebels and the Combine, but moreso the Combine, suffer from a play-to-win mentality. The Combine inherently 'have to win.' Instead of promoting RP, the general consensus is to shut it down and 'win' against the rebels. The same mentality exists on the other side, but generally, this needs to be broken. More on this will be explored in the Setting/Lore Section (see; Combine Afghanistan).




:Setting & Lore:
This section will focus largely on the lore and setting. It's primary emphasis is towards a less lore-heavy server and a different setting.

'The Combine's Afghanistan'
"The Combine view Earth (Sol 3) as a distant and restless backwater, a constant thorn in larger, unknown plans, and an endless drain on resources that are needed elsewhere. An alien Afghanistan. The Combine hate Earth, not for any spiritual or philosophical reason, but because they are annoyed by it. Mildly inconvenienced by skirmishes on the distant edge of their empire, unwilling or unable to figure out an exit strategy to this seemingly endless occupation." Half Life Zero: An Alternative View of HL2RP

The first major change in the setting needs to be to waive this belief that the Combine are this huge infallible, infinite force. "The Combine wants you, the player, to think their state’s resources are infinite. After all, that is what every empire wants to show their enemy, as we have seen in Afghanistan..." The Combine, on Earth, can be beaten. The initial invasion of the Combine from the 7 Hours War is gone. What has replaced it is a loose, occupational government that is inherently ran by Humans (CCA, Transhumans, Metrocops, etc.) with minor support from the Combine's technology and some oversight (Advisors, Striders, Hunters, etc.) In HL2, the Combine don't call in reinforcements until the Citadel has collapsed and been destroyed. It's clear by the hasty retreat of the Advisors themselves that even an uprising as big as the end of HL2 seemed to believe the situation was under control. Earth, in this vision, is a backwater, restless, and distant colony. Uprisings are common across Sol. III. There's been a war on the Amur River that's been going on for years. Cities, at times, are in open uprisings. The Occupational Government infights, often. The Combine, ultimately, are not infallible and, more often than not, lose.


Refocusing on the Half Life aesthetic.
This section is brief. Refocus on the Half Life aesthetic. Have the Combine always working. Striders hauling this or that. Dropships flying over head. New structures being placed. A wall here. Cables hanging. A massive depot with green energy (such as the HL:A Vault) shooting green energy from here to there. Random poles being turned into Combine structures. This or that. Utilize what the Combine does and hone in on it. Beta or HL:A aesthetics. Don't just play off a 'we have infestation control' or this or that as the only way to display Half Life 2 style.

Moving Away from Hard Occupation
Hard Occupation, by definition, is generally defined as the 'middle' of the occupation. It's not Early Occupation nor is it Post-Occupation. It's the period where the Combine have full control and are at the peak of their power. In V3, or this vision, this would change. My personal opinion that the server should take place in the waning hours of the Occupation, after the fall of the Citadel, but in an occupied City. The Combine are on the retreat, backpedaling, and can easily lose BUT they still control the City that the server takes place in. Put the servers setting far away. North America, for example. Contact is cut with Europe. Something is going on. But it's not a WW3RP-esque setting. It's City RP with a twist. It also gives rise to interesting gameplay or events. On the flipside, you could set it during the early occupation, though the same sorta thing may not be done.

Lore: Show, Not Tell.
The lore should exist in only what the player can see. This notion is controversial, but ultimately, it should be true. The Lore Map (and the extensive lore that Willard has had and built on since 2019) has resulted in a mass of problems. Some lore is horrific and hard to read. Some of it is good. But it also constricts the Creative Team and players. A place may be constrained to a certain lore that may, infact, never be used. Rehauling the lore is a fucking massive pain. And a player may be constricted in the type of character they play due to X or Y being or not being in the lore. My suggestion is this: Remove the loremap (I know, a heretical act) and instead have a small writeup about the general consensus on lore. Important dates, information on here and there, and all done by the best writers. If something specifically is done (ala an event in Alaska), it will be committed to lore internally by the CT/Lore Team. Instead show lore through newspapers, broadcasts, and character stories. Furthermore, don't do a time rewind. Do a new timeline and have people pick out what they want.



:Factions & Gameplay:
This section will goes over factions. I'm going to cut down on this slightly but, it's wanted, I will explore it more.
The Map:
Pick a small, compact map. Set it somewhere that isn't Europe or Japan. Per HLZ: Limit factions to small, semi-permanent HQs (Factions setting up shack stalls in the plaza or bombed out buildings). This applies to cops (and CCA) too, who have a shitty set of a couple of rooms in something like a mostly collapsed apartment block.

Citizens & 'Rebels'
Citizens, the focus of the server, are made up of a whole variety of classes. Loyalists. Regular people. Criminals. Rebels. All of these need to be examined. In particular, I believe that citizens should steer away from storefront RP and the like and be steered towards different forms of RP that don't require auths, becoming a rebel, farming, or getting insta-killed for assault. The mentality shouldn't be being afraid of doing crazy shit, it should be encouraging it. Gangs should be operating in broad daylight, without cop intervention, in the slums as they fight over gray markets that are overlooked by the State because, ultimately, the Combine are more concerned about resistance against the regime itself, etc.


On Loyalism: "Being a collaborator for an authoritarian alien regime shouldn't be an easy thing. At a certain point, you should be selling your soul to the regime for benefits but, alongside it, losing your freedoms of not being under the direct light of the regime. This reform, Gradient, seeks to scoop out the deeply rooted 'farming' to be an easy loyalist. You should be benefited with loyalism by developing your character rather than grinding. Alongside this, the very definition of Loyalism (at least how we usually look at it) should be reinvented. Conformity, or general acceptance of the Combine, (ala showing up to workshifts, generally following laws, etc) should be heavily contrasted to Loyalism. Loyalists should have genuine belief in the Combine. They should be beating their fellow citizen, burning books, attending rallies, and ratting out their neighbors. Furthermore, there should be a great disparity between the top and bottom. The ability to differentiate between the Loyalists and the lowest of Society should exist. With any luck, this 'class difference' will also help create RP." Willard already does this fairly well to a degree but I think the real killer to the grind would be the removal of SC from things like workshifts and the workdesk.

On Rebels: The term rebel (terrorist, freedom fighter, protester, insurgent, etc.) has been lost to instead mean someone with gear that sits in the slums and does nothing. I will call out names (because I don't care): Pathfinder & Devi are the two characters that shoot to the top of my mind when I think of circlejerk rebels that do nothing. The "resistance" does nothing outside of events or quests. Go infiltrate the Combine. Go start a riot!! Do something!! We need to encourage this instead of the weird circlejerk that exists, and I think, the best way to do this is by having rebels be inside the general city population. A wipe would also be beneficial (which is actually coming!)

CWU, DOB, CMU, and BRI
CWU: Changes detailed below. The CWU are not the workshift machine. They are a trade union that doesn't always get along with the leadership of the City. They'll go on strike. They'll shut down production. They'll do this and that and aren't just le workshifts.

  • "A trade union that will advocate on behalf of workers to the city's leadership and civil protection. An organization that supports private business. A collection of tradies of varying quality.
  • In general - workshifts are a terrible way of engaging with citizen players, the majority of them will avoid at all cost unless they are after a loyalist point. Try the other things instead of workshifts - and if you want to run a factory then recruit a roster of actual employees for the factory, that can have all sorts of character building over the usual workshift bullshit." - Citizen.
DOB: The DOB needs to be removed but it isn't inherently the problem. The problem is this mentality that every single shop needs to be regulated down to the teeth. You need a permit for that!! You need a POS Device!! You need this and that!! Kill the mentality in the wipe.

CMU: Use a poorly funded clinic model of RP. Shitty place but overall and alright faction.

BRI: "Adopt the Union Medical model and become broke. Have you been to real life labs? Most departments don't have a lot of resources. The science done here should be not-so-sleek or professional, it's a hangover from the willard days of space lasers, get right back to a mindset of a severely underfunded regional lab, some provincial institute of science made from some old eastern block university." - Citizen.



Civil Protection, OTA, & Dispatch
I played cop for the first time the other day and while I'd say it went fairly well, I did have a moment where I was just like 'what the fuck.' That moment came when a transaction appeared on the CP Hud and the Cop standing beside me checked it because it was in the slums. I think I nearly shot myself.

There's already some threads where these ideas have been discussed:


Basically here's my tl;dr:
- No Dispatch / Very Limited Dispatch that can be manually turned on and off.

- Desk Sergeant that acts as human dispatch. Corruptable.
- Rehaul Punishments. Make the only thing you are getting shot over be Combine tech, having a gun, or something along those lines. The default should be 'beat someone, take a bribe, extort them, etc.' (that means riots too!!)
- Encourage cop infighting. Fragging your fellow officers, etc.
- New taglines?
- Detectives
- Riot Cops & The Police Chief
- OTA are an event faction.


CCA
The CCA is alright but it promotes the status-quo. Heartwick and Mulligan being in power for five quadrillion years hasn't helped anything. I'm going to give three outlines for what the CCA could be:

1. Electoral C.C.A
This C.C.A is meant to be wildly political with varying power. Ideally, every three months the position of C.A would go up for election. The individual would come from the District Congress / Loyalist Congress / whatever the fuck we call it with some quality control. Either the Congress itself or the entire City would vote (via the forums) on the issue. (note: you have to make the vote public to look out for alts, nonplayers, etc.). From here, the C.A is elected and is in power for three months. It gives variety and some crazy political shit can go on as people go for the highest position possible. The CCA Lead (and Co-Lead?) would be the Sector Administrator and/or Arbitrator.

2. District Administration C.C.A
This C.C.A would have less amounts of power but would be wildly different. In this model, a map would be split in 2-3 districts (such as the Terminal Map rn) with each 'District' having a District Administrator. (D.A) Each D.A would control a predetermined section of the City (slums, normal area, loyalist area, w/e) and would have complete control in their district solely. They'd have no power over each other or otherwise. Maybe one section has prohibition and the other doesn't. Maybe one D.A controls the C.W.U factory and uses them as leverage against the others. It allows infighting and cool scenarios. In this system, the CCA Lead and Co-Lead would be the C.A and V.A, just in another district.

3. Junta C.C.A
The Military Junta C.C.A, like other factions, would operate out of a 'temporary H.Q' like a bombed out building and may fit in some setting better than others. The Junta would have a great deal of power and membership would vary based on the players. Civil Protection Rank Leaders, Influential Citizens, former CCA members, or whatever else anyone could think of. There'd be no application process and no predetermined leadership. The Council would be as large as the Council, and the server, allowed it to be. The Junta would have supreme control but their power, inherently, would come out of the barrel of a gun. They'd be encouraged and expected to utilize CPs on their payroll or a militia of their own to secure power. The man with the biggest stick wins and once they secure power, they'd be de-facto leader of the city. However, leadership only goes as far as people are willing to support it. You may be able to control the CPs or you may not. You may be the 'leader' one day and the next day a guy with an armed militia rolls into the building and overthrows you. The entire purpose is to give conflict that bleeds out to the rest of the server. (maybe give coupons for sterilized credits that cops can redeem?) The CCA Leads would likely be OOC quality control.


Other Changes
I'll add to this list if I think of anything:

- Add a physical currency. Maybe 'Tokens' that can be stacked (like metal/plastic/w.e) in stacks of 100. You could have some exchange terminal to turn S.C into Credits and vice versa. This promotes a gray market that can't exactly be monitored.




Ok. Thanks.
Argue below.




Only thing I disagree here with is the 1 life rule, I think that's a problem WN goes through right now, People go through the trouble of fleshing out and developing a character only for them to be killed and bam! its over weeks possibly months of hard work and connections gone.

We need a system where you either get NLR'd your first death or perhaps some form of compromise is settled, Because 1 and done system makes people take extreme caution, Noone wants to lose a 2+year old character to a fun shoot-out or getting caught in the middle of something I think this is a very contributing fact to why rebel rp is so stalled, On Nebulous for example rebels run out to scavenge and occasionally get into combat with CPs/OTA and if they die? they lose their inventory and get NLR'd, If they get captured? then its in CP's hands at that point And I feel we more so need a system similar to this as opposed to PKs left and right.

We've seen months of stagnation and rebels not wanting to take risks, Well I believe this to be a major contributing factor.
 
You don't have to do much to make resistance viable without nerfing the Combine, it's s just that people here don't read much about insurgencies before writing their WWII tier rebel faction.
Combine Empire presence on earth is mostly human-based, and a planet is huge and difficult to control. The combine just estimate that should there be any big trouble on earth (HL2 uprising and nothing smaller than that, really), they can just send their real forces that are better off being left in the overworld in the meantime. They just have to go through the convenient bottleneck that is their inconvenient superportal technology (episode 2 plot in a nutshell).
 
CWU: Changes detailed below. The CWU are not the workshift machine. They are a trade union that doesn't always get along with the leadership of the City. They'll go on strike. They'll shut down production. They'll do this and that and aren't just le workshifts.
  • "A trade union that will advocate on behalf of workers to the city's leadership and civil protection. An organization that supports private business. A collection of tradies of varying quality.
  • In general - workshifts are a terrible way of engaging with citizen players, the majority of them will avoid at all cost unless they are after a loyalist point. Try the other things instead of workshifts - and if you want to run a factory then recruit a roster of actual employees for the factory, that can have all sorts of character building over the usual workshift bullshit." - Citizen.
While this would be an interesting take on the CWU, and it has some RP potential, this is nowhere viable in a HL2 setting.

Do a strike? Civil Protection can, and will, strike you down.
The factory management stuff might be more feasable, so thats a usable idea if anything.
 
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